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Everything posted by MattScott
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Emergency maintenance 1/23 1AM PST (COMPLETE)
MattScott replied to MattScott's topic in General Discussion Archive
Having the team take another look. -
Postponing maintenance to 1/24 1am PST
MattScott replied to MattScott's topic in General Discussion Archive
This was completed on 1/23. So no maintenance on 1/24. -
Emergency maintenance 1/23 1AM PST (COMPLETE)
MattScott replied to MattScott's topic in General Discussion Archive
We are back online. We are still short servers to put threat back in. I’m anticipating we’ll have those online by Friday the 31st. -
Emergency maintenance 1/23 1AM PST (COMPLETE)
MattScott posted a topic in General Discussion Archive
Hi all, I am sorry. I have just been notified by my network engineers that our Europe provider misunderstood and scheduled our hardware upgrades for today instead of tomorrow. Europe districts are offline, so we are going to do the maintenance now. Thanks, Matt -
Hi there, I can't speak to your specific issue, but we are well past December 15th. The team is running ~18-21 days right now. You may want to log back into the Support portal and check the status. Often players miss our response, and after a couple unanswered replies, we close the ticket. If you find no response came from Support, then PM your ticket # and I'll take a look. Thanks, Matt
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Hi all, We are anticipating a batch of replacement CPUs for the Europe servers tomorrow. Rather than do maintenance and then take servers down again, we are postponing the maintenance till 1am PST on 1/24. Thanks, Matt
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Hi all, Quick update. We have replacement CPUs coming in for the Europe servers which should address the lag issues. We're hoping those will get swapped out during tonight's maintenance window. More new Europe servers are coming in on Thursday. They were due today, but some components failed testing before shipping which delay them by 2 days. As soon as we get the next batch of Europe servers up, I think we can re-enable threat across all worlds. We are working on a patch that will help players identify the fastest / closest servers much easier. We are also spinning up more East Coast servers to help those players get better latency. Thanks, Matt
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Hi all, I missed Saturday's post. Just got busy with my weekend and was out of town. I did put up an early update for PS4 players on my Twitter feed and then linked it here on Thursday. We're working on a short list of major tasks, and then sorting through the bug list. The big items are: Performance continues to be sub par. This is very frustrating because some scenes are identical to what we had mid last year such as the 3D login scene. Last year that scene was running way above Live's framerate. Now it's running terrible, and nothing in the scene has changed. So during the many many code and asset merges between Live and 3.5, I think we introduced a performance bug that is slowing everything down. The team is profiling this scene now to figure it out. Raycasting issues shooting through windows and other see thru objects. This was recently reported by SPCT. Distance culling is an issue for props. Should be an easy fix. Culling values are just missing. Code optimization. We found something that pops up in the code quite a bit which is an expensive way of doing things. This is an alternate very fast method, so we are switching those calls. XB1 performance is atrocious (sub 15FPS). We are using the Login scene as a test. This scene is identical to what XB1 is running in live. The XB1 render system is identical to what is running on XB1 in live. Yet our current version performs worse. Solving this will likely shed light on the performance issues for PC as well. Interestingly, PS4 uses an entirely different render system, and it seems to be performing the same as PS4 Live. NOTE: We solved the XB1 issue and it currently runs at 28FPS which only 2FPS slower than PS4. We're having some trouble getting districts to connect to that environment, but I'll try to post a video of us running around as soon as I can. QA has made 1 full regression pass on APB 2.1, and they are in the middle of a second one. All bugs have been prioritized and passed to the dev team, and we have a couple guys working down that list, while the rest of the team focuses on the big stuff. Currently we have 94 open bugs. The estimate is that 20 or so can be closed of this second round of internal testing. Thanks, Matt
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Engine Upgrade Update To Update About The Upgrade
MattScott replied to Shui's topic in General Discussion Archive
Yep. Got busy this weekend and missed it. Working on it now. -
Hi all, As of today we have: 317 unanswered tickets 511 total tickets We are answering tickets from 12/30 which puts us at 18 days to respond. Thanks, Matt
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I try to read the forums every day. Lately, I've been knee deep working on finishing the network move and getting new servers in place so we can finally put threat back in, so I'm behind. (Small note: my inbox is a mess and I'm only now responding to Nov 21) We still have a long way to go, but the kind words are much appreciated. I'll pass them along to the team. They do all the heavy lifting. Thanks, Matt
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Hi all, This is just a small early update for PS4 players. I made a tweet yesterday that I had seen a very good looking PS4 build, and a couple players private messaged me asking for video. So today I tweeted that video. You can see it here on my personal twitter. The main @apb_reloaded on Twitter retweets anything I post about the game. Thanks, Matt
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In our rush to get servers up, we missed a couple BIOS settings which are causing lag when the servers get populated. We have to take the servers down to change the BIOS.
