[Detected] CE Script Executer - v4 (Cheat Engine Script Executer+ Bypass) - UNDETECTED 08/08/12 By Insane~* in forum DayZ Mod & Standalone Hacks & Cheats Replies: 113.
About Battlegrounds PLAYERUNKNOWN'S BATTLEGROUNDS (PUBG) is a competitive survival shooter. Players are dropped into a wide, open area, and they must fight to the death - all while the battlefield shrinks, adding pressure to all in its grip.
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Tournaments. This is plainly false. Yes, there are some optimizations that only programers can do like reworking the shadow algorithms, or optimizing the 3D rendering pipline. However, there are plenty of other tasks where artists are involved that would improve the performance and the experience of the game: 1.Recreate 3D assets with lower polycount and textures with less resolution The number of polygons of 3D objects and the resolution of textures are a huge factor in making assets look good but also have a negative impact on performance. However that's just the canvas the artists work on, you can make better or worse art with it. It is possible to spend effort into remaking the current assets to obtain results that are just as good as the originals but use a fraction of its original polygons/pixels.
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And considering this game has a lot of cheaply bought assets this should not be hard to achieve for a full-time dedicated art team. We have an example of this when Riot Games reworked their main map a few years ago. You can read their dev-blog explaining how the artists helped make the map not only more beautiful but also more performant here: Usually, when players think about how a game performs on their rig, they mostly look at the game’s tech. In reality, performance involves tight collaboration between artists and engineers, aimed at finding ways to implement art in an efficient fashion. Programmers are not artists, optimizing how good something looks and feels involves artists We, as players, take for granted the work that goes into game engines. We just assume that you model some objects, paint some textures, create some animations and together with some gameplay programming you got a game. However when you get to it the engine you bought only gets you so far and there is a lot of tech and tools that you need custom built for your needs.
Like a custom animation transition system (remember how long vaulting took?). Or detection to make characters properly step on stairs steps. Or all the tech involving particles and VFX. These and many other examples are tasks that involve the collaboration between programmers and artists. That is why there are devs in the role of 'Technical artist' which bridge these hybrid needs. Here's some talks of artists explaining how they created efficient art using new tech or smart implementations.
There is a LOT of pending art work to do in the game. Even beyond the subject of performance, there is a lot of art that needs work, for example:. The trees move.
That's because the different levels of detail (LOD) models of the tree are not properly aligned. Have your junior modeler align them.
Also this happens because the trees are cheap assets. They should replace all of those bad assets. A game this size should not have this much in common with an 'asset-flip game'. 'Mushy'/melted buildings happen because the engine has to algorithmically come up with a low level of detail version of the buildings. They should make those low LOD assets instead of running with the default approximation. Making some simple cubes with well defined low res textures would be a HUGE step up from mushy buildings.
Remeber when Bluehole proudly presented their custom healing animations? Yeah, the thumb goes through the syringe when applying a first aid while prone. They had one job, make a few animations, and this is the quality they can muster?. The game looks ugly for today's standards and runs badly for how ugly it is. Sure having 100 players and a big map are big challenges, but even on situations of low character count and the player staying on the same area the relationship performance-prettyness is horrible. Have I already said that this game should not be riddled with bought assets? On the other hand, programmers should be working on performance/gameplay/netcode not on the crate system Again we take for granted how hard is to implement things.
The crate system is not rocket science but it needs programming work. From implementing and supporting a store selling crates by the millions. To authenticating crate oppenings and make sure you can't hack those. And implementing memory optimizations and tech to be able to have multiple skins for the same weapon, and weapons changing skins when picked up. As well as implementing and reworking the different UIs to support all crate related systems. All of that work programming effort could be put into almost any aspect of this game and you would get better results from it. You would get a bigger improvement, at the cost of crate profits (arguably).
Dice's battles are not PUBG Corp.' This is something I seem to notice about BF games, and most people shoot me down about it it but I'll say it anyways. Battlefield games, and this is my opinion, usually have too much cluttered UI, too many quick fixes, instant rewards, unrealistically fast (but satisfyingly fluid) human player and vehicle movements, too medals won and killstreak alerts etc. If DICE can cut down the UI, make gameplay only 1 life, and make gunplay feel a little more realistic (so slightly less snappy than it is now in BF1), then I can see their title taking over completely. The UI will determine how much DICE's version of BR feels like PUBG, and that feel counts for a lot more than people here, right now, are willing to consider. The scary part about this sub and this game, are that it's fans fail to realize exactly what's keeping them playing night in night out. The game is fun.
It makes each interaction feel valuable. DICE has to replicate or even improve on that feeling in a way they never have done before. There is something about PUBG that competitors need to copy, it's just not physically observable at first glance.
Code: Enable LUACALL(speedhacksetSpeed(2.0)) Disable LUACALL(speedhacksetSpeed(1.0))add this to an autoassemble script, make an hotkey to toggle it on/off and bam. You can activate deactivate built-in cheat engine speed hack. Ofc you can also change the 2.0 value to your desirated value:P. It is usefull when people is near you and you wanna play full screen, or it annoys you to toggle from cheat table everytime you see someone near you. I think its much safer to have a shortcut.
Ill let you know if i get banned using this credits to.