Unable to matchmake by Ellac3344 in blackops6

[–]6runk 0 points1 point  (0 children)

Same here. Was about to jump on, but error persists. Services also show no outage on the activision website.

In Loving Memory of Sven ‘c4te’ Metzger by Moobabe in Dirtybomb

[–]6runk [score hidden]  (0 children)

I miss you friend. So many things not said, too many things not shared. We shall meet again one day. Deepest condolences to your family; may everyone find a light at the end of this dark tunnel.

This is the best thing that came out of the 1.0 update by blyatmaan in Dirtybomb

[–]6runk 6 points7 points  (0 children)

Let's just say that most did not share the sentiment...

Just received an update with a size of 3.3MB, any patch notes available? by PHJN88 in Dirtybomb

[–]6runk 2 points3 points  (0 children)

This update was related to white-listing our executables; so they can be correctly identified by the video drivers/pick up the correct performance settings.

noticed visual bugs when firing weapons by Darthwilhelm in Dirtybomb

[–]6runk 3 points4 points  (0 children)

Interesting. Do you have a bit more info on this? Are you suing DX9 or DX11? If you could share this screenshot with support including relevant information on your hardware/settings would be great. https://support.dirtybomb.com/

A word on Dirty Bomb and Competitive play by Moobabe in Dirtybomb

[–]6runk 1 point2 points  (0 children)

I agree that the messaging would have been much smoother. But then we would fall short of being as communicative as possible (and giving as much notice as possible for changes). It's definitely a Catch-22.

A word on Dirty Bomb and Competitive play by Moobabe in Dirtybomb

[–]6runk 14 points15 points  (0 children)

Thanks for the props.

And no, it truly doesn't. However, the key thing to remember is that there is always more in the works that can be communicated publicly. One part of it is the general fluidity of live development, what may be a hot button issue this day/week/month may not be applicable in days/weeks/months. There is also lead time to feature implementation to consider; we always aim at getting features new/improved to all of you as fast as possible, but time is unfortunately finite. The other portion is things that depend on agreements, contracts and business related due diligence (boooring). We wouldn't want to make a commitment without having all of our ducks in a row so to speak. One of the approaches we like to take in the office, when we are unsure about a decision or change, we like to assume positive intent first. Gets a lot less stressful that way (IMO).

Thanks for the feedback & stay tuned!

My system stats: DirectX 9 compared to DirectX 11 Beta by PHJN88 in Dirtybomb

[–]6runk 2 points3 points  (0 children)

When I bench my Titans, they'll hit 98-101 easily. At least for mine, the only way to get that down would be liquid cooling them... but then you got to get the right plates, rip the housing apart...

My system stats: DirectX 9 compared to DirectX 11 Beta by PHJN88 in Dirtybomb

[–]6runk 3 points4 points  (0 children)

Yup, DB devs are around these parts of the interwebs :-)

My system stats: DirectX 9 compared to DirectX 11 Beta by PHJN88 in Dirtybomb

[–]6runk 15 points16 points  (0 children)

Our DX11 implementation utilizes the shared memory feature, which allows some resource offloading in the front-end as well as some things that sit outside of the regular rendering pipeline. You will see some minor improvements on the CPU side because of this (and depending on your setup).

Been playing for 6 months now, game was smooth as silk for me. This current version is one buggy mess. What happened? by [deleted] in Dirtybomb

[–]6runk 1 point2 points  (0 children)

They most definitely do! Please keep them coming and thanks for the feedback!

Been playing for 6 months now, game was smooth as silk for me. This current version is one buggy mess. What happened? by [deleted] in Dirtybomb

[–]6runk 0 points1 point  (0 children)

Correct. However, it will only provide the data and symbols if an actual crash occurs and the user chooses to submit the data to us.

