Posts about Escape from Tarkov
What is Escape from Tarkov?
Escape from Tarkov (EFT) is a "hardcore and realistic" online first-person action RPG/Simulator with MMO features developed by Russian studio Battlestate Games (BSG). Players enter maps with dynamic loot and attempt to carry home items by heading to designated exits. Dying in-game will lose all your items a la DayZ. After extracting items can be traded with in-game traders or sold on the open market for other users to buy. Weapons are extensively customizable and there are lots of interplay between ammunition vs armor much like other RPGs. Initial hype popped up around imageboards like /k/ with the release of the trailer in 2015 and a public beta was released in mid-2017. It remains in beta with the newest update releasing this week.
The EFT subreddit r/EscapefromTarkov has gradually turned into a place of constant state of internal strife, one side complaining that the casuals are demanding too much in a hardcore FPS and the other accusing the rest of blindly supporting the devs gameplay changes. The popularity of EFT on twitch with steamers like Klean, Pestily, and LVNDMARK and the subsequent influx of players during March 2020 is often brought up as a turning point for the community. With every update there's waves of posts praising or trashing the game. Developers at BSG have been gradually reducing their interactions with the subreddit after increasing criticism of the game over networking, cheating, and balance issues.
Cheating in-game has a financial incentive:
Because the game is centered around accumulating in-game items there is a large informal economy of users buying items with real money. Unlike other games like Runescape or CS:GO these items can only be sourced through killing other players or looting them from maps before other players. They generally enter a game together, the cheater flies around headshotting the other 10 players around the map and the customer gets all of their loot. Other times they can just fly around the map hoovering up rare items. There's no in-game killcam so accusations carry little weight unless people are blatantly cheating. Posts like these generally devolve into endless arguments about whether the other player was actually cheating or not, if it's network issues, or they just need to become a better player. In extreme cases there have been recorded instances of cheaters taking items directly from players' inventories while they're playing.
On December 3rd user survaeld made a post on the EFT subreddit claiming he got banned after killing 2 people on developer accounts, identified by their blue usernames. He posted footage and screenshots of them fighting in-game and the subsequent ban messages minutes later.
Player responses are as predicted:
Holy shit imagine dropping over $100 on EOD only to get banned by a pathetic Dev with next to no recourse because BSG's customer support is effectively non-existent and having to post this on Reddit in order to get a response. Abhorrent.
Holy shit bsg. I get killed by blatant cheaters. I report it both in-game, via launcher report, and to your devs on discord, with video proof. And that cheater is still leveling his account. A legit player kills a dev and you act like fucking children and ban him. Pathetic.
Lol christ. Imagine if he banned you because desync made it look like you were cheating. Holy fuck the irony.
A developer account responded in the comments, denying it was a manual ban and that it was a false alarm related to the anticheat system:
Can’t imagine such thing could happen, will have a look, thanks for sharing this case
Sorry, can’t tell you cause it’s part of anti cheat system, hope you understand
EFT implements battleye anti-cheat, popular third-party software used in other games such as Arma 2, Dayz, Rainbow Six Siege, and PUBG. The game has had false banwaves before including LVNDMARK, the massive twitch streamer as mentioned before, but the timing of survaeld's ban raised eyebrows. Automatic anti-cheat bans are also done in waves and there was no uptick in cheat forums reporting one at this time. 2 days later they edit their post to say their ban was overturned but without any further explanation by support and all progress on their account wiped. The opacity of the Escape from Tarkov's bans paired with the high price ($50~100USD) and financial incentives for cheating ensures it will remain an issue for the game.
FSR 2.1 has been added to Escape from Tarkov, so I did some some testing with it. Testing was done with my 5600X and RX 580 at 1080p. The settings are what I use normally, and I didn't change them during testing, except for FSR of course. TAA High was used for native resolution, as were my PostFX settings for increased brightness, saturation and/or colorfulness, clarity, and maybe some sharpening. I forgot I had the PostFX settings on, since I always play like that, but hopefully this is still useful since it represents how someone might have their PostFX also set up.
Testing was done offline with 0 bots, allowing me to focus on screenshotting and to reduce performance variability.
My thoughts overall are that FSR 1.0 remains terrible and FSR 2.1 is a welcome addition for those instances where extra performance is really needed, such as in Streets of Tarkov. FSR 2.1 has shimmering and some ghosting problems, but it's actually useable unlike the game's FSR 1.0 implementation. Native 1080p with TAA High still has a normal amount of shimmering, so FSR 2.1's shimmering is a problem mainly when it introduces extra shimmering and edge instability on top of what's normal (e.g. scene 1).
TAA High = 102 fps
FSR 1.0 Ultra Quality = 128
FSR 2.1 Quality = 130; Noticeable and distracting shimmering of windows and edges in that general area.
TAA High = 79 fps
FSR 1.0 Ultra Quality = 97
FSR 2.1 Quality = 103; Looks good overall, except for weird lighting around above and below the stairwell area, with textures/colors looking more compressed and blobby. You probably wouldn't notice if you didn't know to look for it.
TAA High = 65 fps
FSR 1.0 Ultra Quality = 85
FSR 2.1 Quality = 90; Very good result. Extra performance and the fence areas look better than native. The power lines do ghost a bit during player movement, but it's not too noticeable. The power lines do disintegrate a bit during movement as well, but they do that at native resolution anyways. They disintegrate a bit differently, which you may or may not notice.
TAA High = 66 fps
FSR 1.0 Ultra Quality = 89
FSR 2.1 Quality = 96; Struggles with tree foliage, which you can clearly see. It makes the tree leaves more opaque, which isn't desirable, and there is ghosting as the tree branches move.
TAA High = 55 fps
FSR 1.0 Ultra Quality = 78; I just want to note that the tree foliage doesn't smear like with FSR 2.1, likely due to the temporal nature of FSR 2.1.
FSR 2.1 Quality = 84; Looks good overall, except it struggles with the tree foliage again by making them less sharp and introducing noticeable ghosting.
TAA High = 64 fps
FSR 1.0 Ultra Quality = 84
FSR 2.1 Quality = 93; Overall a very good result. The clarity through the fog is likely just a difference in weather, so don't focus on that. The only problems I noticed here is the disappearance of the barbed wire near the orange cone and the reduced thickness of the handrail that's outside and to the left.
TAA High = 86 fps
FSR 1.0 Ultra Quality = 116
FSR 2.1 Quality = 124; Excellent result. The image looks sharper than native and doesn't struggle with the fencing at all. I didn't notice ghosting during movement either.
Extra scenes comparing thin line reproduction between native resolution and FSR 2.1
Scene 8 - Streets of Tarkov FSR 2.1 is able to reproduce the power lines and street lamps that native resolution struggles with due to my high brightness and contrast PostFX settings.
Scene 9 - Streets of Tarkov FSR 2.1 is able to reproduce lots of thin lines that native resolution struggled with.
Scene 10 - Streets of Tarkov FSR 2.1 reproduced lots of thin lines as usual, but the barbed wire on top the building was very distracting as I was walking around. It's more opaque and phases in and out noticeably, rather than the way it tries to hide and shimmers with native resolution.
Scene 11 - Streets of Tarkov This is the same fencing from scene 7. I wanted to demonstrate how FSR 2.1 makes the fencing look thicker and more opaque. I did not notice ghosting of the fencing, but you will see some ghosting with the power line above me as it sways.
Lastly, here's an example of very noticeable ghosting of a power line that's swaying drastically. You probably wouldn't notice this until you get close to it like I did.