sixer9682
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- Joined
- Sep 29, 2008
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There's supposed to be an update today for BFBC2 that results in better hit detection and maybe better performance as far as fps goes. I saw this on twitter earlier today. Anyway, if anybody plays let me know if either of these are noticed. From the little I read, the FPS should increase a lot for those with dual core processors.
"This update is about performance and stability again. We are not doing any changes to the game's datafiles.
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."
http://forums.electronicarts.co.uk/...a/894136-new-client-r3-out-now-changelog.html
"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
Control this setting via Settings.ini. Default setting: RenderAheadLimit=2
- Performance optimizations with biggest improvements on dual-core machines
- Fixed black "masks"
- 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
- We've gone through the hit detection logic, and client+server will now give more consistent results.
- Fix for some "rubberbanding" issues
- 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 buildSystem 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.
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."
http://forums.electronicarts.co.uk/...a/894136-new-client-r3-out-now-changelog.html