PUBG Framerate Affects Rate-of-Fire

A post on Steam from PUBG Corp explains the discovery that framerate on players' computers is impacting rate of fire in PLAYERUNKNOWN'S BATTLEGROUNDS. They say a fix is now being vetted on their test server, and outline the implications on gameplay:
Solution
We implemented a solution in the recent test server update to help alleviate the above issues and hopefully provide better game play environment. Without going into too much technical detail, it aims to mitigate the problem related to the discrepancy between expected time of fire and the execution of the timer. This happens by modifying the timer delay by a portion of the frame time. We expect this will minimize discrepancies between the timer and the rate of fire.

This doesn’t mean there won’t be any errors, but on average they should be closer to 0 and those that are accumulated into a buffer will decay on each shot in an effort to keep the expected rate of fire consistent.

Because rate of fire is now steady and independent of frame rate, some players may notice a more difficult to control recoil, especially in high rate of fire weapons on low FPS settings. Those weapons will still have to be capped by the game’s 1 bullet per frame rule, so in conditions of sub 20 FPS, the actual rate of fire for a weapon such as Micro UZI will still be slower.

Future Plans
We hope the changes in the recent test server patch will at least improve the discrepancy between those with ultra high FPS and players with more of an average set up. This solution will be applied to the test server first, but will not be implemented in the live server just yet. We will review the data and your feedback while on the test server and determine an appropriate time to bring it to live based on those findings.
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Re: Morning Tech Bits
Feb 22, 2019, 02:10
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Re: Morning Tech Bits Feb 22, 2019, 02:10
Feb 22, 2019, 02:10
 
Mordecai Walfish wrote on Feb 21, 2019, 22:10:
There is a reason people turn down graphics settings to shit settings immediately when playing competitively in these types of games. Not just FPS & input lag, but stability and the fact that with less stuff going on in the game, it is less prone to errors like this. With the shader bukkake thats taking place in most games nowadays best to turn that shit off.

This is the main reason why I play competitive shooters on console (yes yes burn the witch/peasant and all that), other than way more cheaters on PC, the fact that you are disadvantaged because you don't choose to make the game look like it's from 2003 is a major turn off.

It is an advantage even for monster rigs that get 100+fps on ultra, as less clutter and effects make enemies easier to spot. I know from flight sims that depending on how the game is made, lower resolution/bigger pixels can help you pick out targets and movement against background/sky as well.

Although Xbox is not a choice for PUBG. It's even more garbage there than on PC if you can imagine it. The inventory management alone is enough to take all the fun out. ApeLegs on the other hand, being made for consoles and PC at the same time by experienced developers with decades of best selling multi-platform shooters under their belt, absolutely slaps on every platform.

Tough luck for people like me that want the try-hard realishness inspired hunger games nonsense of PUBG though. Someone needs to come and eat their lunch soon, they have had enough time and money to sort it out. Still 100x better than the Arma mod though.
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 Re: Morning Tech Bits
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