#Operation Overhaul Visuals
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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
the visual identity is nice, but the forced sharpening filter makes it look 𤮠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)
also the performance seems to be an issue the longer i played, even when i switched mid match from ultra to potato
i didnt play for too long but it those are fixed im very optimistic
also i think the default brightness is too bright but that might just be a personal thing
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
wild lags on rayzen 7 7800x3d and 4070 32gb ram wild lags
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
Memory leak, AA is bad
My experience lol
hmmmmm can we remove BTC miner pls
Yes BB got up to 12gb for me
ryzen 7 5800h rtx 3060. Very high ram usage. Unplayable fps towards end of round
Had hundreds of tracers going through the map and into the sky
restarted the game, 2gb ram, after playing in match for 10 mins, 10gb ram usage
same experience
does restartng help?
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
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 ?
Scope usage also seems to chunk FPS
I think there's inbuilt TAA
It's tragic, return to the old style of graphic
I like the new graphics, just needs some fixing
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
the sharpening effect of this one is ultra garbage, old one was much cleaner
ye
https://youtu.be/ltGQTxh4qYg
My current experience with the game š
ye, the tracer effects are a bit OTT
Better pov here
they REALLY need to rethink that
Starwars update
fr?
feels like changing graphic settings isn't doing anything, on ultra had 140fps, changed to high - got 90...
this aliasing is pretty nasty even on higher visual settings
its not a gpu related, or hardware related issue
the frame lags are 99% a mem leak
Why is there so much sharpening now, or is anti aliasing just not working
im getting bad fps on a 5090 and ryzen 9 9950x3d
I think raising the hardware requirements is a bad decision. Yeah, I canāt afford a more powerful PC, and now I canāt play your game anymore because my hardware just canāt run it. I understand this is a playtest, and I get that youāre trying to balance players and make the game more appealing. But thereās 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 ā we were really looking forward to the update, and now we canāt even play it. And most likely we wonāt be able to after the playtest either. Itās really disappointing
i5-4670 8Gb 1050 2Gb
I literally cant do anything lol
I did find out that whenever the helicopter starts firing, my fps goes wayyy down
Cause all the tracers
@fleet dune ^^
helicopters for me as well, also tank shooting at me is a sign that my fps will go down, as i had died to one a few seconds before the clip i posted, tracer rounds also just lag everything in general when i see a lot of them
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
5070ti, r9 5900x, 32gb RAM, specs not a problem
Well if vfx start stacking on top of one another, fps will drop with so many entities in the map, that on top of memory leak is a recipe for disaster
source
yeah as soon as the game goes over around 9GB memory usage, it'll start to chug especially hard
It's a memory leak and it's probably to do with shaders
A mod said it, but Terminalintel said the mod was mistaken (my bad)
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
no frame pacing atm is just broken, even with the game freshly launched
its all over the place
vid:
damn we got battlefield 2042 gameplay back
The game looks suuuuper glossy, do agree
1 frame every 5 seconds, and the tracer rounds are always there
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.
Spotted this briefly. Only saw it once so far, no idea what may have caused it
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.
It might be anti aliasing, it feels like its not enabling, even on higher settings? It's especially noticeable on tracers
There are a ton of little debris pieces flying everywhere when shots hit near you ā they look out of place, way too detailed, and there are just too many of them.
This is what my game looks like, running on potato settings but you can still see tracers everywhere, also have no idea with what happened during the clip on the windmill lol
wow i only got my character to do one barrel roll and visually glitch beneath the map, this is way more impressive
Look at my prev messages today lol, looks absolutely fucked š
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.
https://www.youtube.com/watch?v=hZqGY59DQhw
broken animation
BF4 solved this years ago by only making every like 3 rounds be a tracer round, not every single one. I think if a suppressor was on it'd eliminate tracers as well
- 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
For real, I shot more particles than players, thinking they were heads.
Also- I don't know where to post this, when I jump over an obstacle, it feels like I have super jump.
I will say I do like the visual improvements overall
just take the old system bad, not everything needs to be new, if something works you dont touch it
yeah but not the sharpness filter which is doshit looking
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.
yeah, the sharpness thingy fcking it up prety much
yeah thats a huge issue too but i mean things like shadows and godrays etc.
yeah...
in this screenshot the sun is shining on the staircase but yet there are no nice looking godrays
the black outlines on the window are also pretty bad
sun leaks and the room is still fully lit (fullbright)
this is how it should look like for comparison
welp
im also the opinion that the devs should turn down the bloom on some elements like player names and the indicator dots above them
tbh like 3/4 of the changes need to be reverted
its kinda insane of how unnecessery are they
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
I like the tac sprint after a sec of running tbh
It's more traversal than something you use during combat, but it's there too for you to take advantage of
can somebody please tell me whose idea it was to force motion blur and GRAPHICAL bloom even on potato?
