Tyl3r99 41 Posted June 1, 2013 does anyone have the problem when aiming in vegetation and switch to full auto and when firing... it lags like a bi**h when AA is turned completely off it improves a lot. whats everyones thoughts? im running the following specs I7 3970x 3.5ghz 16gb ram running arma 3 on 500gb SSD viewdistance 3350 object - 1300 everything else on ultra :D 1920 - 1080 with 100% 3d res Share this post Link to post Share on other sites
QuoKoon 10 Posted June 1, 2013 @tyl3r99 which Graphicard you have ? Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 1, 2013 Yeah that's purely GPU related. If I overclock my single GTX 780 a bit this problem largely disappears, but if you stress it enough it will happen again. I don't even bother running AA or Post Processing because to me it's just a waste and is ugly. Share this post Link to post Share on other sites
Insanatrix 0 Posted June 2, 2013 Apparently they added white hot and black hot thermal modes. If you go into the splendid camera and switch through the vision modes with N there's now white hot and black hot. Not sure if this is going to apply to thermal sight's and thermal optics on vehicles but it would definitely be nice :). Share this post Link to post Share on other sites
byku 13 Posted June 2, 2013 It was there for a bit ;) Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 2, 2013 Yeah I can confirm that FLIR has been in the game for quite awhile. I tested it on the HMG/GMG variant vehicles since very early on in the Alpha. Earliest screenshots I have showing it go back to April I believe. But it's nice that it's also in Camera mode as well. Share this post Link to post Share on other sites
metalcraze 290 Posted June 2, 2013 Apparently they added white hot and black hot thermal modes. Yep, 3 years ago. Share this post Link to post Share on other sites
nimrod123 11 Posted June 2, 2013 Yeah I can confirm that FLIR has been in the game for quite awhile. I tested it on the HMG/GMG variant vehicles since very early on in the Alpha. Earliest screenshots I have showing it go back to April I believe. But it's nice that it's also in Camera mode as well. it was in the first build, you got to see it in the vechile showcase Share this post Link to post Share on other sites
Simas 12 Posted June 2, 2013 Some little detail I have spotted in latest dev build: seems like for vehicle crashes you no longer get injured all the time. E.g. it's very likely you will be injured with quadbike, less likely with offroad and you are almost safe in Hunter/Ifrit. Share this post Link to post Share on other sites
fragmachine 12 Posted June 2, 2013 So the sound engine is capable of real time filtering and effects now? Do you plan on using things like Reverb, Occlusion, Echo, etc.. for shaping gunfire sound effects in real time based on environment? Im pretty sure it's possible, Jarhead posted once EBR sample from A3 and it sounded that way - still no perfect but miles ahead his old soundmod for A2. Headphones on: http://mirror.24th-platoon.de/EBR.mp3 sounds like real-time filtering but im not so sure. Share this post Link to post Share on other sites
royaltyinexile 175 Posted June 2, 2013 (edited) 1) What happened to hand signals? i didn't see anyone used it anymore. Not player or AI. We have an analysis for hand signals, but it's not yet implemented as it required a lot of work to do to the right standards and there are lots of more 'fundamental' animations I'd like to see polished first. Gestures should work in all stances (standing, crouched, prone) and adjusted stances Gestures should work underwater Gestures should work in multiplayer Gestures should work with rifles and pistols Gestures should work with weapon raised and lowered Gestures need not work in conjunction with binoculars or launchers (i.e. no gesture played) Gestures need not work when unarmed (i.e. no gesture played) Gestures need not work outside of the scope of playing as a soldier (i.e. not played in vehicles, aircraft, parachuting/ free-falling) Gestures need not work when incapacitated (i.e. no gesture played) Gestures should work across the full range of movement in Standing or Crouched and with weapon raised or lowered Gestures need not work while moving in prone (i.e. no gesture is played) Gestures should not prevent or delay weapon discharge in any stance Gestures should not prevent or delay movement in any stance ^ Agreed. Point 1 not so much, but 2 and 3. Those battle chatter things (realoading, covering, move....) should be heard by all, can disable it going into stealth mode. Not sure if I quite get your point, but recently we've excluded the 'Combat Shout' class of words from broadcast over radio, meaning they're only audible in 3d space within a certain distance. The reasons for this are as follows: There is a new bug where (especially in MP) 'under fire' is spammed far, far too often I'd like some words permanently excluded from radio broadcast (such as 'reloading!'), as they add a nice feeling to combat situations, but can become tiresome is prolonged firefights We don't yet have programming time allocated to defining words as 'broadcast include' and 'broadcast exclude' within word classes (i.e. Combat Shouts). For now the quickest solution was to disable all, and re-enable when we have time. Details from our analysis below: Refining the battlefield soundscape; filtering reports by configuration The goal is to: Log Exclusion - Reduce the overall number of radio protocol reports appearing in the log Broadcast Exclusion - Reduce