pauliesss 2 Posted August 22, 2013 Thanks a lot for taking care of this NordKindchen, outstanding job, hopefully you will be able to make this for Altis too! Lets show the devs that this is really important. :) Share this post Link to post Share on other sites
NordKindchen 12 Posted August 22, 2013 (edited) Edit: Mh okey...it seems (at least now) that the patch broke some mods which broke the game. Strangely disabling some mods who dont change any graphic aspect fixed the issue (At least for the moment) I am not sure if this bug can return at some later point. ------------------------------------------------ Okey the last patch introduced some kind of mechanism that destroys my work. When I start the game the textures get loaded fine. After I play for some time the textures get automatically sampled down to its standard size................. I dont know what you did but after playing a few moments the textures get sampled down from >>>this<<< to <<<THAT!>>> It happened each time I shot someone out of a chopper but I also had this the first time I started the game. Now.............I am missing words. What the f**k?!?! Edited August 22, 2013 by NordKindchen Share this post Link to post Share on other sites
Tonci87 163 Posted August 22, 2013 First: Calm down Second: Contact a Dev and explain the problem in a polite and helpfull way. Posts like yours will only make sure that BIS stops working with you. Remember the Error could be on your end too! Share this post Link to post Share on other sites
maddogx 13 Posted August 22, 2013 I've seen something similar happen on my second computer - Arma3 will apparently reduce texture quality under some circumstances, probably when it hits the limit of your VRAM. In this case, I'm guessing those hi res ground textures are consuming a lot of VRAM, possibly too much for the engine to handle correctly. Btw. NordKindchen, please refrain from using huge bold all-caps. Share this post Link to post Share on other sites
NordKindchen 12 Posted August 22, 2013 Yes you are right and I apologize at this point. Maybe you can feel my anger at least a little bit. Share this post Link to post Share on other sites
tremanarch 6 Posted August 22, 2013 I guess the IDea with increased Textures doesnt just work as expected. Too much VRAM is needed. so the original Idea with a logical map was better though. on the other hand if the increased detail landscape could be streamed and blended in in a 400 m radius - but for this I dont if the engine just works this way. Share this post Link to post Share on other sites
NordKindchen 12 Posted August 22, 2013 No it does work. Only that the engine samples it down if certain things happen. It doesnt mean it couldnt take the high solution files again. There is no severe framrate drop. Only maybe at the moment of switching textures. So the engine simple lacks the ability (sometimes) to use the high res textures again. I say its a bug. Share this post Link to post Share on other sites
tremanarch 6 Posted August 22, 2013 so shouldnt we try those technical limits out in the first place - for example with a noisy texturefile? Share this post Link to post Share on other sites
xendance 3 Posted August 22, 2013 I've seen something similar happen on my second computer - Arma3 will apparently reduce texture quality under some circumstances, probably when it hits the limit of your VRAM.In this case, I'm guessing those hi res ground textures are consuming a lot of VRAM, possibly too much for the engine to handle correctly. Btw. NordKindchen, please refrain from using huge bold all-caps. Let's see, a 4096x4096 24 bit depth DXT 1 (compression ratio for that is 1:6) compressed texture in the game would be about 8 MB. This is what games usually use for vehicles and first person assets. 4096*4096*24/6 bits = 8 megabytes The satellite map of Chernarus in ArmA 2 was 15360x15360 pixels, which is 112,5 MB compressed. 15360*15360*24/6 bits = 112.5 megabytes If you double the texture to 30k x 30k pixel texture you're looking at over 400 MB VRAM usage for a single texture. That is just for the diffuse colour satellite map. Since ArmA 3 also has the normal map layer for the satellite map, that's another 400 MB. Now you're using 800 MB for just two textures. Enormous textures like that also need a lot of fillrate power from the GPU. Share this post Link to post Share on other sites
gammadust 12 Posted August 22, 2013 ^^ assuming those are good numbers, one does not have the whole amount of textures loaded... there should be some paging already implemented and also mipmaps should also decrease the load. I would favour a native implementation of the OP's concept though. Share this post Link to post Share on other sites