I get it, Unreal Engine is apparently the shit, but this is stupid.
One message removed from a suspended account.
Visibility is a serious issue. Enemy identification, Team identity, Terrain identification. Lighting a clutter oughta be looked at .
Motionblur is a curse that needs to be suffocated in a vat of lava.
Motion blur on objects is great, you can turn off the camera blur in the video settings
The memory leak making the frames go to shit makes it look like ass tho
Thats not camera blur. That's UI blur.
idk, worked for me
did nothing for me, reset after every restart anyway.
rip
You can disable motion blur dawg
why is it on by default?
It turns on depending on your graphics settings I think. If you hit high it turns on
i potatoed. it was still on.
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

Idk bruh
Should be off by default on potato, do agree
Some sights on guns are WAY too small
like it'll be a circle and just be the smallest thing ever. Just looks like a dot
Also, motion blur of a vehicle while player in vehicle is hilarious. I suspect this is not a proper behaviour
I hate the glow on everything
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!
cancer, i'm aware.
i need a way to adjust game sharpening
and also AA
cant tell if their is any or its really bad
different options would be neat
TAA or FXAA etc
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)
The snow effect was terrible
The particles need to disappear once they hit the floor
How it was in the playtest made it look like dandruff
Oh I thought it looked nice
it looked good in the air
Idk ig its subjective but from what i saw in game chat most people did not like it \
Well considering most people were playing with a memory leak FPS of like 4, yea
I didn't have time to take in anything lmao, I was trying to play before it went to shit
True true
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)
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".
The lag may be UI related (probably update polling or something), because when the Victory / Defeat screen came up, the framerate stopped stuttering instantly.
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.
It was probably many things
Could be a bunch yeah
But the particles are the ones that are very noticable
Overlapping issues
Far far too many
I want to turn off forced DOF
Forced sharpening
āNo performance impactā my booty cheecks
That was the memory leak issue. its a playtest, and the first one at that, I can forgive them this once.
Hopefully the second playtest has no fatal memory issues like this one, so we can actually test how the game performs 
I feel like the memory leak issue was fixable by opening the game like once and going āomg why is my ram maxing out?ā
there was 11 people on their server before playtest, question how they didnt noticed it..
- 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.
Cant see shit
That shouldn't have even happened
rn we are dealing with the fufing pixel game from the old times, but hey, they were maded taking in count that the screen blured the pixels making them look together better! WTF we arw getting more noticable pixels in 2023 game? why not make them look better together rather making them stand out?
What should be the priority in the game?
23
23
2
QoL upgrades/fun mechanics/smoother performance
1220768205794971648
BB_Map_Namak
Some weapon models looked so out of place. Like the MK14 EBR is WAY TOO high poly for a game with a blocky artstyle
and the higher detail makes it more demaning so it's really a lose-lose situation
this smear is what the game showed on the playtest with blur disabled. that is not ok
another example
this forced bluring should be an option to turn off. i had less then 0 chance to even figure out where i was going
vaseline simulator
it does for pve games or not competetive
pretty much turn off all the graphics upgrade(its hard to even call them that)
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)
by the end of the first map i played i was getting actually 1-2 fps and the victory screen didnt change that, as soon as map change happened game stabilized a bit then not a 2 minutes into the 2nd map it shat the bed again
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.
Visuals is 9/10 for me, very satisfied, but the performance š„¹
fair enough I just really REALLY hope the gunfights stay relitevely the same because for me the OG battlebit has nailed it on the had, so only visuals but please I hope they don't affect how we shoot and blocking that
I likd the visuals yeah, new weapon models are really good
Although, was it just me but did the weapons shook too much when firing?
the particle effects from explosions looked out of place, all the grey little dots moving uniform outward looked wierd as fuck
also why the random trash flying around in the air? make that a toggle or remove it it was aweful
i couldnt see them because my computer went 1fps every explosion haha
yes i agree
I kept on thinking the leaves things were players and being schizo
the rain looked great tho, and the nightvision was a bit better though i wish the range on it was a tad more
YES agreed
I feel like the overall game is too bright in some parts like Valley maybe and there was this sort of shader I think and it make the resolution look a little lower somehow
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
it made sniper glint pretty hard to see
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
Iād 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.
i second that
or just make every ~5th bullet tracer
But not red
That makes no sense too
That is really only done on machine guns
I think
well, we had every 5th tracer on our ARs
Ok I stand corrected
But I wouldnāt make them that big
Because those were just insane yesterday
you cant disable player's gun motion blur. It was made intentionally. But I agree that this effect is too much, should be adjusted by player
My feedback about visuals:
-
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.
