Advertisement
miniment

recommendations from the pubg competitive community.

Oct 20th, 2017
148
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.56 KB | None | 0 0
  1. Here is a list of what we as pro player's feel need to be looked at.
  2.  
  3. First off and most important is 2 points
  4.  
  5. 1. Do Not force Shadows/Post Processing / Allow certain .ini commands
  6. FPS is a huge issue in the competitive scene at the moment.
  7.  
  8. Post processing and Shadows impact FPS alot and it impacts FPS that is already low for most players. There is no point to having these features on for the competitive scene.
  9. Forcing shadows creates a huge rift between players that can use special monitor settings to reduce the darkness (which beats the whole purpose of shadows) and players that dont.
  10. Allowing us to turn off the shadow settings would create an even playing field for everyone, while also reducing the FPS issues.
  11.  
  12. The FPS you recieve in normal matches are completely different than you would recieve in a competitive game.
  13. (Benchmarked FPS from casual and tournament match = CASUAL MINMAXAVG = 68 MIN 200 MAX 132 AVG | COMP = 24 MIN 200 MAX 73 AVG, Only 2 full games benchmarked, But you see the obvious difference.) (insert FPS graph from competitive game + pub game)
  14. Most of the FPS dropping issues are due to the large amount of moving vehicles on circle changes. (and the large amount of particles coming from vehicles)
  15. For competitive gameplay an average of 120 FPS should be the minimum before you start forcing people to use higher settings. (and that average FPS of above atleast 100 should be achievable without 1080's and i7 8700k)
  16.  
  17. Allow the editing some engine.ini commands for the purpose of getting better fps
  18. Example commands that should be allowed:
  19. r.DefaultFeature.AutoExposure=False
  20. r.DefaultFeature.MotionBlur=False
  21. r.DepthOfFieldQuality=0
  22. r.DepthOfField.MaxSize=0
  23. r.SwitchGridShadow=0
  24. r.BloomQuality=0
  25.  
  26. (r.Tonemapper.Sharpen=x could be allowed aswell to make the game look better with barely any performance hit.)
  27.  
  28. Having these commands on and off gives a day and night difference in FPS. and playing without those settings is unbearable in competitive games.
  29.  
  30. The biggest reason for the massive drops in FPS is the usage of cars in competitive games. In the mid- to lategame, whenever a new circle spawns, all the teams relocate to new positions with up to 4 cars each. Having 50 cars driving at the same time is not a rare occurence. This tanks the FPS for all the players on the server and makes the game unplayable in the most crucial part of the game. Everyone is relocating, but players can barely steer their cars, aiming and shooting is almost out of the question with 20-30 FPS.
  31. We do NOT ask for a lower amount of cars ingame, because cars are the only mechanic that lets teams get into lategame scenarios when they dont have massive circle luck. What we need is better serverside performance to deal with the cars.
  32.  
  33. List of vars: http://www.kosmokleaner.de/ownsoft/UE4CVarBrowser.html
  34.  
  35. 2. Circles: Using new circle settings that was tested on EU Scrims with Showdown / Top tier teams.
  36. https://imgur.com/a/dJHAR
  37. (Time is altered from wait to move and put more time on late game instead of mid game.)
  38. These circle settings feature: Less of a dead mid-game with no action for player/spectator's,
  39. Having more time to fight late game so that the circle is not the deciding factor of which team lives.
  40. It also features higher damage on late game to combat healing in blue for placement.
  41. (These circle settings are not tested for casual gameplay, it's a huge improvement for competitive but might not be such and improvement to casual games)
  42. 2.1 Loot: Raised values for desirable loot. Mostly 1.5x AR and 0x clothing
  43. 2.2 Circles locations: Circle shrinks are like a lottery at the moment, especially in the later stages of the game. Give us more options in custom games and work together with tournament hosts and competitive teams to find the best solution.
  44. 2.3 Circle skipping: EA Week 31 Patchnotes released a change to blue circle damage. While this is a step in the right direction, it only nerf the strategy of never intending to enter the circle in the first place. What it does not nerf, is spending time outside the circle in lategame scenarios and healing up, potentially gaining free placement or backstabbing teams from the back that have been inside the circle all along. Potential solution to this: Medkits/first aid kits/bandages are only 50% effective when outside the circle.
  45.  
  46. 3. Improved Anticheat: Cheating is rampant at the moment. The season 4 leaderboards are infested with hackers (NA 3pp solo for example) and hackers started appearing in online tournaments. This leads to a general distrust in the community, teams are being suspected of cheating when they do well, instead of being respected for their good gameplay. Improved anticheat would lower the amount of hackers in public games and a demo recording system would ensure that cheaters can be identified in tournaments.
  47.  
  48. 4. Watercircles: Water gameplay is frustrating for the players and even more so for the viewers. The fact that players cant be killed with bullets as long as they are diving means that swimming until death is the best and safest way to guarantee a good placement. Moving circles away from the water in later stages of the game or adding bullet penetration to water would fix those issues.
  49.  
  50. 6. Clientside smokes: Smokes cause a lot of FPS issues and the fact that they are rendered client side and not consistent for everyone on the server means they are extremely random. Smokes have to be the same for everyone.
  51. 8. Hitbox bugs: Some shots ignore the targets armor and deal full damage (mostly pelvis hits). Apparently this will be fixed soon, but at the moment it has a negative impact on gameplay.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement