Hello everyone,

We would first like to thank everyone who jumped on the PTS, your feedback is extremely important to us and we appreciate all the reports and suggestions.

As with our last post, we’d like to explain more about our rendering improvements, and also share a little of what is coming in the future.

Let’s get started!


In our last dev letter we shared a video of our rendering optimization efforts, and over the past week these improvements have been on the PTS.  We’ve received very positive feedback from the community regarding these optimizations, and this in this letter we would like to delve deeper into the details.

From the May 21 PTS patch notes:


  • Optimized level streaming and improved the loading speed of proximate buildings by 30~40%.
    • Material data structure has been optimized.
    • Streaming priority has been optimized based on the prediction of the player’s movement direction.
    • Loading speed of internal objects in buildings has been optimized.
    • Level LOD data has been optimized.
  • Hitching which occurs when texture streams have been optimized. (XBOX ONLY)

To better explain what the above actually means, we’ve detailed 2 cases where level streaming has vastly improved.

Test console: Xbox One S / HDD

Case 1: Level loading time when parachuting towards Vikendi’s Castle at full speed.

Before, it took about 58 seconds for all proximate buildings to fully load. With this optimization patch, we estimate around 40% faster building loading speeds.

Case 2: Bridge level loading time when approaching from Vikendi’s Castle

We tested the time it takes to load the western bridge of Vikendi’s Castle when approaching at 150km/h on a motorbike, with this optimization patch the bridge loads in 50% quicker than before.

Previously, it took an abnormally long time to fully load the proximate level, as loading of the previous level (area) had not completed, causing delay to the next level’s (area’s, in this case, the bridge) loading.

Before optimization, the bridge loaded in about 34 meters after touching the bridge.

After optimization, the bridge loads in 94 meters before touching the bridge.

More Optimizations

We applied a hotfix on the PTS to improve rendering speed of building interiors. Objects such as tables, cupboards, and sofas will now load much faster than before.

We’re working on optimizations to parachuting. After these improvements are in place there will be fewer instances of movement hitching while parachuting, providing you with an overall smoother parachuting experience. (There are instances where players at a distance may appear to be skipping, but this is a result of the reduced memory usage and is intended.)

Balance Changes

On the PTS update we applied some weapon balance changes and we’d like to share some of our plans for further changes.

SR Damage Change

SR usage on console is much lower than when compared to PC. This is due to the difficulty of precision aiming with controllers, especially when using larger scopes.

To make SRs more viable in the game, and to increase SR usage on console, we decided include the 150% body shot damage multiplier on the PTS. Following community feedback that the the SR would be too powerful, the damage multiplier will be reduced from 150% to 130% when this patch is applied to live servers.

Erangel Loot Rebalance

We applied the first iteration of the Erangel loot rebalance on the PTS, and although on paper this was a significant change, feedback from the community let us know that we need to go further with these changes.

In July (expected to be late June / early July), we will apply the second round of loot balance changes and also change the Featured Map to Erangel.

Console PUBG QOL Improvements

Our goal for this year is to create console exclusive features, which will provide a better user experience specifically for console players.

We have lots planned for the future, but for now we’d like to share a few things we are aiming to include in the next update.

Controller Preset C

An important skill to master in PUBG is leaning; it allows you to peek to the left or right of your cover to gain information, or take shots at the enemy while minimising your exposure.

With Controller Presets A & B, leaning is activated when the left or right thumbstick is pressed in. As thumbsticks are also used for movement and aiming, pressing them can cause a player’s aim to go off the mark, making it difficult to hit those quick peek shots.

As a result of player feedback we have created Controller Preset C. This preset moves the leaning bindings from the thumbsticks to the bumper buttons, as well as making a number of other suggested changes.

More will be shared in a future update.

Auto Equip Attachments

We understand that in PUBG speed is of the essence, especially in the early game. While still maintaining the realistic gameplay that PUBG is known and loved for, we would like to make some quality of life changes which will reduce the amount of time spent on the inventory screen.

With the introduction of the auto equip feature, attachments will now be auto-equipped to your weapon so you spend less time on the inventory screen, and more time concentrating on getting that chicken dinner. Also, when dropping your weapon on the ground, rather than needing to manually removing all the attachments you’d like to keep for a new weapon, the attachments will automatically be sent to your inventory.

When added in a future update, the auto equip feature will be enabled by default, but will offer separate options for specific attachments as well as the ability to disable it completely.

In the future…

More QOL improvements

Better organized loot, this is something that the community has requested for a long time. We’re currently working on improving the loot order, and although it won’t be ready for the July update, we’re working to have it ready for an update in the near future.

We’re working extremely hard to ensure that with each update we bring improvements to PUBG on console. While we’re developing console QOL improvements, be sure to send us your feedback and suggestions on what you’d like to see. We’re listening and we’d love to hear from you!

We would like to once again thank you for your support and passion for PUBG, it means a great deal to us.


PUBG Console Team

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