#Operation Overhaul Visuals

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torpid cobalt
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Operation Overhaul Visuals

gusty pelican
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Some sort of memory leak happening, ram filling up while cpu and gpu usage are quite low and game fps is dropping drastically

clever lake
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the visual identity is nice, but the forced sharpening filter makes it look 🤮 imo. also itd be nice to have smaa/no aa as an option, since it seems the game uses TAA which is pretty divisive (and im not a fan of)

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also the performance seems to be an issue the longer i played, even when i switched mid match from ultra to potato

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i didnt play for too long but it those are fixed im very optimistic

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also i think the default brightness is too bright but that might just be a personal thing

hardy cedar
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The game literally becomes unplayable after a few minutes, probable due to a memory leak, I have 32gb of ram and the game is taking around 14-15 on Ultra, running on 4070S and R7 5700X3D, gpu and cpu usage around 15-20% max constantly jumping between stable 144 and 2fps

ocean trail
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wild lags on rayzen 7 7800x3d and 4070 32gb ram wild lags

lament trail
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Go fix it pls

edgy shell
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Please add option to remove the entire blur

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And add AA asap

past shore
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game was fine for the first match with a few drops here and there but second match on valley was straight up unplayable, constant drops to 20 fps

slim imp
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Memory leak, AA is bad

low echo
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My experience lol

stoic pilot
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hmmmmm can we remove BTC miner pls

surreal minnow
mild nimbus
lusty basin
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ryzen 7 5800h rtx 3060. Very high ram usage. Unplayable fps towards end of round

timid garnet
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Had hundreds of tracers going through the map and into the sky

ocean trail
lusty basin
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restarted the game, 2gb ram, after playing in match for 10 mins, 10gb ram usage

slim imp
old mauve
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It looks like the game is trying really hard to render things far away, whenver I look down the length of a map my FPS tanks

stable bloom
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Something is leaking, I had big stutters where my gpu and cpu was used at 20% only, the graphics are way better but I noticed that there is no antialiasing ?

old mauve
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Scope usage also seems to chunk FPS

arctic mauve
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It's tragic, return to the old style of graphic

old mauve
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I like the new graphics, just needs some fixing

gusty pelican
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I like a lot of the new graphics, but the tracers make it feel like Krunker io and make bullets feel like they fly slow as well as tracers just generally being too big

arctic mauve
sleek elbow
zealous oracle
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ye, the tracer effects are a bit OTT

timid garnet
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Better pov here

zealous oracle
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they REALLY need to rethink that

storm peak
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Starwars update

lusty basin
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fr?

molten ruin
last mural
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feels like changing graphic settings isn't doing anything, on ultra had 140fps, changed to high - got 90...

crisp valve
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this aliasing is pretty nasty even on higher visual settings

void musk
slim imp
void musk
slim imp
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the frame lags are 99% a mem leak

strong river
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Why is there so much sharpening now, or is anti aliasing just not working

slim imp
raw inlet
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I think raising the hardware requirements is a bad decision. Yeah, I can’t afford a more powerful PC, and now I can’t play your game anymore because my hardware just can’t run it. I understand this is a playtest, and I get that you’re trying to balance players and make the game more appealing. But there’s a huge number of players who enjoyed BBR specifically because of its low system requirements and how fun it was. I bought the game, and I bought it for all my friends — we were really looking forward to the update, and now we can’t even play it. And most likely we won’t be able to after the playtest either. It’s really disappointing
i5-4670 8Gb 1050 2Gb

sleek elbow
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I literally cant do anything lol

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I did find out that whenever the helicopter starts firing, my fps goes wayyy down

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Cause all the tracers

strong river
strong river
jolly lagoon
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its gotta be something related to tracers? fps drops into the single digits for me and one of the main things are tracers not despawning

