[TÓPICO OFICIAL] Rising Storm 2: Vietnam

  • Iniciador de Tópicos Chackall
  • Data de Início
tenho red orchestra 2 a tempos, sempre gostei do jogo mas é foda nao ter server BR
 
jogo ta num preço bom nessa sale(50% off)

vi que teve um update esses dias,ta tendo bom movimento de players? :hmm:
 
Comprei ontem o jogo.. no começo quase pedi refund devido a dificuldade, mas agora estou pegando o jeito(achei q seria parecido com insurgency, mas é mais difícil). Estao jogando em server gringo apenas?
 
Eu acho bom esse game, mas os servers americanos ficam a mais de 200 de ping pra mim, raramente acho um de 180 de ping e está sempre lotado, como não tem uma fila não tem como entrar pra jogar. Resumindo, abro o jogo, não acho server com ping bom e muita gente jogando, saio do jogo. :haha:
 
Pena que ninguém no BR tem jogado o jogo. Tem um server BR, mas como ninguém joga logo fecha. É um jogão!
 
ia reclamar dos stutterings e fps baixo, mas ai lembrei que é os devs do killing floor, então ta tudo certo, os caras não prestam pra otimizar nada que encostam

tinha centenas de horas de R.O na minha antiga steam e não lembro de ter tido esses problemas, esse é o tipo de mp favorito pra mim, casual com dano hc e não temos muitas opções então fazer o que né, ou atura essa performance bosta aqui ou nao joga
 
ia reclamar dos stutterings e fps baixo, mas ai lembrei que é os devs do killing floor, então ta tudo certo, os caras não prestam pra otimizar nada que encostam

tinha centenas de horas de R.O na minha antiga steam e não lembro de ter tido esses problemas, esse é o tipo de mp favorito pra mim, casual com dano hc e não temos muitas opções então fazer o que né, ou atura essa performance bosta aqui ou nao joga
Ele teve muito suttering logo que lançou. HUEHUE City era triste. Mas logo depois arrumaram. Você continua com esses problemas agora ou se refere aquela época?
 
Ele teve muito suttering logo que lançou. HUEHUE City era triste. Mas logo depois arrumaram. Você continua com esses problemas agora ou se refere aquela época?

Agora mesmo, a performance é a mesma dos killing floor e tipica da unreal engine 3, stutterings de loading das partes que voce ta, fps alto fluidez baixa e nesse os fps ainda caem bastante dependendo do terreno
 
alguem joga o game ? jogo muito massa , gostei.

Tem um tempo que não jogo, mas devo reinstalar para voltar a jogar.
Acho que o pessoal que curte Squad, Arma e mesmo até BF hardcore, deveriam aproveitar o free weekend para testar. O jogo vale cada centavo.
 
Fui tentar voltar a jogar o game esse fds... mermão, levei uma surra de pau mole... hahahaha... tinha esquecido de como é hardcore!
 
putz, vi que tava em promoção, mas nao vi que tava em free weekend e vou perder a chance de testar o jogo de novo.

ele tava com uma população muito pequena depois que lançou, o que me afastou.
 
Entrei nessa free weekend.

Mapa Hue hue hue.

Tomei umas balas que não faço ideia da onde veio, dei outras também, sem contar as bombas de napalm e etc kkkk. Parece legal.
 
Eu tinha comprado esse jogo e como não tinha server BR acabei nem podendo joga-lo apesar de ter gostado bastante na epoca do gameplay. Agora testei aqui com o server BR 64/64 e realmente é um jogao! Espero que comece a lotar cada vez de servers BRS! Ta mais divertido que jogar BF1, Csgo, Overwatch, RBS, Pubg, Fortnite entre outros
 
Eu tinha comprado esse jogo e como não tinha server BR acabei nem podendo joga-lo apesar de ter gostado bastante na epoca do gameplay. Agora testei aqui com o server BR 64/64 e realmente é um jogao! Espero que comece a lotar cada vez de servers BRS! Ta mais divertido que jogar BF1, Csgo, Overwatch, RBS, Pubg, Fortnite entre outros
Passa steam tô jogando solo ta osso kkk
 
Fico vendo o pessoal reclamar aqui a respeito de server BR, afinal há só um servidor BR e antigamente ele ficava mais vazio.

Como ele agora esta sempre lotado, e sempre tem fila, eu acabo jogando muito em servidor gringo e o netcode e hitreg desse jogo, mesmo com 180ms de ping, funciona mil vezes melhor do que de um BF ou PUBG da vida!

Eu jogava BF1 com 12ms de ping... descarregava 2 pentes num cara pra matar e nada. Aqui é um teco na testa, registrou, chão. Onde você mira a bala vai e não tem erro. BF parecia que as balas sumiam!
 
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Fico vendo o pessoal reclamar aqui a respeito de server BR, afinal há só um servidor BR e antigamente ele ficava mais vazio.

Como ele agora esta sempre lotado, e sempre tem fila, eu acabo jogando muito em servidor gringo e o netcode e hitreg desse jogo, mesmo com 180ms de ping, funciona mil vezes melhor do que de um BF ou PUBG da vida!

Eu jogava BF1 com 12ms de ping... descarregava 2 pentes num cara pra matar e nada. Aqui é um teco na testa, registrou, chão. Onde você mira a bala vai e não tem erro. BF parecia que as balas sumiam!
Ele tem ficado vasio , tinha 64 players abaixou para 40 vagas .
 
New Community Test Branch Build - Upcoming Update 1.2 Is Now Available For Test And Performance Feedback!
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Hello everyone!

The focus of this weeks CTB will be performance optimizations - and we will want your feedback on those. We will have a survey link posted in the coming days which will allow you to submit your feedback about the optimizations we've made. More about that in the patch notes!

For those that have not been a part of a CTB test already, you will find it available in your Steam Library on Friday.
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The following maps will be included for the server map rotation: SU-Forrest, Firebase Georgina, Hue, and Song Be.

Here’s a list of all the new changes players will be getting their hands on soon!

Optimization
The big focus of the Community Performance Test is to test the effectiveness of changes made toRising Storm 2: Vietnamin order to aid players who get poor performance when playing the game. Many of these changes are visual, but some are purely on the back-end, and we’d like feedback both on the changes made to the visual elements of the game, but also to hear how much/how little these changes have affected your performance!

Your feedback is very important to us. As such, we will be posting an optimization specific survey link once the CTB has gone live. We will post the link at multiple locations (in-game main menu, forums, social media etc.) as we want to gather as much data as possible to further fine tune the game. Stay tuned!

  • Characters
    • Reduced the number of character draw calls created by wearing any type of glasses cosmetic
  • Particle Effects
    • Optimized muzzle flash effects to have less draw calls and overdraw when firing weapons
    • Optimized shell eject effects to no longer use PhysX fluid emitters as this was causing hitches due a legacy version of PhysX. Shell ejects now use a normal mesh emitter
    • Reduced number of draw calls and overdraw added to the scene by gameplay related effects like impacts, explosions, etc
    • Reduced overdraw of level placed effects like smoke, dust, etc
    • Reduced number of particles using collision calculations
    • Significantly reduced the hitching caused by having many Smoke Grenades spawned in the world
  • Level Optimizations
    • Updated all maps with the following:
      • Turned off dynamic shadows being casted on small or thin objects
      • Cull distance pass
      • Turned off decals, rice paddy meshes and some facade meshes when using Low World Detail setting
      • Refinements to cull distance settings - fixing distances that were too short and making culling more aggressive for other objects
    • Adjusted Terrain Component sizes on some levels that either had this value set too high or too low
    • Increased threshold for static meshes to be considered for Instanced Rendering on some maps to reduce draw calls to a more reasonable number
  • Instanced Rendering
    • Instanced Static Meshes now properly respects cull distances set in the Editor
    • Instanced Static Meshes now properly respects settings for turning off receiving dynamic shadows
  • World Objects
    • Fixed a trench mesh using perpoly collision
    • Fixed a log error related to a dynamic actor that had no collision
    • Reduced vertex shader complexity on small foliage objects like ivy and rice paddies
  • Texture Optimizations
    • Added option to use a Pool Size for texture accollocation
    • Fixed several instances of large uncompressed textures
    • Corrected several instances of textures using the incorrect Texture Group
    • Reduced the overall number of mipmaps being used and constantly being streamed from the HDD

New LODs
Several art elements in the game were displaying LODs with far higher poly-counts than necessary at distance. These included both weapons and vehicles. Here is a full list of art with new LODs:
  • BAR
  • Browning Hi-Power
  • M1911
  • F1 SMG
  • L1A1
  • L2A1
  • M1917
  • M1919
  • M1A1
  • M1 Carbine
  • M1 Garand
  • M1-D Sniper
  • M2 Carbine
  • Makarov PM
  • Owen Gun
  • RPG-7
  • XM21 Suppressed Variant
  • Spawn Tunnel
  • Bird Dog
  • Canberra Bomber
  • Skyraider
  • F4 Phantom
  • AC-47 Spooky
  • Various particle effects

New Weapons
MP40
Designed by the Germans during the Second World War this fully automatic submachine gun can fire up to 550 round per minute. Tens of thousands of these short range weapons were put in the hands of the NLF during the Vietnam War, sourced from Soviet stockpiles.

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RPD - 200 Round Belt Variant
PAVN players will see a new ammunition variant for the machine gunners RPD with this update. The new 200 round belt holds 100 more rounds than the drum and can be optionally changed in the Role Select out screen.

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Deployable DSHK

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Available at any ammo resupply point, the North have a new weapon to add to their arsenal - a deployable version of the (previously static) DSHK .50 caliber machine gun. Simply pick up the tripod, find a quiet patch of Jungle and set up to become a portable anti-air emplacement.

These guns can be destroyed by explosives, however, so staying in one place for too long is bound to get you blown up, giving the Southern forces a counter to this devastating new weapon.

Fougasse Mine
A brand new trap for the NLF Sapper, the Fougasse Mine is an improvised explosive device planted under the ground and activated by a pressure plate. It leaves a cloud of toxic vapour behind, making it a great tool for area denial.

Other Major Changes
Audio Occlusion
Added ‘audio occlusion’ to RS2, ensuring that gunshots and other ingame sounds are appropriately affected by their environment. This does not apply to all sounds in the game, but will affect any sound loud enough to be heard through walls, and be muffled/occluded by obstacles such as buildings or terrain.

When testing this feature, please provide feedback of any kind at the following link:https://steamcommunity.com/app/418460/discussions/2/Doing so will allow the development team to adjust things prior to the release of 1.2!

As always, thank you for your continued support! We are continuing to work hard onRising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.

Antimatter Games & Tripwire Interactive
Twitter -https://twitter.com/rs2vietnam
Facebook -https://www.facebook.com/RS2Vietnam/
 
Plan Of Attack - Update 1.2 Coming Soon and an RS2 AM(A)A!
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Plan of Attack: Update 1.2 Coming Soon And an RS2 AMAA!

Hello everyone!

First of all, a big thank you to all who helped in our CTB testing so far! If you’ve had a chance to test the CTB in any way, please take the time to fill out the performance survey if you haven’t already:https://docs.google.com/forms/d/e/1FAIpQLSemKz_TVC3feL4uPAf1C1PmxV3gOLPhajJjsdGd_R5qb5tp7Q/viewform. This will help our development teams know how our efforts to tackle performance issues are progressing.

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For those fans who haven’t yet had a chance to join in on the current testing, your wait for Update 1.2 is almost over! We currently expect to ship Update 1.2 Rearmed and Remastered early to mid next week. This update will include:
  • New weapons and tools for the NVA (such as the MP40 and Fougasse mine)
  • New features such as player deployable DShK HMG’s
  • Newly remastered Rising Storm maps
    • DongHa (GuadalCanal)
    • Mekong (Hanto)
  • New System: Audio Occlusion
  • Improved performance


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Following the update, we’ll be hosting an Ask Us (Almost) Anything on Reddit (r/rs2vietnam) to discuss the current state of the game and the future! So, get your questions ready for November 14th (we are planning for the Reddit post to go up on the 13th to allow fans who may not be there during the AMAA itself to have a chance to be heard).

Thank you again, for those who managed to join us in Community Test Branch Testing. We are continuing to work hard on Rising Storm 2: Vietnam, and would not be able to provide fixes like these without your feedback.

Antimatter Games & Tripwire Interactive
 

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