New patch 16/12/13 - MANDATORY Nvidia drivers
Posted: Mon Dec 16, 2013 11:20 am
Apparently there are TWO patches today.
1 - Being a 900mb client patch
2 - Being a server side patch
Here is the change-log that includes the mandatory Nvidia drivers:
Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “roadkilling” opponents.
Fixed one of the issues related to the so-called “Netcode”
Fix for player tags not always showing when needed to, resulting in players shooting team members.
Fix for graphical flickering appearing on terrain.
Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
Fix for a Defuse bug where none of the teams would win a round by letting the timer run out. -Fix for players getting stuck in the revive screen after being killed.
Fix for players getting stuck in the kill camera after being revived.
Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
Made NVidia 331.82 or later driver versions mandatory for all players.
Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
Fixed driver version not being properly detected on NVidia Optimus systems.
Fixed a minor crash that could occur when bringing up the scoreboard.
Fix for the issue where the game would get stuck in loading screen when players tried to join a Second Assault map without actually owning Second Assault.
I do love the slight snippy tone present in the use of "so called 'Netcode'". It continues as they explain that the specific fix relates to "so called 'Kill trading'". You can read what that means over at the DICE patch announcement page.
In addition to the client patch, another server update has also gone live. Patch R16 does the following:
Fix for some of the more common server crashes
Overall performance enhancements
UCAV ammo replenish time was set from 20 to 90 seconds (yeah, they didn't nerf its damage against tanks, great job DICE)
Round time limit intervals were added for the different server types
“Netcode” improvement
We’ve addressed the so called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Source is:
http://www.pcgamer.com/uk/2013/12/16/ba ... medium=emp
http://battlelog.battlefield.com/bf4/fo ... 534426141/
1 - Being a 900mb client patch
2 - Being a server side patch
Here is the change-log that includes the mandatory Nvidia drivers:
Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for “roadkilling” opponents.
Fixed one of the issues related to the so-called “Netcode”
Fix for player tags not always showing when needed to, resulting in players shooting team members.
Fix for graphical flickering appearing on terrain.
Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
Fix for a Defuse bug where none of the teams would win a round by letting the timer run out. -Fix for players getting stuck in the revive screen after being killed.
Fix for players getting stuck in the kill camera after being revived.
Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
Made NVidia 331.82 or later driver versions mandatory for all players.
Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
Fixed driver version not being properly detected on NVidia Optimus systems.
Fixed a minor crash that could occur when bringing up the scoreboard.
Fix for the issue where the game would get stuck in loading screen when players tried to join a Second Assault map without actually owning Second Assault.
I do love the slight snippy tone present in the use of "so called 'Netcode'". It continues as they explain that the specific fix relates to "so called 'Kill trading'". You can read what that means over at the DICE patch announcement page.
In addition to the client patch, another server update has also gone live. Patch R16 does the following:
Fix for some of the more common server crashes
Overall performance enhancements
UCAV ammo replenish time was set from 20 to 90 seconds (yeah, they didn't nerf its damage against tanks, great job DICE)
Round time limit intervals were added for the different server types
“Netcode” improvement
We’ve addressed the so called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Source is:
http://www.pcgamer.com/uk/2013/12/16/ba ... medium=emp
http://battlelog.battlefield.com/bf4/fo ... 534426141/