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5070ti, r9 5900x, 32gb RAM, specs not a problem

strong river
old mauve
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source

jolly lagoon
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yeah as soon as the game goes over around 9GB memory usage, it'll start to chug especially hard

old mauve
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It's a memory leak and it's probably to do with shaders

gusty pelican
strong river
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i'm playing the game on a 1050 2gb, AMD FX 8320e, when the problems are not striking it does work, though the fps is lower than regular battlebit but not sure if thats due to all the issues or the game just runs worse by default, but low and ultra settings at 1080p seem to run about the same when fps isn't breaking everything

jolly lagoon
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no frame pacing atm is just broken, even with the game freshly launched

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its all over the place

slim imp
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damn we got battlefield 2042 gameplay back

median token
strong river
winter cosmos
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OS: EndeavourOS x86_64
Kernel: Linux 6.17.9-zen1-1-zen
Run command: gamemoderun gamescope -f -w 2560 -h 1440 -W 2560 -H 1440 -r 165 --force-grab-cursor --framerate-limit 165 --force-windows-fullscreen -- %command%
GPU: NVIDIA GeForce RTX 4090
CPU: AMD Ryzen 9 7900X (24) @ 5.74 GHz
RAM: 64GB
Preset: Ultra

Starts at around 6.5GB RAM. Grows progressively, highest shown was 14GB.
It seems to start lagging noticeably when reaching about 9GB RAM usage.
While the lag is happening, there is very little GPU usage. Like 10% instead of 50%.

Lowering graphics to potato increases the time it takes to start lagging but it still happens. Opting out of VOIP had no noticeable impact.

empty yarrow
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Spotted this briefly. Only saw it once so far, no idea what may have caused it

median token
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Game is defo over sharpened by a lot. Looks really pixely at range, or just like.... too sharp? Idk, seems like there's sharpness artifacting or something around everything.

Fonts need some kind of backing on them so you can seem them against bright backgrounds. Trying to find where to click on a gun with a bright skin on it is kind of annoying af now.

jolly lagoon
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It might be anti aliasing, it feels like its not enabling, even on higher settings? It's especially noticeable on tracers

raw inlet
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There are a ton of little debris pieces flying everywhere when shots hit near you — they look out of place, way too detailed, and there are just too many of them.

sleek elbow
empty yarrow
sleek elbow
old mauve
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first thoughts: The tracers are too much, any kind of flanking or sneaky play is instantly punished as even with a muzzle break/flash hider/supressor, you show up like a laserbeam and get instantly beamed in return.

winter cosmos
median token
cold sigil
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  • Tracers need to be tuned down badly
  • Where Anti-Aliasing (FXAA, SMAA, TAA), or we have to play at 150-200 res scale ?
  • The Particles need to be tuned down as well (what i mean is shooting a wall or anything else produces way too much particle debris to the point it's actually blinding you.
    There is more, but i can't test it cuz mem leak with stutters just end up ur testing in 1-5 minutes before the leak settles in
sudden ingot
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Also- I don't know where to post this, when I jump over an obstacle, it feels like I have super jump.

old mauve
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I will say I do like the visual improvements overall

arctic mauve
arctic mauve
shell timber
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Is it only me or does the game look bad at even the highest graphics settings? This just doenst look like the screenshots at all.

arctic mauve
shell timber
shell timber
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in this screenshot the sun is shining on the staircase but yet there are no nice looking godrays

arctic mauve
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the black outlines on the window are also pretty bad

shell timber
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sun leaks and the room is still fully lit (fullbright)

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this is how it should look like for comparison

arctic mauve
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yeah

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maybe if you lower brightness full down

shell timber
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brightness and resolution sliders are broken

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they dont change a thing

arctic mauve
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welp

shell timber
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im also the opinion that the devs should turn down the bloom on some elements like player names and the indicator dots above them

arctic mauve
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tbh like 3/4 of the changes need to be reverted

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its kinda insane of how unnecessery are they

shell timber
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vehicle/door outlines and tactical sprint are just unnecessary

twilit cobalt
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Kodiak A in the basement, I think the light outside changed and became brighter, and the basement became suddenly bright as well. There was no smooth transition

median token
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I like the tac sprint after a sec of running tbh

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It's more traversal than something you use during combat, but it's there too for you to take advantage of

worthy ore
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can somebody please tell me whose idea it was to force motion blur and GRAPHICAL bloom even on potato?