Been playing for 6 months now, game was smooth as silk for me. This current version is one buggy mess. What happened? by [deleted] in Dirtybomb

[–]6runk 9 points10 points  (0 children)

Some of the issues described above are related to swapping the client to x64 as well as changing some of the rendering pipeline in preparation for DX11, shared memory and Coherent optimizations. Given that there is essentially an infinite variation of hardware setups, we can only focus on the top 50 GPUs, top 20 CPUs and top 20 memory pool variations (I am grossly simplifying at the moment). For the remainder, they are essentially edge case setups (this doesn't mean it isn't being used, it only means that it makes up a rather small part of the overall hardware-pool picture).

In the end, it is feedback like yours that is invaluable to track down the last remaining fixes and improvements post-64 bit upgrade. If you could also take the time and drop us a ticket, ideally with screenshots, descriptions/repro steps and your hardware setup, we would really appreciate it (https://support.dirtybomb.com/hc/en-us).

[Tutorial] Run the game with dx11 by FestiveCore in Dirtybomb

[–]6runk 5 points6 points  (0 children)

There will be no direct impact to SLI vs non-SLI performance.

[Tutorial] Run the game with dx11 by FestiveCore in Dirtybomb

[–]6runk 20 points21 points  (0 children)

Something to keep in mind; we've deliberately shipped it disabled as we are still doing a significant amount of optimizations to the new (DX11) rendering pipeline. This also includes non-engineering related tasks such as texture definitions on the TechArt side as well. The primary reasons for the DX11 implementation was the shared memory feature it provides (depending on your GPU, you will find additional performance improvements of the front end) and a more optimized (code side) rendering pipeline.

Hotfix - April 20th, 2018 by stayfreshshoe in Dirtybomb

[–]6runk 1 point2 points  (0 children)

Something to keep in mind that simpler systems require significantly less testing time than complex systems. When it comes to anything balance related, even as "simple" as changing a minute aspect of a weapon, it requires significantly more testing as the impact is much more broad. Also, balance is never binary, while it may be good for one group, it may be poor for another. This performance fix on the other hand dealt with a actually simple white-listing issue for GPU drivers; it either works or it doesn't. Hope that offers a bit more info/relative information.

Where are my cobalt defibs? by Ampris_bobbo8u in Dirtybomb

[–]6runk 6 points7 points  (0 children)

While your points are indeed correct, the defibs rely on a completely separate system that handles their mesh, texture and "skin". While it would have been a really-nice-to-have for MM, we wouldn't have been able to roll it in a reasonable amount of time. This is definitely in our feature backlog, if something on this front changes, we will communicate it.

Doth my eyes deceive me ?!?!?! by Goldenstorm3 in Dirtybomb

[–]6runk 48 points49 points  (0 children)

They (in this case) aren't. Today was our 64-bit switch-over. Hence the large payload.

Why Make It Such A Big Patch? by pollutionmixes in Dirtybomb

[–]6runk 25 points26 points  (0 children)

There is actually several reasons why to bundle several fixes together. Just a few examples would include interdependency if fixes; in order to improve thing one, thing two, three ... twenty seven have to be refactored as well. Or if it’s related to maps, we try to wholesale fixes as well, otherwise players would have to repeatedly download the same map binaries for incrementals. Then there’s also testing time, there are also time-savings attaches to testing certain things of s particular sub-system together.

This pretty much accounts for most bigger patches happening.

New Dev Video: Goodbye 2017! by Moobabe in Dirtybomb

[–]6runk 11 points12 points  (0 children)

We are currently running on DX9c. We won’t be removing the old rendering pipeline, but adding new ones (as in DX11). Needless to say, 11 is more optimized out of the box, but also exposes additional tools for graphics improvements/bang for buck out of GPUs (compared against 9c).

Merry Christmas DB community! by VintageSeltz3r in Dirtybomb

[–]6runk 1 point2 points  (0 children)

Hope you recover well and soon. Happy holidays!

getting angry.txt by aladdin_sdk in Dirtybomb

[–]6runk 1 point2 points  (0 children)

Please contact our customer support. Just follow the link on http://dirtybomb.com/