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APB: RELOADED AMA IS COMING!
purpleHorizons replied to Emily's topic in Social District (General Discussion)
mispost, cant delete anymore -
APB: RELOADED AMA IS COMING!
purpleHorizons replied to Emily's topic in Social District (General Discussion)
TLDW of the AMA: - Engine upgrade V2 They're remaking APB in UE5. You can estimate how well this garbage will run, considering the quality of updates we've had the past +5 years) - 00:35:00 is when they start talking about a "DX12 / Vulkan" full renderer with gameplay showcase Note that it runs at extremely low FPS (<15FPS)... which is somewhat funny to me Supposedly allows "proper day & night, proper car lights" UE3 with DX12 renderer and Flash-based GUI framework... wonderful... - "GFAC2", which will support Linux. - Random ramblings about FTUE / PvE... again. Apparently, first PvE content is co-op players vs bots (00:49:25) - A mention of a new event coming for Christmas (01:02:21) - 01:10:20 is when he talks about the "district generator" that RTW used. - 01:43:56 is when "crafting modifications" is discussed. - 01:47:29 is when "in-game ads" are discussed. - 01:55:19 is when "Racing District more viable today than ever due to overhauled orchestration of game servers work" claim is mentioned Once again, empty promises and completely ignorant on the actual issues this game has. Which AMA in sequence is this which completely fails at targetting the actual issues? I lost count at this point. The most defeating statement of this entire AMA has to be on 01:20:07, where he claims that this is "as good as 64bit upgrade will get" once DX12 renderer hits... The funniest one is the next sentence, where he says "the next release after that HAS TO BE UE5" Which begs the question, does he even play the same game we play? He even brushes all the fundamental flaws of this game under the rug by calling them "there's diminishing returns". 3rd party projects have done more than what this management has done in their entire time at the wheel. Impressive. Oh, and a fun one which no one mentioned anywhere: -
I'm amazed at whoever decided to "design" (re-use) this Halloween for the... 8th time now? Likely a much larger value of rehashes. What's also amazing is that we have..... 4 pumpkin hunting events. 4. 4 times the same bullshoot. And to pair it off, someone decided to RANDOMIZE the spawn points and hunt 600 pumpkins... And the best part – spend 10-15 minutes chasing a guy in a dump truck with a teammate who has kevlar 3 with a blowtorch. Bravo LO, amazing design of the event and extreme care for your loyal customer base keeping this sinking ship alive. I really want to know what the person who let this event pass was smoking. Even reworking RIOT & incorporating that was a better idea than this bullshoot. Users in this community are sick & tired of the same mission & event format for 14 years now. EDIT: Of course, the forums are once again being foresaken... Updates are being gatekept behind the cage of Discord's information prison.
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What exactly should a long-term veteran player be hopeful for from your administration at this point? Event rehashes, redundant skins, trivial amounts of JT's considering the fact someone has to play the game in the state it's in right now. Absolutely no substantial balancing decisions are being done and there's no hope of good decisions happening to the game any time soon. On a positive note: I hope that the new launcher boots on Enterprise-base variants of Windows now.
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For some odd reason, ever since LO switched to GFAC, one cannot use external frame rate limiters such as: AMD Chill, AMD Frame Rate Target Control, RTSS Async, RTSS Backedge, RTSS Frontedge, RTSS Reflex It simply won't cap it. Not to mention that overlays such as: MSI AfterBurner, RTSS overlay (it's distinct), FrameView are all also not functional. However, NVidia's "Max Frame Rate" limiter (NvLimiterV3) works fine. The implications of this are very grim... even Valorant's Vanguard isn't as aggressive as this.
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APB 1.33 “Loud and Clear”
purpleHorizons replied to Emily's topic in Social District (General Discussion)
Once again, a example of the developers using their resources (developer time) into features a small minority (that doesn't even play the game) asked for. Of course, one has to visit Discord to get this information... forums have been relegated into irrelevancy. Once again, the population is <200 players. Linux players make up <10 players. This is another example of a "(very) low priority" task taking precedence over much more major issues this game has. Why? -
APB 1.33 “Loud and Clear”
purpleHorizons replied to Emily's topic in Social District (General Discussion)
HB2 is 6STK in live right now. Yes, scoped NTEC always had a higher walk modifier. -
Concept art example Why is this feature still not a thing as of 2026, ~14 years since the launch of this game? Why must someone still edit configs (bSmoothFrameRate) to use this limiter? In fact, while at it, why not implement a proper frame rate limiter that isn't native APB's UE2/UE3 engine build? Take a look at SpecialK I still can't believe that this miniscule feature takes this long to do... complete lack of care for the game.
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I've tried 3 installations: Windows 10 Pro (22H2), Windows 10 Education (22H2), Windows 10 LTSC (21H2) I havent removed WebView2 The APB Launcher, upon starting it, instantly crashes with the typical "Send Log" window. Why is this a thing? UPDATE: Fixed as of the Halloween Patch (15th October 2026), which introduced the new APB Launcher that isn't based on WebView2 Windows 10 Enterprise IOT 22H2 works with no apparent issues.
