nikiforos 450 Posted April 26, 2013 (edited) This is quite a big problem and I already noticed that from the start. Arma2 runs much better at night compared to Arma3. I hope this can be somehow solved :( Edited April 26, 2013 by Nikiforos Share this post Link to post Share on other sites
nodunit 397 Posted April 26, 2013 (edited) Only losing about 4 frames between day and night...that said, night appears to have an odd HDR problem of its own. The sky has several visible lines going through it, clouds have a sharp gradient and everything around, even the gun appears to have low res HDR defects of some sort. (Note, clouds and sky during daytime have a fully smooth gradient, no lines or 'jumps' observed) Second image slightly exaggerated courtesy of photobucket...encourage you to go ingame and check for yourself. Edited April 26, 2013 by NodUnit Share this post Link to post Share on other sites
Simas 12 Posted April 26, 2013 Same issue with dynamic lighting. At midnight my FPS dies, but at dawn/dusk (when the lights are still on) dynamic lighting is great and has little impact on performance. Share this post Link to post Share on other sites
kremator 1065 Posted April 26, 2013 in relation to backward compatibility (removed script commands) , we are internally looking into it and if possible we will try come up with some solution Please don't worry about backward compatibility. Screw the hackers! Share this post Link to post Share on other sites
buster0083 1 Posted April 26, 2013 Same issue with dynamic lighting. At midnight my FPS dies, but at dawn/dusk (when the lights are still on) dynamic lighting is great and has little impact on performance. That's interesting, and I can report the same. At 3:15am on the editor default date, it's still pretty dark, street lights are lit, and I'm getting no hit on performance. Share this post Link to post Share on other sites
KeyCat 131 Posted April 26, 2013 Anyone else having problems joining servers (shows green in MP lobby) using 0.55.104588? I get to the game lobby but are kicked with a "Session lost" after 5-10 seconds, I tested several green servers and same thing? /KC Share this post Link to post Share on other sites
daze23 1 Posted April 26, 2013 That's interesting, and I can report the same. At 3:15am on the editor default date, it's still pretty dark, street lights are lit, and I'm getting no hit on performance. dawn/dusk performance is in between for me (again, looking down on airfield): day: 50+ fps dawn/dusk: 30-40 fps night: <20 fps Share this post Link to post Share on other sites
msy 22 Posted April 26, 2013 There is tooooo much FPS drop at night on the latest dev build! in the daytime I have about 50 fps but at night only 20 or less! It nealy is not playable! I5 2550K and HD 5870 NO AA and NO POST PROCESS, VIEW DISTANCE IS 2500M Share this post Link to post Share on other sites
Simas 12 Posted April 26, 2013 I noticed the helicopters handle really nice now (tested with AH-9 and MH-9). Am I imagining things or just getting better? Was able to do some really precise landings (with joystick, no auto-hover) where previously 50% landings were kind of rough. The AH-9 flight model feels a bit twitchy compared to MH-9 tho. They do have almost identical air frame (and probably close mass) so I wonder why. In any case, really enjoying MH-9 FM right now :) Although that annoying bush/foliage LOD problem is still present. I think it might not even be related to foliage only as I have seen helicopter model LOD states changing the same way. Share this post Link to post Share on other sites
chortles 263 Posted April 26, 2013 Please don't worry about backward compatibility. Screw the hackers!Pretty much this, would be nice to see the engine actually advance without having to be hindered by legacy support. Share this post Link to post Share on other sites
Dwarden 1125 Posted April 26, 2013 such thinking it would also break the concept of being able use, utilize and play A1, A2, OA, TOH content (both ours and community) inside Arma 3 so instead of rushed stopgap it needs some well though out solution (like compatibility mode (by default off)) or similar ... Share this post Link to post Share on other sites
chortles 263 Posted April 26, 2013 (edited) I believe that Kremator and I both meant that we were perfectly willing to lose said A1/A2/OA/TOH content for a tightened security framework; I'm not blind to the fact that the current changes also means that some people have to revise their mission creating. Edited April 26, 2013 by Chortles Share this post Link to post Share on other sites
