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MattScott

CEO
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Posts posted by MattScott


  1. 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

    • Thanks 5

  2. 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

    • Like 7
    • Thanks 5

  3. 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 

    • Like 23
    • Thanks 10

  4. 12 hours ago, Pedroxin said:

    Hey @MattScott hope you're doing well, I don't know if you read this or not but here it goes ...

    Thanks for being there for us, I know APB has been a bumpy road and that you've had many setbacks, just wanted to let you know that personally I am grateful for all the things you've done so far. Thank you for saving one of my all time favorite games. 

     

    Best of luck to you and your team 

     

    - A loyal long time APB fan

    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

    • Like 11
    • Thanks 3

  5. 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

     

    • Like 17
    • Thanks 3

  6. 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

     

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    JePoUaa.png

     

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    pFWXXQ1.png

     

    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

    • Like 31
    • Thanks 13

  7. On 1/8/2020 at 1:33 AM, Hexerin said:

    Will the items return seasonally?

    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.

    • Like 3

  8. 2 hours ago, Cuve said:

    Will Gold/silver/bronze districts return as well or? Hopefully not... The way it is now we're finally able to play almost 24/7 ❤️

     

    1 hour ago, FluffyCat said:

    Are we getting our threat districts back  too ? 

    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).

    • Like 2
    • Thanks 2
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