PUBG hmmmm |
- hmmmm
- Did you ever wonder what happens when you wait for a game on OC servers?
- How to use a pan.
- I made a relatable meme
- The current top EU FPP spot is held by a cheater. This guy is teaming with Sgt_KrYz he plays duos with this player and he is in all of his recent Solo FPP games. Suspicious?
- Footstep sounds are broken!
- My proudest PUBG moment so far: 1v4 clutch ending
- Nvidia RayTracing coming to PUBG
- 4v1 clutch
- Thoughts and civil opinions on a crate-only 4x Magnifier that you can pair with a Red Dot or Holographic sight.
- A nice event would be Miramar or Erangel with Sanhok's loot frequency and quality
- Taking my child on a motorcycle ride (1988)
- Why is he running, Dad?
- Pro Tip: If you are climbing up a ledge, and see an enemy, you can press S (or your backwards key) to climb down before you pull yourself up.
- I'm getting real sick of the invisible parachutes.
- This has been my life for the past two weeks... What the hell is going on Bluehole?
- Why can't the grenades land where we aim, just like CSGO?
- When you are too tired for this sh*t
- Melee/throwable weapon suggestion: A brick
- PUBG Dads, how many of you are out there? Am I alone?
- Suggestion QUICK FIX: Change standard setting of Firing mode to "Auto"
- My intentions were to kill us both but this works as well.
- Can we get some deeper customization?
- Is this the 'wallhacks' I've heard so much about?
Posted: 20 Aug 2018 07:00 AM PDT
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Did you ever wonder what happens when you wait for a game on OC servers? Posted: 20 Aug 2018 04:58 AM PDT
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Posted: 20 Aug 2018 05:09 AM PDT
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Posted: 20 Aug 2018 11:13 AM PDT
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Posted: 20 Aug 2018 07:04 AM PDT
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Posted: 19 Aug 2018 05:46 PM PDT After returning to PUBG from a two-month hiatus, I found myself extremely disappointed by an apparent regression in the directional quality of footstep sounds. It seems that the HRTF previously applied to footsteps has been degraded significantly, or perhaps disabled entirely. This is state of footsteps from version 3.8.30.2 back in May. They are panned completely smoothly around the listener's head, and can easily be distinguished as coming from in front, behind, above, or below the listener. This is an example of HRTF being applied well to footsteps. The footsteps never get "stuck" at 90-degrees left and 90-degrees right, which can be verified in a visual analysis. Even when the left track is solo'd, the runner's footsteps can be still heard when the runner is 90-degrees to the right of the player. This is a sign that HRTF is working; the effect mimics interaural sound localization cues. In direct contrast, the directional quality of footsteps as they sound today in version 4.5.13.0 is noticeably degraded. No longer is front-back or up-down apparently distinguishable, and the footsteps get stuck in hard-left and hard-right panning when the runner is off to the side of the player (e.g. a footstep at 45 degrees sounds the same as a footstep at 135 degrees). There's also a strange effect happening when the listener is looking straight down: the runner's footsteps abruptly jump between center, to hard-left, to center, to hard-right. Visual analysis shows the runner's footsteps completely disappearing from either channel for a considerable length of time when in the region around the 90-degrees left and 90-degrees right positions. This effect is very apparent when one of the tracks is solo'd. This is a sign that HRTF is not working or not working properly. Both this new test and the test back in May were conducted with the same hardware configuration. Playback through a plain-jane stereo device, no surround virtualization, other effects, etc. I suspect this regression is to blame for many of the complaints in the past month about footsteps and directional audio. This instance in particular is a clear example, courtesy of u/RoadtoVR_Ben, in which the 90-degree ambiguity zones to the left and right get the player killed. The enemy is approaching from the player's 135, and the footsteps sound like they're coming directly from their 90. It's not until the player has rotated enough that the footsteps are now at their 45 that the panning changes. This is bad directional audio, and it used to be much better until a recent change. [link] [comments] | ||
My proudest PUBG moment so far: 1v4 clutch ending Posted: 20 Aug 2018 10:06 AM PDT
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Nvidia RayTracing coming to PUBG Posted: 20 Aug 2018 10:58 AM PDT
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Posted: 20 Aug 2018 04:25 AM PDT
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Posted: 20 Aug 2018 10:22 AM PDT
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A nice event would be Miramar or Erangel with Sanhok's loot frequency and quality Posted: 20 Aug 2018 12:59 AM PDT I would play the hell out of that. Being able to play on the larger maps with the loot of Sanhok would be great, and in my opinion much more enjoyable and balanced. For obvious reasons they aren't gonna change Miramar and Erangel's loot to that, however an event where they did so would be really enjoyable. [link] [comments] | ||
Taking my child on a motorcycle ride (1988) Posted: 20 Aug 2018 08:09 AM PDT
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Posted: 20 Aug 2018 09:53 AM PDT
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Posted: 20 Aug 2018 06:52 AM PDT It does not work for vaulting, but it has saved me a couple of times climbing. [link] [comments] | ||
I'm getting real sick of the invisible parachutes. Posted: 20 Aug 2018 09:48 AM PDT Head for an LZ, open chute, look around, clear skies (even directly above), land, start looting, open door to second building, get gunned down instantly. Feels bad man. [link] [comments] | ||
This has been my life for the past two weeks... What the hell is going on Bluehole? Posted: 20 Aug 2018 05:24 AM PDT
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Why can't the grenades land where we aim, just like CSGO? Posted: 20 Aug 2018 01:05 AM PDT Nades' trajectory are so refined and predictable in CSGO, why can't we have something just like that, damn I miss that game.. [link] [comments] | ||
When you are too tired for this sh*t Posted: 20 Aug 2018 10:25 AM PDT
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Melee/throwable weapon suggestion: A brick Posted: 20 Aug 2018 08:15 AM PDT Nothing fancy, just think that a literal brick weapon would be hilarious and fit with the "survival at all costs" motif of the game. I also think it would be interesting to add a melee weapon that can be toggled to a throwable somehow. Maybe you could do a throwable knife instead, but a brick would be way more badass. [link] [comments] | ||
PUBG Dads, how many of you are out there? Am I alone? Posted: 19 Aug 2018 03:46 PM PDT
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Suggestion QUICK FIX: Change standard setting of Firing mode to "Auto" Posted: 20 Aug 2018 07:27 AM PDT I enjoy PUBG, but one thing is getting on my nerves and thats the standard firing mode "Single" of SMGs and ARs in the game. I play War mode alot and the "Single" firing mode is just not fun, because u need to quickly change the mode before u can attack ure enemies with e.g. a spray. I die a few times in a war game because of this setting... But i think also in hotdrop this is just enoying. This is why: Please PUBG change the standard firing mode from "Single" to "Auto"! This is a small fix, but would improve the playing experience. [link] [comments] | ||
My intentions were to kill us both but this works as well. Posted: 20 Aug 2018 01:14 AM PDT
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Can we get some deeper customization? Posted: 20 Aug 2018 09:16 AM PDT Im surprised we dont yet have things like beards and tattoos as options yet, or even armor skins would be kinda cool. At this point i feel like there should definitely be a little more depth in that area. [link] [comments] | ||
Is this the 'wallhacks' I've heard so much about? Posted: 19 Aug 2018 06:04 PM PDT
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