xendance 3 Posted August 22, 2013 ^^ assuming those are good numbers, one does not have the whole amount of textures loaded... there should be some paging already implemented and also mipmaps should also decrease the load. They are correct, unless ArmA 3 uses some other compression ;) http://en.wikipedia.org/wiki/S3_Texture_Compression#DXT1 But yes, the whole satmap is divided into multiple smaller textures when you launch your map in Visitor 3 via bulldozer. Share this post Link to post Share on other sites
ginger mcale 11 Posted August 22, 2013 (edited) can you write A3 feedback tracker ticket on this? with screenshots on 100/200/300 % + screen of your basic and advanced video settings + OS/GPU/drivers build and post URL here , thanks Done: http://feedback.arma3.com/view.php?id=13196 *edit*: And another generated, same department and worth a look: Anisotropic Filtering "16x" forced by driver higher than ingame "ultra" http://feedback.arma3.com/view.php?id=13197 Sorry for hijacking your thread NordKindchen, iam out now from here with sampling and AF stuff. Edited August 22, 2013 by Ginger McAle Share this post Link to post Share on other sites
NordKindchen 12 Posted August 22, 2013 (edited) @Tremnarch Vanzant allready did that. He has the whole island of Stratis covered with 4096x4096 textures. He claims it runs fine! And it runs fine on my PC too. Only that after some circumstances it blurrs the texture. Now its a nice featue for flying in the air for example. But sadly it doesnt turn back. And thats a bug I am sure. @ Xendance Arma cuts the map into little pieces. I would not be able to draw the textures if I was working on the big file since I couldnt even work with the file. 400mb data for the whole island is quite a managable data if you cut it down to say 300 tiles (stratis has got 64). Oh btw - I was suprised how well camouflage worked together with the new texture!!! Spot the soldiers Greetings Edited August 23, 2013 by NordKindchen Share this post Link to post Share on other sites
progamer 14 Posted August 22, 2013 (edited) Oh btw - I was suprised how well camouflage worked together with the new texture!!! Spot the soldiers Greetings I give up, can you or someone circle the soldier? Lol! Edited August 22, 2013 by ProGamer Share this post Link to post Share on other sites
gammadust 12 Posted August 22, 2013 Oh btw - I was suprised how well camouflage worked together with the new texture!!! Spot the soldiers That is the discrepancy of luminosity+color frequency between ground texture (at a distance) and units siluette solved. The main reason i support your efforts. :) Share this post Link to post Share on other sites
Tonci87 163 Posted August 23, 2013 Wow @ that picture. There is a whole squad standing around and you still have a hard time spotting them. I love it! Share this post Link to post Share on other sites
Brain 12 Posted August 23, 2013 Nordkindchen, I'm going to take the next Metronom to Hannover and hug you. I will get fired for leaving my workplace but that's definitely worth it. Share this post Link to post Share on other sites
old_painless 182 Posted August 23, 2013 If this gets fixed so that camo works this well (as it should) I hope that it will affect how the AI are able to spot their foes, eg. me, as well. Should be an even playing field in this respect Share this post Link to post Share on other sites
gammadust 12 Posted August 23, 2013 By itself it "won't affect how the AI are able to spot their foes", so a rebalancing in AI detection would be required, if not at low level at the least "spotDistance" and "spotTime" could be rescaled. Share this post Link to post Share on other sites
down8 30 Posted August 23, 2013 Oh btw - I was suprised how well camouflage worked together with the new texture!!! Spot the soldiers Greetings Amazing. Your work can improve the gameplay very signifcantly. Share this post Link to post Share on other sites
progamer 14 Posted August 23, 2013 Wow @ that picture.There is a whole squad standing around and you still have a hard time spotting them. I love it! Still can't find them. :( Share this post Link to post Share on other sites
gammadust 12 Posted August 23, 2013 ^^ make sure you have the screenshot in 1:1 scale. But you should be happy about it :P Share this post Link to post Share on other sites
old_painless 182 Posted August 23, 2013 Still can't find them. :( Hehe, they are quite tiny. Try and follow the 9-12 o clock in the reticule/circle, they will be to the right of that Share this post Link to post Share on other sites
dale0404 5 Posted August 23, 2013 SolutionYay! Bloody spoilsport, my kids were pulling their hair out! Share this post Link to post Share on other sites