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Module graphics settings for Arma 3 Vote please

Do you support this?  

175 members have voted

  1. 1. Do you support this?

    • YAY
      167
    • NAY
      9


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Animation (this would mean higher detail at larger distances)

Terrain mesh quality

GPU Physx's simulation checkbox

Just seen this one...The above are not possible because:

1. Animations? What does it have to do with view distance? Maybe i am missing something here

2. Terrain Mesh Quality (i would assume you are talking about the actual terrain grid size) which cannot be defined client size. It is impossible unless there is tessellation available

3. GPU Physx is NOT gonna be in anyways. (i would not hold my breath for anything other than the ragdolls and vehicles physics, such as particles and effects generated with physx)

Other than that, i am all for breaking all the individual GFX options down into more categories, especially for PP effects where things don't need to be connected as they are now in A2 and TKOH...

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3. GPU Physx is NOT gonna be in anyways.
PhysX is about off-loading physics processing to GPU AFAIK.

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PhysX is about off-loading physics processing to GPU AFAIK.

You know wrong :wink:

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You know wrong :wink:

Quoting wiki:

Video games supporting hardware acceleration by PhysX can be accelerated by either a PhysX PPU or a CUDA-enabled GeForce GPU (if it has at least 32 CUDA cores), thus offloading physics calculations from the CPU, allowing it to perform other tasks instead. This typically results in a smoother gaming experience and additional visual effects.

Even Ivan mentioned PhysX compatibility with graphics cards in interview with Briggsil.

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can be, being the key words.

BI have already stated that their physX implementation will be CPU only.

Edit: Its useful because the physX library can do so many more things than the self-written physics code BI created all those years ago...

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can be, being the key words.

BI have already stated that their physX implementation will be CPU only.

Well, that doesn't make sense. If PhysX engine decides that GPU is from nVidia why should BIS force it to compute on CPU? I'll look at PhysX thread anyway.

EDIT: Also the checkbox for limiting PhysX on CPU doesn't make sense either IMO.

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It doesnt make sense for the most part because physics have nothing to do with graphics (With the exception of physics-enabled particles or cloth "sim"). As is typical with these forums, everyone just goes "give us all the things!"

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It doesnt make sense for the most part because physics have nothing to do with graphics (With the exception of physics-enabled particles or cloth "sim").

Of course, but graphics cards are called "graphics card" because so far they've been useful only for graphics but you can utilize those hundreds of floating point processors for physics too. Bitcoin mining has nothing to do with graphics.

As is typical with these forums, everyone just goes "give us all the things!"

If it means zero work from BIS than why not. It's handled by PhysX isn't it?

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As for the original subject of this topic, I'm definitely for more graphic options.

It would also be nice to expand object draw distance with three new options, such as building draw distance, ground vehicle draw distance and air vehicle draw distance. I think it would be very useful.

An option to turn off HDR and choose to disable or not different post processing effects would be nice too. :bounce3:

Edited by dunedain

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If it means zero work from BIS than why not. It's handled by PhysX isn't it?

Assumption is the mother of all fuckups :j:

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Just seen this one...The above are not possible because:

1. Animations? What does it have to do with view distance? Maybe i am missing something here

2. Terrain Mesh Quality (i would assume you are talking about the actual terrain grid size) which cannot be defined client size. It is impossible unless there is tessellation available

3. GPU Physx is NOT gonna be in anyways. (i would not hold my breath for anything other than the ragdolls and vehicles physics, such as particles and effects generated with physx)

Other than that, i am all for breaking all the individual GFX options down into more categories, especially for PP effects where things don't need to be connected as they are now in A2 and TKOH...

1. I have seen in some games honestly don't know the actual performance increase in the settings, nor how they work was just throwing it out there.

2. Dunno if the term mesh is correct in this instance but the option would be to decrease or increase the warping effect on the terrain at distance, it would simply reduce the quality of the terrain its a terrain LOD. Look this game FPDR to see what I'm trying to explain. Again if not possible disregard just throwing out options. If you played that "other game" when you're in a helicopter you can see this in affect, the terrain will literally warp 200 meters in front of you.

3. Physx was confirmed to be all done on CPU sometime ago right? I'll update my first post.

:)

If you guys have options you would like to add that I've missed let me know on here or in PM.

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If it means zero work from BIS than why not. It's handled by PhysX isn't it?

How do you know?

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Assumption is the mother of all fuckups :j:

It's funny because same applies to you.

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Again, you assume ;)

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MOAR SETTINGS!!!!

I'd want more control over the LOD switching, I dont mind the game looking a bit shitty closeby. In arma 2 you have constant lod switching with a smoothing animation making it worse and the 3 closest trees make your fps drop massively.

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Forcing things like shadows from objects on within the server is a bad idea for people who cannot run at a decent frame rate with them on. It can be a advantage in PVP at close range but everyone has the option to turn them of.

that would force me to run the game in ugly-mode .. I'd rather not play it at all if ppl can lower settings to gain an unfair advantage.

And grass+vegetation better be hardcoded in Arma 3 too .. so ppl cant turn it off..

Edited by spacemarine

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