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Squad 4.3 arrives on the 15th of March!

Attention Squaddies,

Update Squad 4.3 will be here soon on the 15th of March!

It will bring with it a massive rework for the Irregular Militia Forces, the Manicouagan new map (a complete remake of Manic-5), a new Quick Play feature and many more bug fixes, improvements, and optimizations to the game. Keep an eye out for more details coming soon!

Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.3.

At ease,

Squad 4.2 is live

Attention Squaddies,

Squad 4.2 is now live and ready to be downloaded! For all the details about the new content and fixes, head to our Release Notes.

We would love to hear your thoughts on the update and get feedback on any new issues you might encounter, so please share with us directly in our Technical Issues Report thread in the forums. 

At ease,

Unreal Engine Upgrade 4.27

Hey Squaddies! 

In addition to bug fixes and cool new content that will be part of this week’s release, update 4.2 also includes an Engine Upgrade. This update is a technical back-end improvement that may not add flashy content to the in-game experience, but is an integral part of us continuing to upgrade Squad and ensure that it has a lot of longevity to come. It will also help to better support us in all of the exciting content plans we have for 2023. 

We’ll be keeping a close eye on how this engine upgrade impacts performance, and thank you all in advance for any bug reports you send our way. We will add a dedicated forum thread for reporting issues directly related to the engine upgrade.

For those of you that are interested in all of the technical nitty-gritty, we’ve got a great breakdown of the engine upgrade below! For those of you that are less inclined to keep reading, just be on the lookout for anything you wish to report - performance edge cases or new bugs, we want to be aware of all of it. Thank you for partnering with us in the continued quest to make Squad better!

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[h2]What is an engine upgrade?[/h2]

Squad is built using Epic’s Unreal Engine. In this blog we’ll use the term Unreal Engine or UE here to refer to both UE4 and UE5. UE5 is an evolution of the development line of UE4, not a separate development started from scratch.

Squad’s origins are closely tied to UE4. Squad started development on one of the first versions in 2014, and released on Steam with version 4.10 in 2015.

Since then Epic has released 20 major updates to the Engine, and Squad has been following. Often multiple engine releases were combined in one update, leading to a total of 6 engine upgrades since launch. Engine upgrades are often a major effort, especially for a large game like Squad, since existing game functionality will need to be adapted to changed engine functionality.

[h2]Why upgrade the engine?[/h2]

It is possible to get engine improvements into the game without updating the engine. We can bring individual fixes from new engine versions into an older version (merging), which we frequently do for crash fixes for example, or we can even start developing the engine independently from Epic. The former becomes harder the further behind we are in engine versions, as changes pile up on top of each other. The latter would prevent us from benefiting from the work all the talented people at Epic do.

We decide, whether to update the engine, based on a number of factors

  • How meaningful the improvements of the new engine version are for Squad
  • The time we have to invest into upgrading the engine
  • How much complexity we remove by reducing the number changes we have back-ported from newer engine versions
  • What benefits are we getting from 3rd party plugins, which are only available for the latest engine versions


Improvements in the engine could be better performance, better visuals, supporting new features, as well as new tools and workflows to support the development.

[h2]Does it give better performance?[/h2]

In the early days of the engine, there weren’t any large-scale multiplayer games like Squad on UE, and the requirements of this type of game weren’t well supported. Squad launched with a maximum player count of 40 per server. Successive updates to the engine, especially during the “Fortnite period”, enabled a much larger scale for the game, but in turn usually required us to remove some of our own optimizations, in favor of using the engine’s way of making the game run better. That’s why an initial release of Squad on a new engine version often didn’t significantly increase performance, but the following updates did, as we were able to gather more information on shifting bottlenecks and used the new tools to their full potential. Engine upgrades enable us to make the game run better, or to maintain performance while we’re increasing the scale and features available.

[h2]DirectX 12[/h2]

From a technical perspective the most impactful change we made in this update is in the graphics API. While UE4 has supported Direct3D 12 (the graphics API part of DirectX 12) for years, in the past the disadvantages outweigh the benefits of using the low level API in Squad. With UE 4.27 we found that DirectX 12 is now ready for Squad and enabled it as the default graphics API. Direct3D 12 brings huge gains in rendering scenes with lots of objects, as it allows the necessary CPU work to be better distributed. This has the potential to create new bottlenecks, with buffers getting flooded with the sheer amount of data available and the frame rate potentially being less stable.

In the past months we spent a lot of time on overcoming issues like this. We expect that DirectX 12 will be the best choice for almost all Squad players, but since there are countless possible system configurations we can’t know for sure and included the option to switch back to DirectX11 in the main menu. If you experience issues, please give it a try and send us feedback. DirectX 12 also allows support for advanced temporal upsampling algorithms.

