instagoat 133 Posted June 7, 2013 I can, and I can´t report any performance problems. :I idk. I´m running an older Nvidia card (GTX 260) and a 3 mhz Dualcore processor on Win 7/64 Share this post Link to post Share on other sites
St. Jimmy 272 Posted June 7, 2013 so uhm, can anybody actually play the dev build today? No problem here. The flickering have maybe increased little over the month or so. Share this post Link to post Share on other sites
jgaz-uk 132 Posted June 7, 2013 so uhm, can anybody actually play the dev build today? Game froze first time (PC also) worked second go. There was a Steam update today also maybe didn't help? Share this post Link to post Share on other sites
gpha5e 1 Posted June 7, 2013 great, must be the server then :) Share this post Link to post Share on other sites
COMMANDOBLACK 10 Posted June 7, 2013 Have anyone of you guy seen your guys get stuck swimming on land? I set my two teams off on a way point as red and green. Red arrived no problem. Green started to swim at 046049, some were in that valley or ravine. The sound of water and everything was there too. They were set on stealth, crouch, fire at will. traveling from the north to the south for extract from the Air Station. A support mod was active and and Heli Cas, and Heli Transport was also active also. Just wondering. Also can anyone tell me what is wrong with my MP if I can not find a game through any of the filters even though I have bought the Supporter Edition? It was working fine before I had to reboot my operating system. Now I can not find or play any MP games. Any thoughts on this one? Share this post Link to post Share on other sites
chrisb 196 Posted June 7, 2013 (edited) Heavily modded, but tried two of my usual test spots, airfield was 101 last update, now 104fps, the airfield started off at 84fps when I switched to dev build a while back and has steadily grown each time. Town was 52 last update, now 57fps, the town started off at 38fps. This is obviously single unit placement in editor.. So that’s very heavily modded, can only assume it should be better than that for when I finish this testing and take the mods out again (A2 mods). Flickering, not sure, only just looked at the fps, not too bothered anyway, it will get sorted, performance first for me, well second really, ai is first, but not expecting much there ;).. Nice one BIS, always moving in the right direction over the past quite a few updates, fps wise anyway.:). Note: Had 44ai in town plus me (45), just to see how it played out, fps sat pretty steady at around 40 with most engaged (that was the one before this update, yesterday), that too was heavily modded.. Edit: Post below reminded me, not put in any details for settings for the above: PP = off (don't like pp) PIP = off (waste of time, hope blakes mirrors comes over) AA x4 (this could be disabled I think, with fxaa being ultra, but I'd loose my atoc trees) AF = Ultra FXAA = Ultra VD = 1500-2000 (object to suit, auto) Shadows = 100 V-sync off Atoc = trees HDR = standard Dy lights = Ultra Tex = Ultra Obj = Ultra Terr = High Clou = Ultra Shad = Ultra Parti = Very High Thats it, I think..:) Oh, on A2 pc in sig (pc:1).. Edited June 8, 2013 by ChrisB Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 7, 2013 I've given up on the 60 fps mark in this game. It's just not maintainable within reasonable settings. I'm able to run around with 3500/1500 view distances and everything on Ultra and get 60 fps, but that's alone in an empty Stratis. Fill it up with AI, players, vehicles and objects and it is just not possible. The only thing that's going to bring that up is if they can somehow enable more than one core handling the rendering thread. AI I'm not too worried about because you can always offload the calculations to a server box. But for single player campaigns? Good luck. Share this post Link to post Share on other sites
nodunit 397 Posted June 8, 2013 Keeping in mind that while alpha will have a few optimization fixes here and there, it's not really a huge goal by its very nature. Share this post Link to post Share on other sites
GranolaBar 10 Posted June 8, 2013 Light of vehicles’ destruction is disabled under water now (http://feedback.arma3.com/view.php?id=4620) Only light yes. When a chopper was damaged and go in water, if you was not died, under the water, without the fire effect now, you can died with damage effect of fire without the visual effect of fire. Normal^^ :p Share this post Link to post Share on other sites
