r/Planetside • u/BlackRedDead • 7h ago
Community Event "Nanites of the Living Dead" on Jaeger 31.10.2026
How did the Mortal Enemy of the original Devs their announcement into the official Launcher tho?^^
r/Planetside • u/le_Menace • 2d ago
r/Planetside • u/le_Menace • 16d ago
r/Planetside • u/BlackRedDead • 7h ago
How did the Mortal Enemy of the original Devs their announcement into the official Launcher tho?^^
r/Planetside • u/Revolutionary_Mine29 • 2h ago
Just title. Add a new base, change a weapon, whatever it would be, I'm interested.
r/Planetside • u/Dingba • 54m ago
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r/Planetside • u/Organic-Inevitable-9 • 1d ago
Y’all New Conglomerators and Terran Republicans will always be inferior to us:)
The original devs, I would kiss your hands if I knew you. Imagine making a game this diverse and all factions being actually different in a multitude of things. I could endlessly talk about how this is the greatest video game ever.
The things I’ve pulled for Vanu faction I will never forget, taking the c4s with that vertical only jet pack and finally destroying a respawning truck which was impossible guarded on a hard to reach slope.
I will never forget you
r/Planetside • u/HytaleDE • 2h ago
I want to use an 1 month membership for XP boost and was wondering if it is worth to wait to get both or one of those weekends lined up with it.
r/Planetside • u/iBaseult • 1d ago
Just letting you know, I’m trying to write most of this thread with my own hands this time, since a few people complained about the “Claude tone” in my last one. Fair enough.
The new patch is live, Flash or Crash seems to finally be fixed, and I spent the evening analysing the new client against the old one to see what the devs actually changed.
Here is the breakdown of what they changed, why it fixes the known crash route, and how it compares to the fix I recommended.
-
The crash was caused by broken cleanup code from an Anti Debug check which was generated by a Third Party Protection Software afterwards, used to protect compiled binaries against tampering, reversing and debugging. That's probably the reason, why the devs didn't want to get into details publicly, and I'll respect that by not digging too deep into the details.
In short, the generated code registered a temporary Windows exception handler and then passed the same saved handler to the removal function twice.
Normally the second removal simply fails. But it gets bad when another thread is still processing an exception through that handler. Under those conditions, both removals corrupt the handler's lifetime.
If this code was added by the third party protection and not by the devs themselves, that would also explain why the devs had such a hard time tracking it down. The broken code I saw within 5 minutes of reversing in my dump, might not have existed in their actual source code at all, since binary protectors inject their logic after the source already has been compiled.
So to be fair to the devs, I gave them a bit of flak earlier for taking ten months to find something that took me minutes in a dump. But gotta give them credit: I was looking at the raw disassembly in IDA, while they were almost certainly debugging from their C++ source, which probably made it confusing and frustrating to find.
Their source probably contained a protection marker or configuration rule, but I can't find the exact input from the final binary. The third party software generated the Anti Debug check, its exception handler and the cleanup afterwards.
That means they had to investigate the final protected binary or compare it against an unprotected build instead of only searching their C++ repository.
But that being said, 10 months and several failed fixes are still hard to justify all of that. They had access to the complete build pipeline and could just have compared an unprotected build against the final protected client much earlier to find this bug.
In short it was a broken Anticheat Measure but had nothing to do with BattlEye itself.
Now within the new patch, the affected "Infantry route" (more about it later) no longer reaches that broken code. This suggests that the developers changed the protection configuration, guard placement or source protection markers instead of applying my proposed atomic cleanup directly.
-
The broken Anti Debug routine was connected to an "Infantry update" path.
"Infantry update" doesn't mean that jumping, sprinting or shooting caused the crash. It just means that the client update runs, while your character is alive and walking around on foot.
But when you entered a Flash or stayed on the death screen, the game switched to a different update state and bypassed that Infantry route
Logging in or changing continents also creates a large burst of loading and worker events, if one or more of them failed, it made the small timing window much easier to hit these exceptions.
Sitting inside a Flash kept you outside the Infantry route while that initial activity settled down. So after the initial loading you could leave the flash and play without issues.
That is why the completely ridiculous vehicle workaround actually worked lol.
Disabling BattlEye did, however, make the crash much harder to reproduce in my testing. BattlEye therefore changed the conditions surrounding the bug, possibly through thread timing, process activity or exception traffic. I'm not 100% sure about it tho tbh.
-
I compared the previous Patch and the current Patch binaries.
The normal Infantry Movement logic barely changed. The relevant difference appears after the Movement function enters the generated protection code.
The control flow and import structure show that these routines were generated after the original game had already been compiled, which strongly suggests that a third party protection software was used.
Previous Patch went through this route:
Infantry Movement
↓
generated protection code
↓
first duplicate cleanup family
↓
handler family found in the crash dump
↓
return to Infantry Movement
The current Patch path does this:
Infantry Movement
↓
new generated protection code
↓
no VEH routine or imported API reached
↓
return to Infantry Movement
Tracing those paths shows that the previous Patch reaches the broken cleanup code, while the new Patch route returns to Infantry Movement without reaching a VEH routine.
That is the change which explains why Flash or Crash stopped.
-
My recommended fix used the correct handler ownership principle:
handler = InterlockedExchangePointer(&savedHandler, NULL);
if (handler != NULL)
{
RemoveVectoredExceptionHandler(handler);
}
This is still the "better" general solution for this type of ownership problem and would have fixed the Flash or Crash bug. The first cleanup takes the saved handler and clears it. Any later cleanup finds NULL and does nothing.
However, if they really used Protection Software to generate that duplicate cleanup code after compilation, the developers couldn't simply just copy pasta my recommended lines into their source code. Each handler is stored inside a local frame generated after compilation, and there is no shared savedHandler variable inside the original gameplay source. which is probably why they used the following wording, responding to my recommended fix:

A true global version of my fix would therefore have to repair the generated protection template so that every temporary handler is removed only once.
But instead the devs used a narrower solution:
The current patch doesn't repair that template. They left 7 similar duplicate cleanup pairs inside the client and only removed the Infantry one which exposed Flash or Crash. Those routines haven't caused another confirmed crash yet, but the same unsafe pattern is still there, just like in Flash or Crash. So fixing the cleanup globally, as I recommended, would be the safer solution and prevent the same bug from appearing elsewhere later.
But both fixes work:
My fix:
Make the "cleanup" safe, so "Infantry" cannot crash even if it reaches it.
Their fix:
Stop "Infantry" from reaching the "cleanup".
It is basically like redirecting traffic around a pothole instead of repairing it.
It works, but the underlying problem is still there.
The unsafe pattern remains. Fixing the generator globally, as I recommended in principle, would be the cleaner solution and would prevent the same bug from appearing somewhere else later.
Their solution changes less code and was probably easier to ship quickly.
My solution would have repaired the underlying cleanup pattern instead of leaving seven copies behind. The flawed logic remains. If another game system reaches one of them under the wrong conditions, a similar desktop crash is still possible.
-
Did they copy the exact three lines of code I suggested?
No. But that is also not the important part.
My previous Post identified the broken VEH cleanup, explained why it crashed and connected it to the "Infantry path" responsible for Flash or Crash.
A developer publicly confirmed that they reviewed my report.

One patch cycle later, the exact affected Infantry chain was changed and the Crash bug has been fixed.
The new third party protection finding also explains why their implementation had to be different. The wrong calls were generated by a third party protection software after compilation, so they couldn't simply copy my code fix example into their normal C++ source.
The binary can't show their internal discussions or prove that they hadn't already started investigating the same area. However, they confirmed reading my report and then changed the exact path it identified in the following patch.
Based on that, I think it is very likely that my report helped them locate or confirm the bug, since I showed the exact line of code and the exact address causing the crash, which has been fixed in this patch.
As said, they didn't copy my implementation. They fixed the same problem I reported in the way that worked with their own build and protection pipeline.
After ten months of players sitting on quad bikes like idiots just to avoid crashing, a working game is a working game. I'll take it.
The remaining duplicate cleanup routines should still be repaired before one of them becomes the next mystery crash tho.
PS: I've done the final analysis within a few hours and it seems like the devs will write up a post on their own, so if anything ends up being wrong with my findings, I'll make sure to edit and link to it.
r/Planetside • u/Malvecino2 • 1d ago
Just wondering:
Planetside 2 is released in 2026 as a brand new FPS shooter where it can have fights over 1000 players, featuring vehicles and aircraft in multiple continents.
Of course, in 2026 game development has changed a lot but let's assume that gameplay is unchanged and we have the current maps(as of now), graphics are okay and has decent fps on high settings, but the store... You have no membership pass, a "deluxe edition" of the game is just an added bonus without xp boost, the ASP program is missing, you have seasonal passes every 4 months or so, Implants may or may not come with the premium seasonal pass. And every other stuff that you see on the stores in your current games other than this one.
Would you still play that sucker again? Knowing that it's still planetside 2?
r/Planetside • u/OGDizzle22 • 1d ago
August 18, 2026 - Patch Notes
Invalid values in user configuration files — a new validator for user configuration files will significantly reduce the chances of client crashes caused by incorrect configuration values.
Among other things, this broke the ability to use the RenderQuality= setting to super sample within the game engine. Sure, I can use NVIDIA DSR to accomplish a similar effect, but it has issues with UI scaling and other visual bugs like friendly doritos not always rendering quickly/correctly.
Since this change did nothing to fix the crash issues, can we please revert this change so we can have custom INI effects like this again?
r/Planetside • u/Primary-Ad-2082 • 11h ago
nesesito ayuda por que tengo 2 computadoras en mi casa y cuando yo pongo el juego y mi hermano lo pone despues el juego me saca a mi hay alguna solucion?
r/Planetside • u/TonyHansenVS • 2d ago
Some sad news, she passed today. After having been by my side for nearly two decades. She loved watching me playing PS2 even meowing in the mic with proximity chat, if you've been playing on Miller chances is you might have heard over the years. PS2 was the only game she could sit for hours on my desk and observe, sometimes disconnecting a cable or two in the process. I will leave my dog tag with her when i bury her. I feel so numb and empty, she was truly my best friend. She loved Planetside. She was there on launch day back i8n 2012 and remained a fan ever since.
r/Planetside • u/EmbarrassedBee9440 • 1d ago
At the title suggests, just curiously wondering how much it would cost to buy ps2 at its current last legs.
Today marks the 12th year anniversary since I started ps2.
I was 13ish and now im 25 but I want to contribute to the game anyhow.
Who knows maybe I got people supporting my dream of making ps3 happen ahahaha 🤣🤣😭
r/Planetside • u/SronSrin • 1d ago
Does anyone know how to fix the server lag bug where everyone starts floating around? It happens to me occasionally and I'm not sure what causes it
r/Planetside • u/MirkoDerFreak • 1d ago
Hello fellas, i was struggeling with some performance issues, in a strange way.
When using a Monitor on a laptop or a TV on my desktop (like console) i had some fps issues.
the game tells me its running in 120 but doesnt even feel or look like 60. easy fix on my laptop, going in windowed fullscreen, but on that tv? hell...
i found out, that planetside seem to struggle sometimes finding the right refreshrate - not framerate, refreshrate.
as easy as it sounds, i went into useroptions.ini and found that option FullscreenRefresh=144 was turned to 0 as default, i just typed 144 and the problem is gone. Looks like, that planetside struggles with so called "second screens".
just that you know. if someone struggles with that too, that seems to be the way to fix.
r/Planetside • u/notmohawk • 1d ago
I will not explain. Post in the comments and I'll see if you get it
r/Planetside • u/trevtrev45 • 1d ago
Obviously, I'm a noob. I can accept that. Right now I run the Trac-5 S on Light Assault, but I keep getting into fights against guns with vastly lower TTKs than my peashooter. Like the Betelgeuse from VS. What is the deal? Nothing I have used thus far has felt anywhere near as good to use. What guns should I be using that are that good? And what is the deal with the Heavy Assaults I will fight who will just eat my shots and still have full shields and health after I die? (Usually these people are running guns like the Betelgeuse too)
r/Planetside • u/Syko-p • 2d ago
Flash or crash is fixed for me, lots of other people reporting the same.
Sounds a lot like they implemented the patch from that other reddit thread and then denied it lmao.
r/Planetside • u/Historical-Cut-6093 • 1d ago
With yesterday’s update. They’ve completely broken the game. Now it not only freezes periodically. But ping spikes also occur frequently. Ping can go up to 600. Server latency can reach 5,000+. You no longer have to wait two minutes to log in to the game. But this problem didn’t bother me as much as these freezes and spikes.
