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Thread: Beta Patch Notes

  1. Registered TeamPlayer Partyball's Avatar
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    #1

    Beta Patch Notes

    Here are the patch notes for the beta. Some dual-core users are reporting a 30-60% increase in performance as some quad-core users are reporting a performance decrease. Many people have said hit detection is pretty much spot on now.

    This update is about performance and stability again. We are not doing any changes to the game's datafiles.

    * Reduced input "lag"
    On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands.
    This could lead to the game having a high framerate, but input still feeling very sluggish.

    Now there's a limiter on how many frames the CPU is allowed to be "ahead" of the GPU.
    Control this setting via Settings.ini. Default setting: RenderAheadLimit=2

    * Performance optimizations with biggest improvements on dual-core machines
    * Fixed black "masks"
    o The soot on buildings with holes in them had a bugged renderpath. We switched that over to a more well-tested renderpath.
    * Improved hit-detection
    o We've gone through the hit detection logic, and client+server will now give more consistent results.
    * Fix for some "rubberbanding" issues
    o C4 should stay attached to vehicles and not rubberband around
    * Reduced spikes/dips in framerate
    * Various fixes for alt+tab related CTD on Dx9
    * More fixes for random CTD on Dx9
    * Fix for crash when you're in a vehicle that gets destroyed

    There was a race condition in the code;
    System 1 thought "oh hey, you're leaving vehicle X"
    System 2 thought "the vehicle got destroyed, let's remove it"

    If system 2 ran before system 1, chaos would ensue.
    This was actually fixed in the retail version since a month, but it was only when we got detailed crash reports from the community that we understood *why* the Beta was crashing.

    Likely bugs in this build
    I wouldn't be surprised if it (still) has trouble remembering your settings between rounds. It would be nice to have that fixed too, but it's better to get a patch out now, and look at the settings issues afterward.

    -Mikael Kalms

  2. Registered TeamPlayer enumae-k's Avatar
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    #2

    Re: Beta Patch Notes

    * Reduced input "lag"
    On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands.
    This could lead to the game having a high framerate, but input still feeling very sluggish.
    Glad they fixed this, game feels very smooth now. Have to try out hit detection on PB later
    http://battletracker.com/playersig/bc2/226526103/custombanner-21901.png
    "If you swim in the sea then you should always go swimming with a fat girl because sharks will go for them first."

  3. Registered TeamPlayer Partyball's Avatar
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    #3

    Re: Beta Patch Notes

    Quote Originally Posted by enumae-k
    * Reduced input "lag"
    On machines where the CPU would out-run the GPU, sometimes the GPU would queue up several frames' worth of rendering commands.
    This could lead to the game having a high framerate, but input still feeling very sluggish.
    Glad they fixed this, game feels very smooth now. Have to try out hit detection on PB later
    I think you mean I will try it on you. The drill is going to be my weapon of choice.

  4. Registered TeamPlayer Imisnew2's Avatar
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    #4

    Re: Beta Patch Notes

    Thanks for the post party.

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