[h2]AMD FSR 2[/h2]

We have integrated AMD FSR version 2.1.2, which is the latest version available for Unreal Engine. FSR 2 is an open-source temporal upsampler. Based on information in the current and previous frame, as well as information passed in from the game, like how the camera is moving, it can calculate more detail into images than has been rendered. This allows to render games in a lower resolution than the native monitor resolution and then upsample the image to the native resolution, without a significant loss in image quality.

This upsampling process takes far less time and memory on the GPU, then rendering the image natively at that resolution would take. In short, using FSR gives better performance in scenarios where you are GPU-bottlenecked. There are also temporal upsampling solutions from Nvidia and Intel, which we’re evaluating. For this release we decided to ship with FSR 2 only, as it is supported on all GPUs and as an open-source solution was easy to integrate.

[h2]What else can we expect from UE 4.27?[/h2]

The focus of the engine upgrade has been performance. Depending on your individual system, it is possible to get double the frame rate, or more, in some scenes compared to previous versions. The gains will be more limited or non-existing when there are lots of moving objects, like other players, vehicles and projectiles around you. That is because all the necessary updates your client computes and you receive from the server will start taking up more time than the rendering of the scene. Squad is making heavy use of distance and visibility based optimizations, to reduce how many times objects are updated. The engine comes with advanced methods to help determine what information is most relevant to you at any given time and focus on updating what really matters to you. We are now working on transitioning some of our optimizations to these advanced methods, to unlock better performance in situations, which are full of action.

A difference that will be immediately visible is the new water, which was possible to create thanks to better support by the engine for the features required to render it. The new engine version also comes with many bug and crash fixes, as well as tools and workflow improvements. Over time these will enable us to rework existing features and content in Squad for better performance or visuals. In total there are tens of thousands of engine changes between UE 4.23 and 4.27. Some of these changes will bring new bugs, many of which we have found and fixed, but there will be others which we haven’t. As always, please report any new bugs you encounter in discord.

[h2]Why not upgrade to Unreal Engine 5 instead?[/h2]

Unreal Engine 4.27 is generally considered a very stable and mature release, as many of the more ambitious and experimental changes to the engine were developed for UE5. Taking this intermediate step allows us to gather information on the state of the game with this version, making it easier to pinpoint the root cause of any issues we may face in a future engine upgrade. If an issue doesn’t appear on UE4.27, but it does on UE5, we can look at the changes between those versions. If we try to jump a lot of engine versions at the same time, this becomes much harder due to the accumulation and stacking of changes.

SQUAD UPDATE V4.2 RELEASE NOTES

Attention Squaddies,

Update Squad 4.2 will include and focus on the upgrade of the game engine to Unreal v4.27, improvements to the visuals of the US Army faction (new uniforms & character models), a new map layer (Mutaha Seed v1, USMC vs RUS), new emotes introduced to the game and many more bug fixes, improvements, and optimizations to the game.

Check out the full detailed list of new features and changes down bellow.

System & Gameplay Updates


  • Upgraded game engine to Unreal v4.27

    • Added DX12 as the default graphics API
    • You can still opt to use DX11 by selecting it in the Settings menu
    • Added support for FSR2 upscaling
  • Reimplemented and updated the Graphics Benchmark tool

    • Clicking the "Defaults" button on the Graphics Settings Menu will run a benchmark test on both your CPU and GPU and automatically apply recommended graphics settings once complete. As there have been some changes and optimizations to the graphics settings as part of the engine upgrade, we strongly recommend running this benchmark once you have updated Squad.
  • Increased HAB spawn activation delay from 20 to 30 seconds
  • Added a new map layer, Mutaha Seed v1 (USMC vs RUS)
  • Increased PLA ZSL10 APC cupola gunner mags from two to ten
  • Made improvements to the visuals of the US Army faction, including:

    • New and improved uniforms, including a new forest camo variant
    • New and improved character models
    • A complete remodel of the M17 MHS Pistol
    • Updated ammo boxes and equipment


Features


  • Added a new feature, Emotes

    • Access the emotes radial menu in-game by holding the “X” key (Learn more about emotes: LINK)


