While Fortnite is intentionally creating holes in its world, this week the handymen of Playerunknown’s Battlegrounds are patching up accidental holes. The latest patch is bringing fixes for several irksome spots on new map Sanhok where dastardly players could creep under the ground or inside rocks to hide and even shoot out unseen. As for bigger fixes the game could still use, particularly to improve server performance and weirdness with hit detection, the wait continues. There is hope. Head chef Brendan “Plunk” Greene recently said that developers PUBG Corp are “refactoring” parts, rewriting gameguts to replace hasty fixes with permanent–and neater–improvements. Update #17 hit the test client this morning, which means it should be live on the main client within a day or two – unless something goes terribly wrong. A lot of its focus is on Sanhok. It pretties up the Ruins area with decorative new bells, mossy rubble, and a rockhat for the … [Read more...] about Playerunknown’s Battlegrounds fixes Sanhok glitches, but wider tech improvements still coming
Performance improvement plan definition
PlayerUnknown’s Battlegrounds developer PUBG Corp. had promised to publish a roadmap detailing everything the studio will be busy doing in the months to come. Today, the developer announced the Fix PUBG campaign, a massive roadmap that touches everything from bug fixes and performance optimisations, to server tick rate and quality of life improvements. The name is inspired by community’s various calls for PUBG to, well, be fixed. PUBG Corp. created a website for Fix PUBG that not only lays out the developer’s plans for the next few moths of work, it also tracks issues already fixed and features added so far this year. The timeline shown extends to October, with certain goals like character optimisation, server optimisation, and anti-cheat solutions occupying several months of development. One of the most common complaints about PUBG’s performance is the network desync, which makes the game more frustrating that it needs to be. Desync is a catch-all term that … [Read more...] about Fix PUBG is a “months-long” new campaign by PUBG dev to improve several key areas
How do you improve on the most ambitious RPG of the decade? It’s a question that’s faced Larian Studios ever since it released Divinity: Original Sin 2 last year, and one that no doubt overshadows whatever the Belgian developer produces next. Yet Larian is not solely focused on the future, and as such, that very same question has been applied to Divinity itself. The result is Divinity: Original Sin 2 Definitive Edition: an enhanced version that further improves what is already one of the finest videogames ever made. And, as anyone who has played the original version will know, this means Larian has made a very good game indeed. Revised versions are not new ground for the studio. The first Divinity: Original Sin was relaunched with an ‘Enhanced Edition’, and the changes were significant: a new ending, totally rebalanced combat, additional difficulty levels, and full voice acting being chief among them. On the surface, there’s less need for … [Read more...] about Divinity: Original Sin 2’s Definitive Edition improves the PC’s best RPG to near perfection
In a recent blog post, we introduced the concept of Scriptable Render Pipelines. In short, SRP allows developers to control how Unity renders a frame in C#. We will release two built-in render pipelines with Unity 2018.1: the Lightweight Pipeline and High Definition Render Pipeline. In this article, we’re going to focus on the High Definition Render Pipeline or HD RP. HD RP aims to provide developers with tools to achieve high definition visuals. Its design follows three principles: Physically based rendering Unified and coherent lighting Features independent of the rendering path Physically based rendering relies on three pillars: Lighting, Material, and Camera. Lighting and material rely on physical interaction and there should be a clear decoupling between them to get a coherent result under various lighting conditions. The camera interprets how the resulting lighting will be displayed on the screen. The goal is to make it easier for the artists to achieve a plausible … [Read more...] about The High Definition Render Pipeline: Focused on visual quality – Unity Blog
Today I want to talk about something that I’m asked about a lot. We have an email list on Game Dev Underground (which if you don’t know you really should go to gdu.io and sign up for it), and every once in a while I get some sponsors and people asking about this kind of thing, so I thought I’d make a video on it. That is, the idea of specializing versus learning many different skills. I’ve always been a jack-of-all-trades. I’ve always been the dude that will do and try a lot of different things. I would say that I’m good or average at a lot of things versus excellent at one particular thing. And I’ve seen and worked with a lot of people with specialized in skills sets. I actually wanted to be one of those people. I just wanted to be great, I wanted to excel, and I wanted to be the best at something. However, as time went by, I found that I was just learning different things and I couldn’t stick to something long enough for me to become … [Read more...] about Should You Focus On Improving One Skill Or Many?