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PR Changelogs The changelogs for recently released Project Reality versions |
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2022-12-26, 23:26 | #11 |
Join Date: Mar 2010
Posts: 40
Australia
Location: Sydney
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Re: PR:BF2 v1.7.3.0 Changelog
Respectfully, I disagree. I believe that gameplay features in PR trump technical considerations like FPS. I realise that I am not a DEV and do not understand the value of these technical issues, but PR is loved for its gameplay. If we valued a game for its visuals, there are hundreds of alternatives.
No other game that I know involves such mundane infrastructure like bridging. I only wish that more maps involved battlefield mobility issues like bridges, choke points, cliffs, etc. All of these are ripe for destruction (well, previously), minefields, blocking with deployables and active defence. *prostrates in awe* Greatest respect to the DEVs, thank you again for your efforts which are infinitely appreciated by the community. |
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2022-12-27, 03:03 | #13 |
Join Date: Sep 2021
Posts: 21
Costa Rica
Location: San José
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Re: PR:BF2 v1.7.3.0 Changelog
"Added module to randomize bot kits and spawn times (default disabled)."
My question might be stupid, but, how do you activate this configuration? |
2022-12-27, 08:35 | #14 |
Join Date: Oct 2021
Posts: 33
Afghanistan
Location: -----
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Re: PR:BF2 v1.7.3.0 Changelog
After this update the game started to lag a lot.
It is simply impossible to play on new maps with snow due to the strongest lags. If there is smoke or fire in the frame, it is simply impossible to play. Of course, you can say that I have a weak PC, but before this patch there were no such problems. |
2022-12-27, 12:47 | #15 |
Join Date: Jun 2020
Posts: 113
Russian Federation
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Re: PR:BF2 v1.7.3.0 Changelog
It feels like I'm getting substantially less FPS after the update.
Like 30% less FPS, but I'm not entirely certain, maybe it's just the feeling. GPU is gt430 |
Last edited by lao; 2022-12-27 at 13:50..
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2022-12-27, 16:16 | #16 |
Join Date: Sep 2021
Posts: 21
Costa Rica
Location: San José
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Re: PR:BF2 v1.7.3.0 Changelog
The game started running horribly after the update, could it be because of the updated shaders?
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2022-12-27, 17:01 | #17 | |
PR:BF2 Developer
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Re: PR:BF2 v1.7.3.0 Changelog
Quote:
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Last edited by papadanku; 2022-12-27 at 19:21..
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2022-12-27, 18:55 | #18 |
Join Date: Sep 2021
Posts: 21
Costa Rica
Location: San José
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Re: PR:BF2 v1.7.3.0 Changelog
I managed to do it this morning, but thank you very much, it will probably help other users.
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2022-12-28, 00:22 | #19 |
PR:BF2 Contributor
Join Date: Nov 2020
Posts: 69
United States of America
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Re: PR:BF2 v1.7.3.0 Changelog
So why were most/all destructible bridges removed?
Like I kinda understand large concrete bridges being made indestructible because they're very sturdy irl and wouldn't collapse with mines c4 or even bombs, but why were smaller bridges on Basra and Grozny have been made practically or actually indestructible? |
2022-12-28, 01:28 | #20 | |
PR:BF2 Developer
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Re: PR:BF2 v1.7.3.0 Changelog
Quote:
The lag in those situations is due to log-depth being calculated per-pixel on particles. To fix this issue, we calculate log-depth differently for particles. Keep an eye out for the hotfix. Best regards, papa | |