With a bit of luck, we could get a client update today. I haven't seen any patch notes yet, but lets hope some of the more annoying problems will be fixed.
ETA: It is out now, here are the patch notes
Source: http://forums.electronicarts.co.uk/b...azajaytee.html
ETA: It is out now, here are the patch notes
Code:
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.
Originally posted by DICE
Originally posted by DICE
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