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I get it, Unreal Engine is apparently the shit, but this is stupid.

wet lava
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One message removed from a suspended account.

robust bridge
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Visibility is a serious issue. Enemy identification, Team identity, Terrain identification. Lighting a clutter oughta be looked at .

worthy ore
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Motionblur is a curse that needs to be suffocated in a vat of lava.

median token
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Motion blur on objects is great, you can turn off the camera blur in the video settings

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The memory leak making the frames go to shit makes it look like ass tho

worthy ore
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Thats not camera blur. That's UI blur.

median token
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idk, worked for me

worthy ore
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did nothing for me, reset after every restart anyway.

median token
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rip

old mauve
worthy ore
median token
worthy ore
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i potatoed. it was still on.

median token
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Also, motion blur can be implemented well. It also can do some AA for a game. Unfortunately, this implementation is kind of doo doo. I do hope we get camera and object motion blur seperate

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Idk bruh

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Should be off by default on potato, do agree

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Some sights on guns are WAY too small

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like it'll be a circle and just be the smallest thing ever. Just looks like a dot

old mauve
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bruh

modest wigeon
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Also, motion blur of a vehicle while player in vehicle is hilarious. I suspect this is not a proper behaviour

median token
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Oh, the turret in the tank is too low

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like the gunner turret

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Just a tad

ripe harness
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I hate the glow on everything

frosty grove
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Overall looks ok, but the motion blur, when turned off, should actually be off :V
Render resolution didn't seem to do anything, tried both higher and lower than 100%.
I didn't notice any AO when it was enabled.
The forced sharpening filter did not do it for me, and really only emphasized the lack of AA more than anything.

I'm excited for next playtest though!

worthy ore
worthy ore
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it feels cheap

fallen orbit
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i need a way to adjust game sharpening

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and also AA

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cant tell if their is any or its really bad

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different options would be neat

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TAA or FXAA etc

lament trail
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Remove 50% of the particle effects

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Framerate will double

median token
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Screenshake should be about 50% by default instead of the 90% it's at. I think gun screenshake could be toned down a bit (seems unaffected by the slider)

fallen orbit
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The snow effect was terrible

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The particles need to disappear once they hit the floor

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How it was in the playtest made it look like dandruff

median token
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Oh I thought it looked nice

fallen orbit
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Idk ig its subjective but from what i saw in game chat most people did not like it \

median token
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Well considering most people were playing with a memory leak FPS of like 4, yea

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I didn't have time to take in anything lmao, I was trying to play before it went to shit

fallen orbit
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True true

pine igloo
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I loved the snow as a concept.
BBR suffers from no "atmosphere" and I think snow and rain is an amazing addition.
The problems: Snowflakes are too large and too numerous.
Make them smaller and less in your face.
The way they're rendered, not sure if you're literally rendering them all over the map, or locally on every client, as an overlay filter, but take a look at some other games and see how they make weather effects less obtrusive, and most importantly, less resource heavy.

Know the immediate feedback from everyone was a kneejerk: "FUCK THIS SNOW", but I really hope you don't just flat out remove it. Instead iterate on it.
(for example, snow maps in Hell Let Loose makes the gameplay change up a lot and its really fun)

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It feels like there's this really soft haze on everything. Even player names has this hazy blur around them that I didnt jive with totally.
Would love if there was less of a "High fidelity haze".

fallen orbit
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yeah the snow should def stay in

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just needs reworking

languid lance
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I'm wondering if there's just an inefficiency in the script which listens for updates to VOIP UI or text, or ammo count, or something.

languid lance
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Could be a bunch yeah

lament trail
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But the particles are the ones that are very noticable

languid lance
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Overlapping issues

lament trail
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Far far too many

languid lance
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Forced sharpening

dreamy patrol
vestal crater
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ā€œNo performance impactā€ my booty cheecks

pine igloo
vestal crater
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I feel like the memory leak issue was fixable by opening the game like once and going ā€œomg why is my ram maxing out?ā€

tiny sundial
viscid walrus
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  • The game looks beautiful without sharpening post effect
  • Motion blur does not turn off all motion blur effects (player's gun for example)
  • Make bullet trails larger. Bullet trails looks like 1 px on my screen.
plush garden
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Cant see shit

dawn bobcat
tiny sundial
raven kraken
dreamy patrol
# dreamy patrol
poll_question_text