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APB 1.33 “Loud and Clear”
purpleHorizons replied to Emily's topic in Social District (General Discussion)
Let me get this straight: For 4 AMAs in a row, voice chat was labeled as "it's low on our priority list" and now suddenly it became the most important feature to be reintroduced into the game? Not only that, you're back to Vivox, which most people used to disable back in the day due to it being a CPU cycle hog. Amazing. Yet actual issues this game has still aren't solved: • The UI of the game is completely unusable on 1080p, 1440p and 4K displays due to the game using fixed size assets made for 720p screens. Using the in-game "UI scaling" option results in all UI elements being subjected to some form of bad software algorithm which lowers the total sharpness of the game's UI elements. (Solution? Create higher resolution assets. Anything else is a band-aid; Should take up same UI size, proportionally) • Mismatched UI frameworks (Scaleform & native UI) mixed together. Raw Canvas (for gameplay UI) & Dear ImGui is superior for pre-UE4 titles such as APB. Ditch Scaleform already. • Crosshair is still bound to UI scaling and doesn't reflect accuracy across the entire 100m distance range of the game. • UI bug, which completely disables the ability to swap to 2nd contact group, removes ability to see if you're resupplying something, removes ability to know if you've killed someone. • Visual fidelity took a nosedive since RTW with no signs for betterment. • Absolutely no sign of a new map (Midtown?), a new game mode (BR, racing district or something else) or something else which would freshen up the game. • Both maps have severe balancing issues for more than a decade with no changes significant changes to them. Even the ones from 2 years ago are borderline invisible changes. • Missions are still a unbalanced mess. • Clans are a forgotten feature since launch. • Griefing still exists in the game due to not segregating competitive & casual crowds in separate queues • (Clothing/Car/Music/Symbol) Designers are untouched since launch (no new instruments, no fix of long standing issues) • No weapon/modification/vehicle inventory changes in form of sorting, pre-made loadouts etc. • ARMAS, the only money source of the game, still isn't comprised of account-bound only items. Matt mentioned that it's their "vision" to turn JT store into character-bound only items and ARMAS for account-bound only items. Why is this still being relegated?.... The new UI "redesign" is absolutely dreadful in terms of a UI design perspective as well. • ARMAS also still has no way to properly inspect the item you plan on purchasing. • Many ARMAS items are still stuck within a pack (e.g.: TAS-20 with 2 mods from Rocker Bundle), with no signs of a debundle occurring any time soon. • No frame rate limiter in the UI since the inception of this game (It's 2026 already..) • No ability to adjust Garbage Collection & OneFrameThreadLag in the UI. • No map location pinging system akin to Apex, where during normal gunplay, you use a button bind & point to a location with your mouse, press the bind and a team/group marker appears, pointing out their location. • Mouse sensitivity issue is still a thing, as per this • Bullet holes cause stuttering, as per this (not fixed since 64-bit release) • Leaderboards, which no one asked for, still don't have a single reward attached to them. More than a year has passed already since their introduction. • MSI AB / RTSS & DXVK are blocked by GFAC for some peculiar reason. Heck, even Nvidia FrameView's overlay is blocked by GFAC... • FSE was killed off (likely unknowingly) and the "Fullscreen Windowed" setting results in a worse presentation model than was previously the case (before GFAC). • No new F2P clothing or hair styles since the inception of this. ...but Vivox, a "low priority task" took priority. I was expecting the PvE (FTUE) district to arrive in this patch, but apparently not... The cherry on top was this: The game designer definitely confirmed that he has no vision on how to balance guns in this game and it shows As per ("gatekept") extra information provided by the game designer, which he has written on Discord only, health damage per shot statistic looks like this for the ISSR-B now: 265 (for the longest time) → 315 (buffed pre-1.33) → 285 (this patch) Memes write themselves. -
"True fullscreen" (HW: Legacy Flip) with a Bitblt or Flip swap effect isn't removed from any Windows release. It's not related to the Windows release. I can get other games into FSE fine using the above methods on both W11 and W10. APB, seemingly since GFAC got implemented, isn't able to be placed into the FSE mode. The game should be placed in HW: Independant Flip as soon as I use the "Fullscreen " or "Fullscreen Windowed" setting. The fact that GFAC broke MSI AB & other overlays also confirms this software regression somewhat.
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https://wiki.special-k.info/Presentation_Model Tested on W10 22H2 and 2 different GPUs (Nvidia & AMD), each running on 551.86 and 23.8.2 driver versions respectively. Using the common methods of toggling True Fullscreen: 1.) "Disable fullscreen optimization" checkmark on APB.exe 2.) Finding the appropriate registry key in GameConfigStore (setting it to 211 hexadec) When setting the game to "Fullscreen", the game uses “Hardware: Independant Flip” (which shouldn't be the case, it should be Hardware: Legacy Flip) When setting the game to "Fullscreen Windowed", the game uses “Composed: Copy with GPU/CPU GDI” (which shouldn't ever be the case) This implies that APB is using the BitBlt swap effect, as per the sankey diagrams in the link above. I am very certain that pre-GFAC, this wasn't the case, as I have FrameView data of APB during SARD era where Hardware: Legacy Flip was working fine. FSE (HW: Legacy Flip) is still a desirable presentation model to include in D3D9 games such as APB, as it leads to less CPU overhead than FSO (HW:Independant Flip) on higher frame rates. As a side-note: I've also checked DGVoodoo2 compatibility with APB. Surprisingly, it works!... Sort of. I managed to play for 2 missions without an issue. Until GFAC decided to kick me out with the message “GFAC: Disallowed File Modifications” D3D11 works fine. D3D12 crashes on district selection (I am able to login however) Funnily enough, depending on which swap effect I choose in DGVoodoo, I can invoke FSE (HW: Legacy Flip) or FSO (HW:Independant Flip) just fine. Of course, since it's a translation layer, it's still less maximum performance than native D3D9. Practical implications: DGVoodoo2 translating APB into D3D11 would allow you to use Nvidia Smooth Motion UPDATE (September 2026): It seems that DXVK on Windows worked with APB at one point, as I've seen a user complain that GFAC blocks DXVK use as of the time of writing. I am unable to load into the game at all. Getting greeted with a exception handler message box whenever I place the d3d9.dll within the same directory as APB.exe