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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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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. • 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
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strange logic
purpleHorizons replied to gypexa cynepcmap's topic in Social District (General Discussion)
It's a mystery to me how this type of content is a bannable offense, while nude pornographic symbols, cars & clothing are prevalent in-game. “Specific historical symbol is where the lines are drawn, but porn? Sure, go ahead! Feast your eyes in degenerate media!” -
Bump. Great post.
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06/24 PATCH ANNOUNCEMENT
purpleHorizons replied to MageLO's topic in Social District (General Discussion)
You're talking about the end-user problem, not the actual reason why this is occurring. Which is what my question was asking. Especially the fact that they've seemingly nerfed the RoF twice on 2 guns to "reduce ghost shots"? This would imply that the .45 AP was ghostshot gallore pre-nerf. Is it because specific RoF values (being below or above a certain threshold) are "incompatible" with some network-related construct? Is it because of the low tickrate? Is it because of insufficient server hardware? These are questions which I'd like to see answered. How are you evaluating whether a shot was registered on client-side or server-side? Do you have the tools which would enable you to have such insight? If not, all of what you're mentioning is just your guess. For instance, such as the game designer's developer tools, where you see the client-side and server-side bullets. https://imgur.com/a/apb-bullet-spread-change-26th-july-2025-XzaFFL0 This was to showcase the supposed hit registration fix applied around July 2025 (the game was "broken" for +3 years prior to that) The more you write about this though, the more it seems to be tick rate related.... -
06/24 PATCH ANNOUNCEMENT
purpleHorizons replied to MageLO's topic in Social District (General Discussion)
How has adjusting the fire rate to a lower value (slow-down) supposedly increased the amount of ghost shooting on the .45 AP? By that logic, the .45 AP must've "ghostshot" a ton pre-nerf for the duration of it's existence. Not only that, if you've lowered the RoF even further, that implies that the TTK has been changed again. How is this the fault of the rate of fire of a weapon, when what you're describing reads like a server/networking related issue? Can we know what causes the increased amount of ghostshots and whether other guns in the game are prone to this issue in some way? Having another point of RNG into the mix with the already large bullet spread of most guns is concerning.