What should be the priority in the game?

victor_answer_votes

23

total_votes

23

victor_answer_id

2

victor_answer_text

QoL upgrades/fun mechanics/smoother performance

victor_answer_emoji_id

1220768205794971648

victor_answer_emoji_name

BB_Map_Namak

buoyant spear
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Some weapon models looked so out of place. Like the MK14 EBR is WAY TOO high poly for a game with a blocky artstyle

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and the higher detail makes it more demaning so it's really a lose-lose situation

spark grove
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this smear is what the game showed on the playtest with blur disabled. that is not ok

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another example

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this forced bluring should be an option to turn off. i had less then 0 chance to even figure out where i was going

buoyant spear
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vaseline simulator

arctic mauve
arctic mauve
# dreamy patrol

pretty much turn off all the graphics upgrade(its hard to even call them that)

maiden bramble
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Make every 5th bullet tracer to recuse visual noise and improve clarity. Guns shouldn't have every 1st round tracer (except for DMR and SR)

cinder frost
noble laurel
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I feel like the fact you can't really see who youre shooting at, maybe is what they're going for and more realistic but Battlebit OG you were able to see without the bright shots and flash and smoke which sort of hide who you're shooting at and I really think it should be toned down a bit in that way.

grand epoch
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Visuals is 9/10 for me, very satisfied, but the performance 🄹

noble laurel
strong bridge
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I likd the visuals yeah, new weapon models are really good

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Although, was it just me but did the weapons shook too much when firing?

empty tundra
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the particle effects from explosions looked out of place, all the grey little dots moving uniform outward looked wierd as fuck

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also why the random trash flying around in the air? make that a toggle or remove it it was aweful

noble laurel
noble laurel
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I kept on thinking the leaves things were players and being schizo

empty tundra
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the rain looked great tho, and the nightvision was a bit better though i wish the range on it was a tad more

noble laurel
empty tundra
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yeah there was some light filters or something making the game look way too bright probably to try to enhance the shadows and light beams but it just looked aweful and muted

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it made sniper glint pretty hard to see

fallen orbit
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The post processing was not good. Jaggedy edges, grainy, and super sharp. Colours on the overcast maps are too muted. Lighting and AO is good. Need options for sharpness, DOF, motion blur, sharpening, and anti aliasing

ionic mural
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I’d just remove the tracers or make them yellow rather than red and much smaller, remove the fog or reduce it heavily because it massively hinders visibility.

fallen orbit
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i second that

maiden bramble
ionic mural
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That makes no sense too

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That is really only done on machine guns

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I think

maiden bramble
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well, we had every 5th tracer on our ARs

ionic mural
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Ok I stand corrected

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But I wouldn’t make them that big

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Because those were just insane yesterday

heady raven
heady raven
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My feedback about visuals:

  1. Make the game more contrast (or make a slider with it in the settings). In some weather and light conditions the game looks so grayed out, there are almost no colors.

  2. Make the AA and Sharpness adjustable through settings.

  3. Change the tracers. They are ass, red tracers are not telling me that there is an enemy. It more distracts me than telling me something. Make all of them yellow-ish, reduce their glow and length a little.

  4. Reduce the camera shake from being shot. Sometimes the shake is ridiculously high.

  5. Sometimes I can't see where I'm shooting at. The gun punch is a little strong.

  6. Reduce the speed of birds. Make particles disappear in more closer ranges. Reduce the amount of particles, or make them appear not that frequently (in some places only).

  7. Don't change the shake from explosions, I like them so muchdino_dance

strong bridge
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I think the most obvious one to me was then you shot metallic surfaces, the sparks looked straight outta UE5

heady raven
# strong bridge Regarding no.3. Didn't some VFX felt *too* realistic that they clashed with bbit...

Yes and no. The previous VFX was more in the BBR style since they were pixelated and made through sprites I guess?