the number of sentences broadcast via radio Log Exclusion Reduce the overall number of radio protocol reports appearing in the log In certain cases, spoken sentences needn't have a report in the protocol log Some sentences tend to spam the log, and are relatively unimportant Combat Shouts to be excluded (proposal): Cover me, Covering, Reloading Broadcast Exclusion Reduce the number of sentences broadcast via radio We may not transmit them over radio, so they can be heard only by nearby units (i.e. direct) Combat Shouts to be untransmitted (proposal): Hit SFX, Reloading And dind't like the new filters that much, but if you manage to make it depend on distance would add a touch. And since you talked about realtime filtering, a background sound could be nice....maybe. WIP. First step was to make dynamic filtering more powerful by adding new parameters. These are in engine now, but are hard coded. To improve them, we need programmers to allow these values to be set in cfg. If and when that is done, it should provide a whole bunch of new and interesting options (but good luck finding a programmer at the moment). :) Best, RiE Edited June 2, 2013 by RoyaltyinExile 1 Share this post Link to post Share on other sites
NeuroFunker 11 Posted June 2, 2013 damn, i knew that. Now i don't have to wonder, why there is echoing and reverb at all. I hope you find one soon enough! Share this post Link to post Share on other sites
Alo Keen 7 Posted June 2, 2013 Cheers RiE, this kind of insight is really nice to see. Share this post Link to post Share on other sites
danil-ch 165 Posted June 2, 2013 Wow! That's the detailed answer. Thank you! Share this post Link to post Share on other sites
gossamersolid 155 Posted June 2, 2013 Sounds like BIS needs to hire some more programmers then :) Share this post Link to post Share on other sites
daze23 1 Posted June 2, 2013 for the last few builds, the game 'stops working' (crashes) every time I quit/exit. anyone else have that issue? Share this post Link to post Share on other sites
purepassion 22 Posted June 2, 2013 Yes, that has been an issue for quite some time now but BIS has problems reproducing it afaik. Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 2, 2013 for the last few builds, the game 'stops working' (crashes) every time I quit/exit. anyone else have that issue? I only see it occasionally. See: very rarely. Are you using a CPU overclock by any chance? Because I get this type of exit-crash on other applications when my overclock isn't stable. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 2, 2013 Not sure if anybody reported this, but the GUI element in the top right is off my screen in this version of the dev build: http://steamcommunity.com/sharedfiles/filedetails/?id=150018679 Share this post Link to post Share on other sites
daze23 1 Posted June 2, 2013 Not sure if anybody reported this, but the GUI element in the top right is off my screen in this version of the dev build:http://steamcommunity.com/sharedfiles/filedetails/?id=150018679 yeah, that's where the 'stance indicator' is, but it gets cut-off. they're aware of it. I guess they have to move the whole 'box' over Share this post Link to post Share on other sites
petek 62 Posted June 2, 2013 I only see it occasionally. See: very rarely. Are you using a CPU overclock by any chance? Because I get this type of exit-crash on other applications when my overclock isn't stable. Happens every time for me - no over clocking but my laptop probably really can't cope that well with arma 3 Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 2, 2013 Not sure if anybody reported this, but the GUI element in the top right is off my screen in this version of the dev build:http://steamcommunity.com/sharedfiles/filedetails/?id=150018679 Yeah as has been said it's because of the stance indicator. In order to get it working and looking right, you need to make a new Profile in Arma 3, load it, then exit the game. Load back up, delete the new profile and your old profile should be fine. Give it a shot let me know how it goes. Share this post Link to post Share on other sites
sproyd 2 Posted June 2, 2013 Yeah as has been said it's because of the stance indicator. In order to get it working and looking right, you need to make a new Profile in Arma 3, load it, then exit the game. Load back up, delete the new profile and your old profile should be fine. Give it a shot let me know how it goes. I find the new profile works fine but the old profile still has the issue even when deleting the new profile and switching back to the old one. Share this post Link to post Share on other sites
Ilarnek 10 Posted June 2, 2013 I play mostly with a pair of DT990 Pro headphones which I use for my job as well, and to me the audio sounds pretty good it's a bit quiet in general volume the only sounds I struggle to hear most or that are most in the back of the enviroment mix are character noises, footsteps when walking and load noises (clothes rustling,etc) so it's mostly just ambient noises. The dynamic range could do with abit more work as well a greater difference between the firing of a rifle and the explosion of a grenade or shell would be more noticiable and fitting with it. On the whole sound system, it really doesn't matter what you've got if it's a good system as it's all subjective the HS50M's are a cracking pair of studio mixing monitors but to others they may not sound so good for games (or music though i disagree on that one). Share this post Link to post Share on other sites