nikiforos 450 Posted November 28, 2014 Maybe you're CPU limited. I got a big boost when I upgraded my i7-860 to i7-4790K. I have GTX 780. Yes if you upgrade your CPU it's clear that you will get an FPS boost . I talked about GPUs and only GPUs. Share this post Link to post Share on other sites
Alwarren 2767 Posted November 28, 2014 From my testing - it is caused by Alpha Channel when it is used on weapon model like on Sting's transparent magazine and on GL's sight glassthis could be sorted by adding magazine proxy and for GL a special proxy too (like in Dayz Standalone) I doubt this will happen, sadly. Weapons in DayZ are handled completely different, and I don't think that there are any plans to make the same changes in Arma 3. Share this post Link to post Share on other sites
roberthammer 582 Posted November 28, 2014 I doubt this will happen, sadly. Weapons in DayZ are handled completely different, and I don't think that there are any plans to make the same changes in Arma 3. They are not that much different , they only got more special proxies for weapon parts and thats it in arma 3 we dont need all those weapon parts as proxies - it needs mainly the magazine and quad rail support Share this post Link to post Share on other sites
Alwarren 2767 Posted November 28, 2014 They are not that much different , they only got more special proxies for weapon parts and thats itin arma 3 we dont need all those weapon parts as proxies - it needs mainly the magazine and quad rail support From what I heard so far of weapons in DayZ, they're handeled quite differently. They are their own entity, not just something that is essentially just tacked on the character. Which apparently was needed for the damage model used. The result is that e.g animated attachments are possible. At least that is how I understood it, I don't quite follow DayZ development. Share this post Link to post Share on other sites
R3vo 2654 Posted November 28, 2014 They should remove the MRCO then and replace it with something that doesn't cause that issue. The way it looks now is rediculous, and to be honest, I would be jobless if I finished my work only to 95%. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 28, 2014 The way it looks now is rediculous, and to be honest, I would be jobless if I finished my work only to 95%. Well said, Sir. :) Share this post Link to post Share on other sites
andersson 285 Posted November 28, 2014 3-4 FPS is a step in the right direction. I look at this way: the difference for me between AAx2 and AAx4 is about 3-4 FPS. So due to this increase I can have better AA with the same performance. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted November 28, 2014 Maybe on your system you have difference between AAx2 and AAx4, on my Rig there is no fps difference when using 0xAA or 8xAA, Fps stays same. And 3-4 fps would be a first step, but only if those frames arent lost on next city entering or immersive combats. But this is a different story ^^ Enough offtopic ^^ Share this post Link to post Share on other sites
das attorney 858 Posted November 28, 2014 Getting quite a lot of this recently: 22:06:42 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:43 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:44 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:45 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:50 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:50 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:53 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:55 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:56 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target 22:06:58 Protocol bin\config.bin/RadioProtocolPER/: Missing word obj_target Share this post Link to post Share on other sites
Dwarden 1125 Posted November 28, 2014 want to help, time to test 1.36 RC, need players http://forums.bistudio.com/showthread.php?183653-Arma-3-(release-candidate)-1-36-128482-stress-test-MP-(MultiPlayer) Share this post Link to post Share on other sites
x3kj 1247 Posted November 28, 2014 Improved: Model (P3D file) pipeline:The object's data (geometry and animations) is reversed right after P3D file load (original data) No more reverse operations at game run-time Is there anything model makers need to do differently now, or is it all the same? Does Objectbuilder need to be updated? Share this post Link to post Share on other sites
das attorney 858 Posted November 28, 2014 Bug with "move" waypoint and damaged assigned vehicles: http://feedback.arma3.com/view.php?id=21862 Share this post Link to post Share on other sites