-
Make the AA and Sharpness adjustable through settings.
-
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.
-
Reduce the camera shake from being shot. Sometimes the shake is ridiculously high.
-
Sometimes I can't see where I'm shooting at. The gun punch is a little strong.
-
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).
-
Don't change the shake from explosions, I like them so much

Regarding no.3. Didn't some VFX felt too realistic that they clashed with bbit's simple style?
I think the most obvious one to me was then you shot metallic surfaces, the sparks looked straight outta UE5
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 
I think t he smoke when guns fire is a bit too much and may have played a big factor in the perf issues
Tracers are bad yeah
nah its fine for me. There were a lot of smoke in the teaser, they reduced them so it feels OK now
Forgot to mention.. Transition from being alive to your deathscreen is wack. It just appearing and that's it 
oh yeah that was a big jarring
Im sure this was said, but when doing a tac sprint and your weapon is aiming up, in third person the arms were invisibile
Also teh deathscreen timer was increased right? or it just went down slower when holding space?
Both afaik
hmm felt bad ngl should've stayed the same
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.
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.
Lmfao
This is such a non issue
You spend that much time looking at the tip of your gun?
That you canāt really even see?
It's a shooter.
Weapons play an important role.
To use your own words, the author wasted his time creating a meaningless design that won't even be noticeable.
Yea his priorities are strange
Weapons play an important role and it bothers you so much that the fake compensatorās fake holes are fake plugged so they fake wouldnāt work in real life?
Dawg all the guns in bbr have plugged barrels
Thereās not even a hole
And THIS is what you complain about?
Not the ttk, memory leaks, Star Wars tracers, or any of the real issues?
Or the impenetrable fog straight outta 1999?

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.
Donāt they have different colors?
Ttk and memleak are still a subject to change and not related to visuals
arenāt there attachment camos?
True
But the tracers and fog definitely are relevant
Or the weird bloom on everything like a Roblox game
Or the lack of aa
I hope they will fix contrast (fog) and tracers
This is my top2 issue with new graphics. Top 1 is fog (broken contrast)
Also night maps suck
They are just darkened daytime
So bright
It is so crazy to me that they launched the playtest in this state
I know itās a test but it was unplayable for everyone
And some of these things are just stupid
How did they even think to add them
Itās like different people started making the game
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?
I suppose so
You just made it seem so serious
Iāve been known to nitpick even less important things you just said it in a way I didnāt vibe with
There are few night conditions bro. Some of them are bright (more like evening), some of them are pitch black
Fair I only played 2 night maps
Also I never got to play the new map
Every server was on the 2 old maps
I played few, one of them was bright enough to not use night vision, another one was literally pitch black i couldnāt see anything
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.
was supposed to fix that problem
No.
#battlebit-eng message
Balance was not main thing that they were fixing in this playtest
Did you still see modules that violated the concept of maintaining a common scale and the concept of scaling modules for the barrel relative to the weapon barrel?

Or are you talking about something completely different?
Scale is not a problem 
Attachments are now properly scaled
Mybad
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.
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
Screenshots?
Didnāt recorded
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
It was fixed, yes. But for some reason greenlasers and redlasers are still smoll. Flashlights has correct scale, as other attachments as well
Ok yea
I never got to play the dark ones
Sorry for the delay regarding feedback, criticism, and suggestions for updating Battlebit Overhaul, but I hope the developers will see this message.
-
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. -
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
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).
the tagging players gotta go back to the original way it was
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
Thatās just culling
The game for sure already has that
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
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
occlussion culling exists. Basically, everything that you can see will be rendered. What you physically can't see - won't be rendered. They for sure made optimization for the particle system, otherwise they wouldn't add as many particles as we've seen.
Thatās what Iām sayin
i wouldnt be concerned about performance on low end pcs.
its almost impossible to make a game run very smooth on low end pc's especially when the game has to do a lot of client side work like client prediction, physics, input, particle effects, handling network (receiving and transmitting data)
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.