Joined: Jul 26, 2007
Posts: 9910
Location: Grand Rapids, MI
Posted: Thu May 15, 2014 12:35 pm
Find the full details here:
PATCH DAY
Today we will patch both server and client on the CTE. This will mean some server downtime. You will also have to update your CTE client in Origin to join servers once they are up again.
PATCH CONTENTS
This patch includes:
Fix for explosion packs not being shootable sometimes
Fix for reducing damage mismatch between client/server
Fix for third person player orientation mismatch
Character collision improvements
Improvements for client side packet loss
Various server performance improvements
High Frequency/High Priority update (“Tickrate” improvements)
A new network update for high priority second to second gameplay (damage states, player position, projectiles, player stance etc). This update is per client specific and updates an area around each player. Initially we will test running this update at 30hz for everyone. This update runs on top of the current update run in the game today as a complement.
NOTE: This might cause problems for you (stalling, rubberbanding etc) if your internet connection can’t keep up – let us know in the forums
WHAT ARE WE TESTING?
With this patch, we are gathering data about server performance and comparing it against what we got from the first 24 hours of play. So that means we will keep running the same map (Hainan Resort Conquest 64) for a clean set of comparable data.
Secondly we’re testing any potential follow-up issues these changes might bring us – what is no longer working the way it used to before (if anything)?
Be creative, do things to try and make the system behave weirdly, an example would be to test sniping from far-far away and see what the player on the receiving end experiences (as the new high frequency update has a range limit).
-----------------------------------------------------
So looks like the Community Test Environment (CTE) is off to a rocky start, but I thought I would at least let people know of what DICE has planned up if you can't access the CTE webpage. Especially if you play on console and are seeking at least some kind of light at the end of the tunnel, since successful patches/changes will ultimately be rolled out to all platforms for the real game.
If you play on PC and have Premium, you can sign up here: https://cte.battlelog.com/bf4/ [cte.battlelog.com]
No guarantees whether you'll actually get in since the player limit is quite low
Feedback forum: https://cte.battlelog.com/bf4/forum/ [cte.battlelog.com]
Our first initiative on the CTE will be focused around network improvements and fixes – or “Netcode” as it is referred to in the community. We are looking at two separate things: Server Performance and Player Experience.
INITIAL TELEMETRY GATHERING
On the first day of the initiative we will collect base-level telemetry. That means we will not be running any new “tickrate” fixes of any kind on the servers. This so we can measure the difference these have on the performance later.
SERVER PERFORMANCE
We will need your help filling up our 64 player servers and play full rounds to get the best possible telemetry data on our changes and improvements. As we will be testing a plethora of different settings & configurations, we need to know how well these perform in a live environment on full servers.
Sometimes these servers will be deliberately triggered to cause “Rubber banding” – basically running at less than 30 fps. This is so we can gather data, and make sure our player experience improvements react approproately to these conditions and doesn’t cause more server load then necessary.
PLAYER EXPERIENCE
We also want your direct feedback on the second to second gameplay – how does the player to player interaction feel?
Be on the lookout for known issues like:
Getting killed when behind cover
Getting killed without initially seeing damage indicatior
Behaviour of fast moving vehicles hitting obstacles and other player’s vehicles
Behaviour of collision with other infantry when not in a vehicle
Revive on slopes where the ragdoll slides down
Explosive projectiles and damage given when hitting helicopters and jets (using a tank or non guided RPG)
When piloting jets – ECM jammer functionality with incoming missiles
http://battlelog.battlefield.com/bf4/forum/threadview/2979150493939759710/
PATCH DAY
Today we will patch both server and client on the CTE. This will mean some server downtime. You will also have to update your CTE client in Origin to join servers once they are up again.
PATCH CONTENTS
This patch includes:
Fix for explosion packs not being shootable sometimes
Fix for reducing damage mismatch between client/server
Fix for third person player orientation mismatch
Character collision improvements
Improvements for client side packet loss
Various server performance improvements
High Frequency/High Priority update (“Tickrate” improvements)
A new network update for high priority second to second gameplay (damage states, player position, projectiles, player stance etc). This update is per client specific and updates an area around each player. Initially we will test running this update at 30hz for everyone. This update runs on top of the current update run in the game today as a complement.
NOTE: This might cause problems for you (stalling, rubberbanding etc) if your internet connection can’t keep up – let us know in the forums
WHAT ARE WE TESTING?
With this patch, we are gathering data about server performance and comparing it against what we got from the first 24 hours of play. So that means we will keep running the same map (Hainan Resort Conquest 64) for a clean set of comparable data.
Secondly we’re testing any potential follow-up issues these changes might bring us – what is no longer working the way it used to before (if anything)?
Be creative, do things to try and make the system behave weirdly, an example would be to test sniping from far-far away and see what the player on the receiving end experiences (as the new high frequency update has a range limit).
-----------------------------------------------------
So looks like the Community Test Environment (CTE) is off to a rocky start, but I thought I would at least let people know of what DICE has planned up if you can't access the CTE webpage. Especially if you play on console and are seeking at least some kind of light at the end of the tunnel, since successful patches/changes will ultimately be rolled out to all platforms for the real game.
If you play on PC and have Premium, you can sign up here: https://cte.battlelog.com/bf4/ [cte.battlelog.com]
No guarantees whether you'll actually get in since the player limit is quite low
Feedback forum: https://cte.battlelog.com/bf4/forum/ [cte.battlelog.com]
Our first initiative on the CTE will be focused around network improvements and fixes – or “Netcode” as it is referred to in the community. We are looking at two separate things: Server Performance and Player Experience.
INITIAL TELEMETRY GATHERING
On the first day of the initiative we will collect base-level telemetry. That means we will not be running any new “tickrate” fixes of any kind on the servers. This so we can measure the difference these have on the performance later.
SERVER PERFORMANCE
We will need your help filling up our 64 player servers and play full rounds to get the best possible telemetry data on our changes and improvements. As we will be testing a plethora of different settings & configurations, we need to know how well these perform in a live environment on full servers.
Sometimes these servers will be deliberately triggered to cause “Rubber banding” – basically running at less than 30 fps. This is so we can gather data, and make sure our player experience improvements react approproately to these conditions and doesn’t cause more server load then necessary.
PLAYER EXPERIENCE
We also want your direct feedback on the second to second gameplay – how does the player to player interaction feel?
Be on the lookout for known issues like:
Getting killed when behind cover
Getting killed without initially seeing damage indicatior
Behaviour of fast moving vehicles hitting obstacles and other player’s vehicles
Behaviour of collision with other infantry when not in a vehicle
Revive on slopes where the ragdoll slides down
Explosive projectiles and damage given when hitting helicopters and jets (using a tank or non guided RPG)
When piloting jets – ECM jammer functionality with incoming missiles
http://battlelog.battlefield.com/bf4/forum/threadview/2979150493939759710/