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[新闻] BC 2 再次更新(R3), 大幅提升双核处理器效能 ! ! ! 更新翻译

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发表于 2010-2-18 18:30 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
New Client (R3) Coming NOW (before 10am GMT) and Changelog

So QA found out a debug setting we used for logging errors was causing the CTD's after DICE left last night. As such the patch is good to be released and is going live within the hour.
Steam users will have to wait until this evening to update as we need Valve to wake up to make it live their end. If you want to run the latest version you can uninstall the Steam version and grab the client from any host here: Battlefield Blog and use the same login details as before.

You can update automatically when loading BFBC2 or you can manually run the updater from your install directory (run as Administrator if you experience update issues or errors)

As promised here is the Changelog for R3 as provided by Kalms.
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"
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
We've gone through the hit detection logic, and client+server will now give more consistent results.
Fix for some "rubberbanding" issues
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.

-Mikael Kalms
原文地址:http://forums.electronicarts.co.uk/battlefield-bad-company-2-pc-beta/894136-new-client-r3-coming-now-before-10am-gmt-changelog.html


附上本人的纯手工粗糙翻译,关键有用的也就是那一两条,大家将就着看吧:
减少输入的延迟

可自行设定CPU提前GPU运算多少,设置方法:打开Settings.ini. Default setting: RenderAheadLimit=2

对双核处理器进行优化,使得双核处理器有着极大的提升(原文用的是最高级,可想而知...)

修正烟雾效果

从服务端及客户端两方面改善射击精准度(原文是射击方向)

Fix for some "rubberbanding" issues(修正了C4的附着问题?)

Reduced spikes/dips in framerate 减少跳帧?

修正DX9下 CTD 的问题(CTD是啥?)

修正当载具被摧毁时跳出的问题
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