purepassion 22 Posted April 26, 2013 There is tooooo much FPS drop at night on the latest dev build! in the daytime I have about 50 fps but at night only 20 or less! It nealy is not playable!I5 2550K and HD 5870 NO AA and NO POST PROCESS, VIEW DISTANCE IS 2500M Same here. Getting really bad performance drops of about 20-30 fps which make the game unplayable. Dynamic lightsources are visible for a very long range. Regarding the backwards compatibility, it should definitely have a reasonably high focus as it's a massive pool of potential and content for the new engine! Share this post Link to post Share on other sites
chortles 263 Posted April 26, 2013 Doesn't said backwards compatibility rely in not changing the engine so much, which is how we got to these past few days' problems in the first place? (I'm not just talking about BIS_fnc_MP here.) Share this post Link to post Share on other sites
kremator 1065 Posted April 26, 2013 OK so it would mean people writing their missions to work with Arma3 (then into Arma2/TOH etc) but so be it. Share this post Link to post Share on other sites
Migebuff 0 Posted April 26, 2013 Also unplayable for me. Day: 40 fps @ 4000m Viewdistance. Night: 9 fps @ 4000m. Max playable viewdistance at night is 300m. I also found a (very) small bug in the editor: This pixel error is visible on every background color and always stays at the same place. Share this post Link to post Share on other sites
byku 13 Posted April 26, 2013 I have to report that I also have a huge fps drop on the newest beta patch. The dynamic lights are superb, but from around 40+ fps i got around 15. I5 3570 and H7870. Share this post Link to post Share on other sites
EDcase 87 Posted April 26, 2013 Yep, night is bugered Changing dynamic light quality makes very little change. Looking for ticket... Share this post Link to post Share on other sites
call_911 10 Posted April 26, 2013 Using latest Dev branch/bianaries, not a techy but so much better than -server an mostly all in all noticeable hickup in Agia Marina an upon enemy contact but on my end I nvr dropped below 20 fps for me thats a drastic improvment:yay: http://steamcommunity.com/profiles/76561198011868995/home Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130318-1533) BIOS: BIOS Date: 01/25/13 20:22:53 Ver: 04.06.05 Processor: AMD FX-6100 Six-Core Processor (6 CPUs), ~3.3GHz Memory: 4096MB RAM Available OS Memory: 4060MB RAM Page File: 5078MB used, 3038MB available DirectX Version: DirectX 11 Card name: NVIDIA GeForce GTS 450 Manufacturer: NVIDIA Chip type: GeForce GTS 450 DAC type: Integrated RAMDAC Device Key: Enum\PCI\VEN_10DE&DEV_0DC4&SUBSYS_14523842&REV_A1 Display Memory: 2752 MB Dedicated Memory: 978 MB Shared Memory: 1773 MB Current Mode: 1280 x 1024 (32 bit) (75Hz) Monitor Name: Generic PnP Monitor Share this post Link to post Share on other sites
lordprimate 159 Posted April 26, 2013 (edited) Can someone explain to me how to set a dynamicilly spawned unit/vehicles Init with out using setVehicleInit? Am i correct that compileFinal replaces processInitCommand? I really am NOT a good scripter so this news really cuts deep! I just realized that All of my missions use UPSMON.. Now i know that I am not the only person to use it. And the thought of how many user made missions that are now basically broken, makes me a sad panda.. Edited April 26, 2013 by Lordprimate Share this post Link to post Share on other sites
kremator 1065 Posted April 26, 2013 I'm sure it will be fine. If they decided to completely drop SQF coding and instead use bananas I don't care. This is an alpha and I'll wait to see what BIS come up with. OK so coding in bananas is a little bonkers but you get my drift. Share this post Link to post Share on other sites
Reuben5150 2 Posted April 26, 2013 Still runs like crap on an i7 2600. & gtx 560ti, sorry but I have better things to do with my time. Share this post Link to post Share on other sites
smiley_ie 7 Posted April 26, 2013 I just seem to be getting complete random frame drops with this build, looking at the same location go from 51fps down to 22 and back to 59 ? also a lot of random pausing. Share this post Link to post Share on other sites
baaaard 10 Posted April 26, 2013 Still runs like crap on an i7 2600. & gtx 560ti, sorry but I have better things to do with my time. Hey thats cool, but remember its still an alpha. Ive experienced improvements the last few weeks, on an older I5 cpu and 570. They are working on it, and confirmed Nvidia updates. ATI apparently got improvements already. Share this post Link to post Share on other sites
zorrobyte 30 Posted April 26, 2013 I don't see the reasons behind performance complaints. I ran Arma CO comfortably on a 2500K @ 5.0GHZ w/ GTX670 and do the same with A3. It's all CPU speed. Example 1: Editor placed units http://www.youtube.com/watch?v=8sK06uOW0D8 Example 2: 61 player COOP http://www.youtube.com/watch?v=WBhSXDctY-g Example of A2CO at max everything (6950 crossfire): http://www.youtube.com/watch?v=7F7Y6l9RYU8 Share this post Link to post Share on other sites