tonschuh 3 Posted June 8, 2013 so uhm, can anybody actually play the dev build today? Mine is straight crashing at start-up. :confused: Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 8, 2013 Mine is straight crashing at start-up.:confused: I've noticed mine crashing randomly at launch as well. At first I thought it was my overclock being unstable but even at stock it happened. I think it has to do with not getting immediate focus on the game as it launches. Like if I try to close the Steam window while launching the game, that's when it crashes the most. Share this post Link to post Share on other sites
johncage 30 Posted June 8, 2013 Keeping in mind that while alpha will have a few optimization fixes here and there, it's not really a huge goal by its very nature. that's ridiculous. alpha is the only time you can test these things for stability issues. beta only arrives once the build is deemed stable enough without further improvements to core optimization. do you know how difficult implementing rendering pipelines and extra cores are? that's not something you do in the beta, which is pretty much the finalization stage. don't hold your breath for true multicore, for some reason bis does not see the value in it. i guess they believe everyone still uses dual core system at best. :j: Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 8, 2013 that's ridiculous. alpha is the only time you can test these things for stability issues. beta only arrives once the build is deemed stable enough without further improvements to core optimization. do you know how difficult implementing rendering pipelines and extra cores are? that's not something you do in the beta, which is pretty much the finalization stage.don't hold your breath for true multicore, for some reason bis does not see the value in it. i guess they believe everyone still uses dual core system at best. :j: I think BI would love to implement octo-core utilization so anyone out there with a recent chip can guarantee no CPU bottlenecking but the reality is they're using an engine from over 12 years ago that just wasn't built to do that. They'd have to rewrite the engine from the ground up and they definitely do not have the resources to do that. I'm sure it upsets them seeing the performance problems and knowing really there's not much that can be done about it. Share this post Link to post Share on other sites
mordeaniischaos 3 Posted June 8, 2013 would you open up your backpack/pockets underwater?the TAKE options work btw, place a ammobox underwater and swim to it, each content of the box has a Take option, same for units that have usable gear on them :) example: imho it just works as intended :) I cannot think of a single reason why getting at your gear underwater would be intentionally prevented. Nothing would stop you from doing that in reality, at all. If you need to do it, you should be able to do it. Being underwater doesn't make opening a backpack impossible or anything like that. Share this post Link to post Share on other sites
HKFlash 9 Posted June 8, 2013 I cannot think of a single reason why getting at your gear underwater would be intentionally prevented. Nothing would stop you from doing that in reality, at all. If you need to do it, you should be able to do it. Being underwater doesn't make opening a backpack impossible or anything like that. Plus you might be carrying explosives or rifle magazines inside it, which you may need for your mission. Share this post Link to post Share on other sites
carzilla 2 Posted June 9, 2013 (edited) Not complaining just want to mention stuff that i hope does not get overlooked -Changing guns while in motion -take attachments only instead of whole weapon. from dead body -pick up wounded friendly and move to safety -can we remove/install attachments from the mouse scroll menu please -Hit detection is somewhat clunky: sometimes you shoot the bad guy and he gets no damage -some sfx are too low or maybe need their own channel example: foot steps, walking thru bushes noise -how about a "splash" when I eject from the boat This is not a Wish List its a Fix list Amd 6x 3.5 GHZ GigaByte 890fx Seagate Barracuda 500 GB EvGA 660TI SC 16 GIG Patriot Ram SamSUNG LED 120Hz 40in Edited June 9, 2013 by PurePassion And belongs here or to the feedback tracker Share this post Link to post Share on other sites
mordeaniischaos 3 Posted June 9, 2013 that's ridiculous. alpha is the only time you can test these things for stability issues. beta only arrives once the build is deemed stable enough without further improvements to core optimization. do you know how difficult implementing rendering pipelines and extra cores are? that's not something you do in the beta, which is pretty much the finalization stage.don't hold your breath for true multicore, for some reason bis does not see the value in it. i guess they believe everyone still uses dual core system at best. :j: Someone should point them towards the Steam hardware survey. I believe at this point, quad cores are the most common according to the survey. Man, I'd love a modern ArmA, 64 bit, multicore engine, damnit. ---------- Post added at 19:25 ---------- Previous post was at 19:23 ---------- Plus you might be carrying explosives or rifle magazines inside it, which you may need for your mission. And if Recon/SEALS have to learn how to manipulate complicated breathing systems under water in the dark without any oxy, I think messing with your inventory should be fine :p Share this post Link to post Share on other sites