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Hi all, We are bringing up the world now along with Social, and then we'll bring up each server right after as they are rebooted. Thanks, Matt
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Hi all, We are making some adjustments to the Citadel EU servers to help performance. Shouldn't take long. Apologies for the lack of notice. Thanks, Matt
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Thanks for the heads up. We started looking at this about an hour ago.
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Hi all, We are working on the Citadel latency issue causing odd spikes and rubberbanding. Working through network configuration and server configurations now. Thanks, Matt
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Yes. To confirm what Frosi said, we are swapping the console UI font to the Live APB 1.20 UI font.
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Hi all, We had a very busy week on APB 2.1. We fixed the NPCs popping through raised floors. We fixed the remaining missing props. And we made significant progress on the massive lighting issue. Before we were seeing steady framerates when the player wasn't moving, but then you would drop 30-50FPS once you moved. Now we're seeing steady framerates. Unfortunately its clear we're game thread capped (as opposed to the render thread). This means the CPU is doing more work than the GPU, and CPU computations are preventing the FPS from running higher. Overall performance is well below Live at the moment. We need to spend a little more time this week looking at where the game thread is spending all its time. Since the game is now playable, we are starting to also focus on smaller bugs such as some gates not being destructible, issues shooting through windows, minimal settings not improving the FPS much, some character lighting is too dark, and marksmanship sensitivity issues. I haven't shown any screenshots in a while, and one of our SPCT testers was kind enough to gather up some, so here is what the game looks like right now. All screenshots using Ultra graphics settings at 1920x1080. GPU: GeForce GTX 1080 CPU: Intel Core i9-9900KS Edited 12/01/2020 - 06:51 am PT Note from SPCT @rooq: Hey guys! I made a huge mistake when capturing the original screenshots. Turns out that I had anisotropic filtering completely disabled, giving all textures a low resolution appearance. I tried to recreate the same screenshots with proper settings, sorry for the mishap! Thanks, Matt
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Server Maintenance 01/10/2020 - local Europe districts
MattScott replied to MattScott's topic in General Discussion Archive
We are working with the new provider to optimize routes into the data center. We added another circuit around 12am GMT, which is why there were drops on Citadel districts. Let's see how things run over the next couple days. -
Last chance: Halloween 2019 items in ARMAS
MattScott replied to MattScott's topic in General Discussion Archive
This is a good question. Each year we make the call on what items to bring back for the event and what new items we want to make. So the answer is some likely will and some wont. Right now, we're offering old seasonal items as one bundle on ARMAS, and a second bundle with the new event items. Obviously this year we had issues with the playability of Christmas due to poor latency. But the goal of putting the bundles on ARMAS is to generally make items available for collectors who want to customize their characters and help take pressure off players who can't complete the event (for whatever reason). We adopted this strategy after a majority of the community asked for it. -
Server Maintenance 01/10/2020 - local Europe districts
MattScott replied to MattScott's topic in General Discussion Archive
Citadel is live using Europe servers (except for Social). -
Server Maintenance 01/10/2020 - local Europe districts
MattScott replied to MattScott's topic in General Discussion Archive
Threat districts will be returning as soon as we have enough local EU servers to support them. The key is that no threat is currently awful for newer players. We need better match making capabilities to eliminate thread districts, and that wont happen till APB 2.1 (Engine Upgrade). -
Hi all, As of today we have: 380 unanswered tickets 590 total tickets We are answering tickets from 12/21 which puts us at 3 weeks. Thanks, Matt
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Server Maintenance 01/10/2020 - local Europe districts
MattScott replied to MattScott's topic in General Discussion Archive
We’re still missing a ton of servers for Europe, so Social will likely stay in NY for now.