General Bug Fixes


  • Fixed a server crash that could occur in EOSServerSubsystem when kicking players - This fix addresses the main issue with modded layers and those should now work
  • Fixed a rare issue that could cause a user to disconnect from a server while pushing a helicopter from the rear
  • Fixed an issue that could cause servers to hitch on ensures, causing player disconnects
  • Fixed a long-standing issue where enemy zones could become impossible to capture after placing a friendly HAB inside of the area in Territory Control
  • Fixed an issue that caused modern technical vehicles to accelerate extremely fast after backing up into the water
  • Fixed an issue that caused the engine sounds for several vehicles to be quieter and harder to hear from afar than intended
  • Fixed an issue that caused the aim down sights animation for rocket launchers and binoculars to not appear to other players Removed unnecessary notifications in the tutorial
  • Fixed a bug that caused frag grenades not to play SFX or VFX on concrete
  • Fixed an issue where the GB FV432 APC’s engine could not be destroyed with weapons
  • Fixed a minor visual issue that could occur while aiming down sights in the AUS Mag58 Jeep
  • Fixed a minor visual bug with the PLA ZBD04A’s turret
  • Made several improvements to the appearance of the PLA ZTZ99A MBT
  • Fixed a bug that prevented the rangefinder of the PLA PF98 launcher from displaying properly in local training mode
  • Fixed an issue that caused the PLA QJY88 RHIB to cost five tickets instead of one
  • Fixed an issue that caused the PLA QLG10 grenade launcher to cost ten ammo instead of seven
  • Adjusted several PLA weapon and vehicle names for accuracy
  • Corrected the item description for the PLA QBU88 marksman rifle
  • Fixed a bug that caused the PLA LAT kit role to display rifles incorrectly
  • Fixed an issue that prevented the wrecks of PLA ZSL10, ZBL08, and ZBD04A vehicles from sinking
  • Fixed an issue that prevented environmental effects (sand, snow, mud) from appearing on PLA soldier uniforms
  • Fixed a bug that allowed the driver of the PLA ZBL08 IFV and ZSL10 APC to be killed by explosive rounds hitting the vehicle’s front side
  • Fixed a bug that prevented the front water shield of PLA ZBL08, ZSL10, and ZBD04A vehicles from successfully deploying in the water
  • Adjusted the PLA ZBD04A IFV’s weapon loadout to follow the standards set by other vehicles in the game
  • Adjusted the order of the BTR80 Woodland APC’s gunner weapon selection
  • Fixed a missing ammo rack component on the PLA ZBL08 HJ73C desert variant
  • Improved animations on the PLA ZSL10 APC when interacting with the open-top turret
  • Fixed a visual issue with the turret of the PLA ZTZ99A MBT vehicle
  • Fixed an issue with the reticle on the T72B3 MBT’s turret
  • Fixed several issues relating to vehicle icons appearing incorrectly
  • Fixed several visual issues with Insurgent soldier models
  • Fixed an issue that could cause the medic role to appear as available when there are already two medics in the squad


Map Updates & Bug Fixes


  • Black Coast

    • Minor visual fixes
  • Chora

    • Minor visual fixes
  • Fallujah

    • Fixed an issue where a weapon cache would spawn floating in the air on Insurgency v1
    • Fixed an issue that caused water splash VFX to display inappropriately while shooting inside tunnels
  • Gorodok

    • Added obstruction to an exploitable spot for radio placement
    • Minor visual fixes
  • Harju

    • Fixed an issue where defender and attack staging zone text was incorrect on Invasion v5
    • Added new loading screen music
  • Kohat

    • Updated the minimap
    • Fixed an issue where PLA players were mistakenly able to build the HJ8 ATGM
  • Lashkar

    • Fixed a bug that allowed PLA SLs to use the buddy rally feature and the commander to use CO abilities near vehicles on Invasion v4
  • Narva

    • Fixed an issue where PLA had four logis and no transport truck on RAAS v6
  • Pacific Proving Grounds

    • Fixed an issue that caused the vehicle list on v2 (PLA vs USMC) not to appear
  • Skorpo

    • Fixed an issue where helicopters crashed into the water would not respawn
    • Fixed an issue with the minimap on RAAS v2 and v3
    • Fixed an issue that caused a player to hit an unintended obstacle while running in the trench at M8-2-7
    • Minor visual fixes
  • Sumari

    • Fixed an issue that could cause the map to appear washed out, negatively impacting performance



SDK Updates & Bug Fixes



  • Updated mod SDK to v4.2
  • Updated mod versioning to v4.2. This requires mods to be re-cooked with the v4.2 SDK — any mods using the v4.0 SDK will be incompatible with v4.2



Known Issues



  • Depending on the specific hardware setup, some players may experience frame rate stutters during gameplay - most notably while aiming down sights. If this happens to you, please switch to DX11 in the Graphics Settings Menu, restart the game, and try again.



NOTE: With this update, we have forced a cache clear (reset of game options) due to changes and optimizations to the graphics settings as part of the engine upgrade. There are new options to explore, so go check them out! Additionally, remember that you can use the "saved keybind preset" feature to load your old keybinds if you’d like.

Squad 4.2 release on February 8th!

Attention Squaddies,

Update Squad 4.2 is well on its way and will be here on February 8th 2023! 

It will include and focus on the upgrade of the game engine to Unreal v4.27, improvements to the visuals of the US Army faction (new uniforms, character models), a new map layer (Mutaha Seed v1, USMC vs RUS), new emotes introduced to the game, and many more bug fixes, improvements, and optimizations to the game.

With this update we continue to improve the playing experience of Squad and hope to hear your feedback on the changes when they go live!

Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.2.

At ease,

- OFFWORLD OUT!