St. Jimmy 272 Posted June 9, 2013 BIS knows very well those performance issues/limitations (better multi core optimization). It's huge process that will take time so it doesn't happen for a long time maybe not even in Arma 3. Share this post Link to post Share on other sites
COMMANDOBLACK 10 Posted June 9, 2013 I have noticed one thing in the Dev version: With no weapons equipped or on the soldier. Try to use the binoculars while kneeling. Your character will stand strait up from the crouch position. Share this post Link to post Share on other sites
sproyd 2 Posted June 9, 2013 I cannot think of a single reason why getting at your gear underwater would be intentionally prevented. Nothing would stop you from doing that in reality, at all. If you need to do it, you should be able to do it. Being underwater doesn't make opening a backpack impossible or anything like that. As a diver I disagree. Yes sure there is nothing stopping you opening a backpack underwater but if we are going to go down that route then why don't we also simulate what would happen to a compass, binoculars, ammunition, NVGs, medical supplies etc under 3 bar of pressured salt water. It's not going to be pretty and all your stuff will be f**ked. So I operate on the model that the inventory items are fully sealed off from the water (although in that case it would have to be a vacuum sealed dry bag or your buoyancy would be ruined). Share this post Link to post Share on other sites
COMMANDOBLACK 10 Posted June 9, 2013 For the record I have not had the game crash on me yet, for the most part. I have everything on MAX. I also leave my game running for hours at a time while not being home. I don't think I have the best computer, but it does the job of running ARMA 3 well. I am currently playing on A HP 30" monitor. Two evga GTX 4g 680's in SLI, 16g of Corsair Vengence ram. An i7 3770 3.50 no O.C CPU cooled by Corsair's H60, just in case I feel frisky. MB is a EVGA Z77 FTW, PSU is a Thermaltake 1350 True power. A Samsung 250 SSD, and the case is a CM STORM. Again, everything in game is maxed out with playable FPS. Windows Experience index gives me a strait 8. I guess this is very good. Share this post Link to post Share on other sites
chortles 263 Posted June 9, 2013 I can say this: I'm not so sure that the "Industry Standard" keybinds are actually at all that close to "contemporary FPS"... or maybe I'm just too used to the default Arma 3 controls? :lol: However, F ("next weapon", in practice 'fire mode') doesn't do anything, whereas binding something to "previous weapon" does work. Also, smoke grenades (white, hand-thrown) drop my framerate a lot if enough of the smoke cloud is within my field of view, yeesh! Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 9, 2013 As a diver I disagree. Yes sure there is nothing stopping you opening a backpack underwater but if we are going to go down that route then why don't we also simulate what would happen to a compass, binoculars, ammunition, NVGs, medical supplies etc under 3 bar of pressured salt water. It's not going to be pretty and all your stuff will be f**ked. So I operate on the model that the inventory items are fully sealed off from the water (although in that case it would have to be a vacuum sealed dry bag or your buoyancy would be ruined). There's a diver explosives specialist who can't use his explosives underwater because of this. Perhaps he supposed to infiltrate underwater then explode targets on land. But as you say, load carrying underwater is a difficult logistical undersaking, having a waterproof bag full of stuff means there's a certain of air and thus buoyancy in your gear. Share this post Link to post Share on other sites
mr_centipede 31 Posted June 9, 2013 I think the TRG21 is broken... it can no longer take the 6.5mm 30rnd mag in the ammo box. Must've been mislooked when changing classnames Share this post Link to post Share on other sites
instagoat 133 Posted June 9, 2013 I think the TRG21 is broken... it can no longer take the 6.5mm 30rnd mag in the ammo box. Must've been mislooked when changing classnames Nope, it has been explicitly switched to 5.56 Nato ammo. The devs have stated this is intentional and correct, the labelling has not fully been updated yet apparently. Share this post Link to post Share on other sites