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MattScott

CEO
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About MattScott

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  1. Hi everyone, I missed the update yesterday with the holiday. Last week was a maintenance week. That meant we backtracked over existing code and systems to diagnose the issues from the Beta. Part of the team resurrected a series of old stress tester applications. We've almost got them working for the Login and World server. That should let us try and narrow down the bad server problems. We also fixed a number of the big crashes. There will be more this week, as we dig into one section of troublesome multithreaded code. Hope everyone got a nice break over the weekend. Thanks, Matt
  2. Hi all, We finally sorted out some internal networking issues on Tuesday that were preventing all CS from working. This was a short week for us with the holiday, so the numbers aren't great. As of today we have: 401 new tickets 573 total tickets We are responding to tickets submitted on 6/10. Thanks, Matt
  3. Servers will be back online by noon PDT. We are fixing a technical issue with the Login servers caused by copying the characters of many players to the Beta.
  4. Everything should be public, but we are fixing a technical issue for overloaded Login servers from copying new characters to the Beta.
  5. Hi all, This will take a couple minutes. ETA is to be back online by Noon PDT. Thanks, Matt
  6. The login servers / world server are getting hammered with players joining. Those servers are doing a one time copy of all characters on join. We are working on it.
  7. There is a technical issue preventing access. We are working on it now.
  8. Hi all, Bear with us. In all the networking chaos yesterday, the new Beta servers we flagged in a way that prevents regular users from getting on. This is still going to happen today. We are working to clear this now. We'll extend the Beta time frame to make up for it. Thanks, Matt EDIT: This has been fixed. We are extending the Beta by one more hour to 3pm PDT.
  9. Hi all, Bear with us. In all the networking chaos yesterday, the new Beta servers we flagged in a way that prevents regular users from getting on. This is still going to happen today. We are working to clear this now. We'll extend the Beta time frame to make up for it. Thanks, Matt NOTE: This was resolved We are extending the Beta by one more hour to 3pm PDT.
  10. Hi everyone, Today I had to make a tough call. Both yesterday and today, our internal network had massive problems causing long outages at a time which prevent staff from making a lot of progress on their work. This includes Customer Support, Quality Assurance, and Development. We had a number of last minute bugs we wanted to address that might have made tomorrow a bit smoother, but only one of them got addressed. The Open Beta final build has been released. Everyone should try to patch now. Against my better judgment, I'm sticking withtomorrow's test as planned, because I said we'd do it. So we're doing it. Details here: http://gamersfirst.com/apb/news/2020/6/22/legendary-beta I don't recommend anyone stream this build. There are bound to be lots of problems. It just isn't the build I had hoped for. Please also check the Known Issues here: Lastly, we will be doing more of these as regularly as we can. Sorry, Matt Edited to clear up questions.
  11. Hi all, This week started great, but ended horribly. I'm going to post on this separately, but our internal network decided to have massive problems on Thursday and today which prevented CS from answering a lot of support tickets. As of today we have: 290 new tickets 460 total tickets We are 2 tickets away from responding to tickets submitted on 6/8. Thanks, Matt
  12. Hi everyone, I'm going to be posting early this week. Hopefully everyone knows we're running the first Open Beta test tomorrow, Saturday, June 27th at 11am PDT to 2pm PDT. I expect this test will be a mess. That's why we're only running it for 3 hours. That should give us enough data to work with, while also giving a lot of players the chance to log in. The Known Issues are here: Please be patient with us, and know that some systems just wont be able to get in right now. That includes systems that don't support AVX. We'll do a comparison build with AVX turned off to try and see if this optimization is worth it. You also wont be able to run 1024x768. This is something we inherited from Reloaded. They increased the minimum resolution for console and changed several UIs. It will be a pretty big task to undo those changes. And lastly, if you're running Win 7 or Win 8, you might experience more input lag than Win 10 players in Fullscreen Windowed mode. I highly recommend upgrading to Win 10 if possible. There are many optimizations that help gamers. These are all areas we will continue to look at as development moves forward. For this week, I thought I would share some of the Fullscreen Windowed work we did, and how we evaluated our progress. Several testers and several developers ran benchmarks in Asylum to get apples to apples comparions. Here is a sample of what those looked like. 1) This is what my machine looks like on Live with Fullscreen Exclusive mode. Couple key stats to point out: FPS average of 149.5 with some stuttering 0.23% of the time Input latency ranging from 18.2 to 24.9 No dropped frames Here was our first set of benchmarks for the APB 2.1 Beta right after we put in Fullscreen Windowed Mode. By comparison, this is mostly a mess: FPS is the bright spot with 237.1 average but 1.26% stutters Input latency was between 34.9 and 39.2 which is nearly double FSE in Live And dropped frames.. lots of dropped frames (25.2%) Finally here is is my last capture against the Beta build for Saturday: 241.7 FPS which is solid and 0.5% stutters, but not the big spikes like in Live Input latency is actually slightly better than FSE on Live at 16.1 to 20.3 No dropped frames The testers were great about helping us work through this. NOTE: We still have some work to do here. If you run at a lower resolution than your desktop, you will introduce the kind of performance from the earlier Beta build. If you want to run the game at a lower resolution, change your desktop resolution and then match it in game. Crossing my fingers for tomorrow. Thanks, Matt
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