(Вчерашним обновлением. Они доломали игру. Теперь не только периодически фризит. Но и часто происходят скачки пинга. Пинг до 600. Задержка сервера до 5.000+. Две минуты при входе в игру ждать теперь не надо. Но меня не так ломала эта проблема, как эти фризы и скачки.)
r/Planetside • u/OfficialZygorg • 2d ago
Just say yes or no please (this is just outta my curiosity and/or its just me that's not crashing)
r/Planetside • u/EmbarrassedBee9440 • 1d ago
As we all know, planetside 2 is standing on a single right foot thanks to the dedicated and loyal player base even with all the beating we took with certain features(LOL) - jokes aside, performance, cheaters, and..... disgusting and persistent bugs.
Perhaps this is due to its nature of the game. When released, it was still in development and more money was spent on the crazyyyyyy single video trailer ( if you know you know ).
However, the issue isnt marketing right now. Its the bugs and features thats making the loyal playerbase bleed on daily basis hoping for a cure to the disease.
I'm going to university for computer science, mathematics, and philosophy of science while working on performance & optimization of our university's personal ai.
I also do a bit of business lol.
I would be more than happy to assist with however I can.
The best part for me, is the endless new ideas, and collaboration. The bar to enter is so low that nearly anyone with experience or ideas can contribute.
If yah old heads remember doom and quake - this is a perfect example of an open source project that is still fuckin played till this day.
Anyone from anywhere could find bugs, while others could fix those given bugs.
WE PROGRAMMERS HATE BUGS AND WONT SLEEP TILL WE FIX. (IYKYK).
Why should you contribute? Its simple really - because we are a member of the game and the game is a greater member of us collectively. It is a CV/Portfolio gold where you can showcase your abilities, especially what you exactly contribute.
Furthermore, You can also showcase that you're a team player and good at communication which is the fundamental of the game. As a matter of fact, its a core fundamental.
Ok its 6am where I am and I need to start studying but ill quickly list the pros of an open source game.
Community lifespan and preservation - if the game is abandoned like the way ps2 is, its up to the community to showcase how much we want the game to be alive and continue to do so a decade more.
Deep customization and modding - endless ideas and endless innovation.
Rapid bug fixing - we fuckin need this. holy fuck. I cant fuckin play the game without crashing within 2 min of logging in. How tf are the developers responding to their bosses lol
Professional growth and collabration - I bet you 10k that there exists at least 5 developers from this thread alone that would volunteer for collaboration. Are you one of them?
WHEN A GAME SUCH AS PLANETSIDE 2 IS ABANDONED, ITS THE COMMUNITY'S JOB TO FIGHT BACK AND TAKE OVER
First time writing such a long thread on reddit and my 5th language so cut me some slack for grammar mistakes.
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r/Planetside • u/Naekkeoya • 1d ago
I used to play on my laptop a few years ago and even though I had problems (crashing and lag) I still enjoyed this game a lot. Now I dont have a laptop anymore but my brother is letting me use his PS5 and the first thing I wanted to do was play Planetside 2. I know its not the same as playing it on PC but its the closest I will get to playing the game again. I'm trying to find a discord server or other people who play it on PS5 who wouldn't mind playing together.
r/Planetside • u/le_Menace • 2d ago
r/Planetside • u/Affectionate-Bar2007 • 1d ago
r/Planetside • u/Inexorablt • 3d ago
Few months ago I had 140...210 fps in Planetside2. A ~month (maybe 2) ago I noticed game isn't running smooth as before. Alt+F shows fps drops to 75 (! seventyfive bitch !) in large battles. Even at empty warpgate I have 140..170 fps compared to ~200 before.
Hardware, drivers and PS2 settings haven't changed for months: 13700kf@5.5 Ghz, RTX 4080, 32Gb RAM, 3840x1600, potato mode, 160 Hz monitor.
Just one question: WTF ???
Just another one question: Am I the only one experiencing such a HUGE fps drops ~200 to 75 (seventyfive! seventy damn five, bitch!) ??
Help ?
P.S. all other games are running as before...