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Curious if anyone else get's an odd firing behavior on single shot mode? For example if I fire in single shot mode I can get a three shot burst that's staggered randomly like pop .. pop ........ pop, or I can get a pop ................ pop for example. I believe I was using the MXM when this happened, haven't really tested it much though except for that one occasion.

not 100% sure what you are talking about, but when shooting the gun with low FPS, the rate of fire is kind of slower too.

So do you get your odd behavior with low FPS only or in any situation?

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Curious if anyone else get's an odd firing behavior on single shot mode? For example if I fire in single shot mode I can get a three shot burst that's staggered randomly like pop .. pop ........ pop, or I can get a pop ................ pop for example. I believe I was using the MXM when this happened, haven't really tested it much though except for that one occasion.

This really sounds like a hardware mouse problem to me - I had a similar behaviour with aiming in A3. My mouse started to give several random RMB signals upon one click; warrantly replacement fixed that.

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can anyone compare the FPS from stable and dev? it looks like BIS are working on optimizations :)

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can anyone compare the FPS from stable and dev? it looks like BIS are working on optimizations :)

I don't have any numbers for you but it's surely better. The new HDAO method gave me much better performance than SSAO and situations where there is a high server load or client CPU load also seems better.

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cool thanks man, hope theres plenty more to come!!

and the stable build (1.10) gets the improvements too I hope

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I tested AI performance yesterday and didn't see much of an improvement in that area. 150 distant AI fighting in a town (far outside of rendering range) still cause a massive single-thread CPU performance bottleneck. (25 FPS, down from ~65 without AI.)

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Curious if anyone else get's an odd firing behavior on single shot mode? For example if I fire in single shot mode I can get a three shot burst that's staggered randomly like pop .. pop ........ pop, or I can get a pop ................ pop for example. I believe I was using the MXM when this happened, haven't really tested it much though except for that one occasion.

I sometimes get that when a gun's sound is not loaded, the first shot or two get delayed because the sound is loading. Only happens on the first shot though, subsequent are okay.

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I sometimes get that when a gun's sound is not loaded, the first shot or two get delayed because the sound is loading. Only happens on the first shot though, subsequent are okay.

Huh, I always thought it was trigger reset.

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I tried testing the mouse issue again and couldn't replicate it. I'm thinking it was an FPS issue as when it happened I was running a test mission with some AI in Kavala which always destroys my FPS. It also could be a mod though I'm only running CBA and JSRS and I think the ShackTac HUD and that's it.

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Is HDAO for AMD cards only ?

Nope, works on NVIDIA as well.

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I tested AI performance yesterday and didn't see much of an improvement in that area. 150 distant AI fighting in a town (far outside of rendering range) still cause a massive single-thread CPU performance bottleneck. (25 FPS, down from ~65 without AI.)

That’s because we requesting more and more advanced future. BIS trying to please 1% active (and loud :-)) users on this forum and completely forgetting about 99% general players. I’m afraid we end up with perfect “damage†(or any other) system with completely unplayable (from performance stand point) game.

If game have to track/calculate 30 values instead of 3, no matter how good optimization are, we will get strong hit on performance over and over again.

MPO

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dna, to my mind, this change does not make any sense:

Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades

the grenadier isn't an eod specialist or engineer, there is no reason for their vests to have special anti explosion properties. also, looking a the model, it looks like a regular plate carrier(for the opfor, it's just a load bearing vest), how would it help against explosions when it only covers thier chest? the rest of the body is still exposed.

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i'm sure, BI finds a way, take out all unnecessary calculations by AI, to make them do the job, without hurting the performance a lot.

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the grenadier isn't an eod specialist or engineer, there is no reason for their vests to have special anti explosion properties. also, looking a the model, it looks like a regular plate carrier(for the opfor, it's just a load bearing vest), how would it help against explosions when it only covers thier chest? the rest of the body is still exposed.

Maybe they have some properties of a flak jacket, why not..

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i'm sure, BI finds a way, take out all unnecessary calculations by AI, to make them do the job, without hurting the performance a lot.

Or utilise multiple cores and decouple the simulation from rendering

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Yes, but why is the explosives being changed and not the protective properties of the vest? What if those explosives are aimed at a non-grenadier, they should be harmful and not toned down? At least that is how I read this confusing statement .....

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My rank was reset after the latest update... didn't effect too many people apparently. I've only ran into 2 other people who siad they contact this forum and they were reset after a few hours of making contact with a developer.

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Can anybody confirm that the AAF Officer's hiddenSelections are broken?

I tried changing the texture for selection "Camo" (as defined in the BIS config) to another texture and it didn't do anything, still the same regular texture. Attempting to change it via setObjectTexture doesn't yield any results either.

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