But I actually like new VFX, they are great, I didn't have the feeling of them being out of place. But there are still a lot of particles imo, not from the explosions one's, but from impact on some materials and "map particles": leaves, magazines, other shi

Tracers tho aren't looking "too realistic". They just suck emotiguy

strong bridge
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I think t he smoke when guns fire is a bit too much and may have played a big factor in the perf issues

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Tracers are bad yeah

heady raven
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Forgot to mention.. Transition from being alive to your deathscreen is wack. It just appearing and that's it kittenWar

strong bridge
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oh yeah that was a big jarring

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Im sure this was said, but when doing a tac sprint and your weapon is aiming up, in third person the arms were invisibile

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Also teh deathscreen timer was increased right? or it just went down slower when holding space?

strong bridge
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hmm felt bad ngl should've stayed the same

sonic valley
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So, I love the new visual style, but there are some issues I see. For one, there are a huge number of particles, and it's to the point where it constantly obscures enemies in ways that are really unfair to one player versus the other. It's a very strange decision in an update largely based around increased visual clarity and communication to the player. The other major complaint is that there are sometimes too many shaders, to the point it can be negatively impactful on the gameplay. This is especially an issue at night time when there is the overlay of the night vision goggles, which doesn't make any sense because it's a scanline overlay that would suggest it's a cathode-ray tube television display.

In terms of minor nitpicks, the enemies are too dark with night vision on, and the team indicators are harder to make out in the heat of combat die to the increased visual noise.

The current direction of the visuals is great, and with just a few tweaks, it will hopefully be for more detailed while also visually communicating better to the player than the old visual style.

merry ruin
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I haven't been on the playtest, but this design is extremely ridiculous. Perhaps Battlebit isn't striving for realism and authenticity, but the effort and time spent trying to cover up the compensator with holes was wasted.
Powder gases under high pressure must escape through these holes. The holes were blocked by some debris. If this does not cause a malfunction, these holes will simply be forcibly cleared.
You may think I'm being overly picky, but this is the minimum that can be easily observed.

I did find a similar photo where the camouflage partially covers the flash hider, but it is still not wrapped in anything, so it may not be a combat rifle.

ionic mural
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This is such a non issue

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You spend that much time looking at the tip of your gun?

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That you can’t really even see?

merry ruin
maiden bramble
ionic mural
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Dawg all the guns in bbr have plugged barrels

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There’s not even a hole

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And THIS is what you complain about?

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Not the ttk, memory leaks, Star Wars tracers, or any of the real issues?

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Or the impenetrable fog straight outta 1999?

merry ruin
#

kat
Again, to use your own words against you, it's a small detail that you won't even notice. What's the point of wasting time and effort adding a detail that looks silly and won't be noticed?
It would have been much more successful to add different colors to these modules, which wouldn't have looked silly and would have taken less time.

ionic mural
maiden bramble
ionic mural
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aren’t there attachment camos?

ionic mural
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But the tracers and fog definitely are relevant

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Or the weird bloom on everything like a Roblox game

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Or the lack of aa

maiden bramble
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I hope they will fix contrast (fog) and tracers

maiden bramble
ionic mural
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Also night maps suck

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They are just darkened daytime

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So bright

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It is so crazy to me that they launched the playtest in this state

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I know it’s a test but it was unplayable for everyone

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And some of these things are just stupid

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How did they even think to add them

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It’s like different people started making the game

merry ruin
# ionic mural Don’t they have different colors?

I mentioned earlier that I didn't participate in the playtest.
If "colors" is available, that's sufficient. There was no point in spending time on it.
On suppressors that are larger in size and don't have holes, such things would make sense and wouldn't look out of place.

