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레인보우 식스 시즈 Y0R1.1 패치노트앱에서 작성

채소가게갤로그로 이동합니다. 2019.03.25 00:10:49
조회 83 추천 0 댓글 0
														

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Visual Update
비주얼 업데이트

DLC Ultra-HD Texture Pack now available for PC players.
이제 PC 유저들은 DLC 울트라 HD 텍스처 팩을 이용할 수 있습니다.

The Ultra-HD texture pack will upgrade some of the most common textures in the game, such as characters, and weapons, to a new level of visual fidelity.
울트라 HD 텍스처 팩으로 캐릭터, 무기 등 게임 내에서 빈번하게 사용되는 콘텐츠의 텍스처 품질을 한층 업그레이드할 수 있습니다.

This higher level of detail can be best appreciated while playing the game in 4K resolution, but it’s not limited to that.
4K 해상도로 게임을 플레이할 때 그 진가를 확인할 수 있지만, 하위 옵션에서도 적용 가능합니다.

The Rainbow Six Siege team put a lot of effort to try to deliver a solid and scalable experience to the PC community, so those of you running a 4 GB GPU will still be able to enjoy this texture pack from 1080p to 1440p resolutions.
Rainbow Six Siege 팀은 PC 버전 사용자들에게 안정적이고 확장성이 있는 게임 플레이를 제공하고자 많은 노력을 기울여 왔습니다. 그 결과, 4GB의 GPU에서도 1080p 해상도에서 1440p 해상도까지 이 텍스처 팩을 사용할 수 있게 되었습니다.

Those of you with the high-end 6+ GB GPUs, you will be able to play the game in sharp 4K resolution, along with these Ultra-HD textures under standard lighting and shading options.
6GB 이상의 고성능 GPU를 가지고 계신다면 4K 해상도로 게임을 플레이하실 수 있습니다. 이 경우 표준 명암으로 설정된 울트라 HD 텍스처를 확인하실 수 있을 것입니다.

Last but not least, for those of you with the MEGA PCs with dual GPUs and with more than 6 GB of ram, you will be able to run 4K, with the Ultra-HD textures, and with the highest settings of lighting, and shading which takes advantage of tech like displacement mapping.
또한 듀얼 GPU, 6GB 이상의 비디오 RAM이 장착된 고성능 PC로도 4K 해상도의 게임 플레이가 가능합니다. 이 경우 변위 매핑을 이용하여 최상의 명암으로 설정된 울트라 HD 텍스처를 확인하실 수 있을 것입니다.

Note that this is a free DLC and you will have to download it from Steam and Uplay.
울트라 HD 텍스처 팩은 무료 DLC이며 스팀 또는 유플레이에서 다운받을 수 있습니다.

We hope you enjoy playing the game with these new textures!
새로운 텍스처로 보다 즐겁게 게임을 플레이하시기 바랍니다!

If you are interested in more information, as well as screenshots, please click here.
스크린샷과 함께 더 많은 정보를 원하신다면 이 곳을 참고하십시오. (똑같은 내용에 스크린샷만 추가됨)


Community Health
커뮤니티 헬스

Team killing reduction
아군 사살 감소

Implemented an auto-kick feature for intentional team killers.

We have set some parameters that will cause an automatic kick of a griefer within a match.

We are trying our best to make the distinction between accidental team killing and intentional team killing.

Same goes for intentional hostage killing while playing as Defender.

We will be tracking if the auto-kick feature reduces intentional team killing instances and will be adjusting the rigor of the parameters accordingly.

Also, for PC, you can now use your mouse wheel in addition to the arrow keys to navigate the player selection screen.

This issue has been noticed since the Open Beta, in which we witnessed an exponential growth of griefers intentionally team killing - 1.3% of the matches were affected at the beginning, and it went as high as 7.8% at the end which is obviously unacceptable.

We were glad to observe that over launch, this issue is much less present.

We did experience a small growth at first, but it has now plateaued.

It had started at 0.9% but later stabilized at 1.8%.

We still believe that this is an issue and will be tracking how the new auto-kick feature will affect these statistics.

Hit Registration Improvements

Sharing the answer provided in the AMA earlier this month, with an update about server tick rate:

The hit registration issues are actually multiple issues that we will be working on.

Some of them are being addressed in this title update, while others require development time and will be addressed later (as soon as possible).

Fixed bugs on replication and kill cam:

Fixed: Pawn rotation latency: the difference between a player’s action, the server’s perception and another player seeing said action had an extra delay due to a bug.

This had even more impact on shield wielding Operators since sometimes players using those would think they were protected while they were not because of the additional delay caused by the pawn rotation bug.

Fixed: Shield positioning while rappelling: certain shield angles were not being replicated properly, this caused the shield-wielding player to be overprotected in certain cases.

This caused hit detection issues for the player shooting at the shield-wielding player.

Fixed: Shooting and moving while rappelling: when moving and shooting while in rappel, the hits were sometimes not registered properly by the server.

Improved: Kill cam replication issues: the kill cam was not displaying an accurate representation of hit positions

The point of view seen after death was not the exact point of view of the killer.

Moreover, we have instances in which the kill cam shows body parts sticking through walls while they actually weren’t being seen from the killer’s perspective.

This has been improved for the next title update, but we still need additional work on this.

It is still considered under development.

Updated the server tick rate for PC (intermittent & temporary)

With the goal of improving positioning and shooting replication, we will be deploying the first update on PC in which the player position update rate is set to 60 times per second (vs. the previous 30).

Having had conclusive tests internally, we have decided to share this update on PC first because it has a faster deployment speed compared to consoles.

Note that these PC tests will be intermittent as we will be trying various configurations until we are satisfied with the outcome.

When this feature has been validated with various external tests on PC, we will be deploying this update on consoles as soon as possible.

Connection to wrong data center

Another issue we will be working on is that right now, some players connect to the wrong data centers.

If you are not connected to the nearest data center, your gameplay experience will likely not be ideal.

We believe that the best solution for this will be to allow the players to select their data centers and that is what we will be working on.

General issues we are aware of:
Although we do have a high ping kick in place, one thing to note is that there are some edge cases in which some players have high ping due to poor internet connection spikes.

This affects replication quality for the other players within that person’s match.

We hope that this addresses your concerns and we will make sure to keep you updated as we keep monitoring and improving on this and progress within our plans.

Unifying the experiences between Casual and Ranked

PVP - Ranked playlist HUD has been synched up with the Casual playlist - Will be applied in update 1.2 (January)

See this forum post to find out more about the evolution of our playlists over time as well as the specifics of what the Casual and the Ranked playlists consist of.

There are still a few differences that will remain.

It is important to note that we are beginning to work on a proper Hardcore playlist, which will be available in early 2016 and will contain a very minimal HUD and a more realistic experience.

Until then, we encourage you to try out the ‘Hardcore’ HUD Preset in the Custom Games so that you can experience some of the elements that will be present (or removed) in our future Hardcore mode.

Note that this is not a final iteration.

With that, we hope to bring the community the Hardcore mode it deserves.

We encourage you to share your feedback with us on what you think the Hardcore mode should be like, as we are still iterating on it.

Custom Games options changes

Renamed Minimal HUD to Hardcore HUD

As a starting point for the future Hardcore Playlist, we have created a Hardcore HUD preset which is currently using the Minimal HUD settings that were previously in our Ranked playlist.

We will be iterating on it, with the final goal of establishing a Hardcore HUD preset, and then a full Hardcore Playlist.

See previous section for more details about our plans.


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