I could nitpick other things as well. I nitpicked TTK, progression, and other things. But this is the visual part of the game. Why can't I nitpick this?

ionic mural
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You just made it seem so serious

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I’ve been known to nitpick even less important things you just said it in a way I didn’t vibe with

maiden bramble
# ionic mural So bright

There are few night conditions bro. Some of them are bright (more like evening), some of them are pitch black

ionic mural
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Also I never got to play the new map

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Every server was on the 2 old maps

maiden bramble
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I played few, one of them was bright enough to not use night vision, another one was literally pitch black i couldn’t see anything

merry ruin
# ionic mural You just made it seem so serious

I just really dislike things like that.
In the current version, modules and weapons can have incorrect scales, which is stupid.
This update was supposed to fix that problem, right?
But at the same time, there is still a tendency to completely misunderstand why certain things exist.

maiden bramble
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#battlebit-eng message

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Balance was not main thing that they were fixing in this playtest

merry ruin
#

BBRhuh
Or are you talking about something completely different?

maiden bramble
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Attachments are now properly scaled

merry ruin
# maiden bramble Attachments are now properly scaled

Well... I have to check that out when we get the chance. I'm sure the developers could have made mistakes somewhere.

For an adequate system, all items must be created at a scale of 1x, meaning that Red Dot should be equally suitable for the AK-74, the M4A1, or possibly the Rem 700.
This also applies to other modules.
Magazine models are specific to each weapon, as are camouflage nets.
Barrel modules may vary in size, and ideally it would be good to make them specific to individual weapon models, but obviously no one is going to do that.

maiden bramble
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I got a bit more awkward visual bug.

There is new ghillie camouflage for certain weapons (ak, for example) and ak model itself can be stockless. If you apply stockless model and then ghillie, ghillie model will cover empty space where stock was

maiden bramble
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Didn’t recorded

heady raven
# ionic mural Also night maps suck

No. Dont change them.
There are truly nights in the game (you cant see anything) and bright nights. Vilaskis mentioned it, and it is a cool feature that SHOULD stay in the game

heady raven
ionic mural
astral hawk
#

Sorry for the delay regarding feedback, criticism, and suggestions for updating Battlebit Overhaul, but I hope the developers will see this message.

  1. About performance.
    I noticed this aspect. Battlebit was played normally for up to 100 players. But as soon as there were more of them, the performance of the game began to drop FPS.

  2. About the balance sheet and the TTK.
    I think it's better to leave it as it was on the update. Given the performance issues, it was difficult for TTK to feel, analyze, and understand. It got better, or worse. If you can, keep it the way it was on Playtest.

P. S.
I don't know where to write my feedback, so this message is here. I'm also Russian-speaking, and I wrote my feedback through a translator. If something is unclear, please write as you see fit. I'll try to describe my feedback again.

My Laptop Specifications:
CPU: Intel i7-13620H
GPU: Nvidia RTX 4070 8 GB
DDR 5 RAM: 16 GB 5200 MHz
Playtest Battlebit Overhaul graphics settings: Ultra

heady raven
# astral hawk Sorry for the delay regarding feedback, criticism, and suggestions for updating ...

To get access to RU channels, go here: #information message
There was a general feedback form for the playtest: #bbr-news message, but it is unavailable, closed now.

Performance issues happened to everyone because of memory leak (requirements are not the thing) - the problem that developers are currently fixing.
TTK will be also changed based on the community feedback (apparently around 400ms as it was stated before).

inner estuary
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the tagging players gotta go back to the original way it was

verbal blaze
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my only concern is is what happens if all the players on the map are doing stuff like that are they going to be rendered in or is there going to be an option to turn down the destruction particles or something to make performance better or not having it all rendered and if you can't view it only the destruction you can see or the structures themselves but I'm not a Game Dev I just thought I would say suggestion see how it goes

ionic mural
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The game for sure already has that

verbal blaze
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Well a lot of people play this game on low end PCS And like I said I'm not a developer I would just thought I would say suggestion and see how it goes I just don't want the next play test to be as bad as the last one Especially since people do a lot of explosions at the beginning of the game as far as I can tell But that's just from my experience of 500 hours of play time

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I know if the next play test comes around people are going to be messing around with the destruction a lot So I'm just hoping it will be optimize

heady raven
ionic mural
viscid walrus
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i would be more concerned about the final product if its polished or buggy

plus i think giving the players the ability to turn down the particles even more or completely turn it off entirely would give them visual advantages (like seeing through the smoke)
and creating another particle system or different particle effects just for low end players would just add more complexity to the game.