Guest Posted November 29, 2014 (edited) Hi :) Why the devs don't had a magazine recombination ? This feature could be very useful, and seems not really hard to set up. This feature may run like this : The player drag a magazine on another in his inventory. One of the magazine is filled, the other emptied. Exemple : The player drag a mag with 10/30 bullets on a mag with 15/30 => 1 mag with 25/30, the other is deleted The player drag a mag with 05/30 bullets on a mag with 10/30 => 1 mag with 15/30, the other is deleted The player drag a mag with 20/30 bullets on a mag with 20/30 => 1 mag with 30/30, the other with 10/30 It doesn't need any new animation, just a simple sound of contact between bullets, and some time to transfer the bullets. It may be unavailable on heavy mags like those of machinguns. //edit : Or easier, according to the_Demongod bellow Waiting for a reaction from devs, bye ;) Edited November 29, 2014 by Guest Share this post Link to post Share on other sites
the_demongod 31 Posted November 29, 2014 It doesn't need any new animation, just a simple sound of contact between bullets, and some time to transfer the bullets.It may be unavailable on heavy mags like those of machinguns. Everything else sounds good, but large belt mags would actually be easier to combine. With a belt, all you have to do is clip the end of one to the end of another and then lay the smaller one into the box of the bigger one. With a magazine, you have to pull all the bullets out individually and put them into the other mag (unless military magazines have some sort of release that makes taking them out really easy). Share this post Link to post Share on other sites
Brisse 78 Posted November 30, 2014 "Magazine recombination" is not something you want to do in combat. It can take several minutes and takes up most of your attention while making you immobile. Good way to get yourself killed. That makes it an unrealistic proposal. It's something you might do when you get back to camp. Edit: Simulation of chambered cartridge is something I consider more important. Why not have that instead? Share this post Link to post Share on other sites
gliptal 25 Posted November 30, 2014 There is a mod that lets you do this recombination: I haven't played in a while though hence I'm not sure if it still works. Mag Repack, by Outlawled. Yay! Share this post Link to post Share on other sites
DancZer 65 Posted November 30, 2014 "Magazine recombination" is not something you want to do in combat. It can take several minutes and takes up most of your attention while making you immobile. Good way to get yourself killed. That makes it an unrealistic proposal. It's something you might do when you get back to camp. Well then it should take several minutes and make you immobile. Just as using medkit. Player should find a safe position before using the recombination action. I would use it. Many times i have 6 mag with 3-5 ammo in each. It is worth it to do recombination and have 1 full mag instead. Less reload. Sometimes one bullet decide between kill or dead. BI should implement it in the Marksman DLC, which will be infantry oriented DLC. Share this post Link to post Share on other sites
Brisse 78 Posted November 30, 2014 Well, if it's nicely implemented, and does not bloat the interface with stuff that's confusing for newcomers and so on, then I don't mind :) But just having instant recombination with a press of a button? No thanks. I guess something like this could work: Open inventory Drag half empty magazine and drop on another half empty magazine Some kind of animation plays for a few seconds Done A few seconds are not realistic but I guess in the semi realistic world of Arma, we need to keep it shorter than IRL, just like the first aid kit animation. Share this post Link to post Share on other sites
Polygon 11 Posted November 30, 2014 Just a little suggestion: - when pressing RESTART in ESC menu (pause), can you remove the prompt that always asks "RESTART / CANCEL"? It's so annoying. Share this post Link to post Share on other sites
alky_lee 279 Posted November 30, 2014 A few seconds are not realistic but I guess in the semi realistic world of Arma, we need to keep it shorter than IRL, just like the first aid kit animation. In real life a rifleman would carry his magazines and a belt of ammo for the LMG. If running short of ammo the LMG belt could be de-linked and that would take time. However taking rounds out of a magazine is very quick by comparison as the spring in the magazine will be extended and exert less pressure when there's only 3 or 4 rounds in it. It's harder to take rounds out of a full magazine. IRL you learn to load magazines quickly, the same as stripping and re-assembling a weapon. The mag repacking mod by Outlawled has been updated and works well. It's a good representation of real life. It presents you with a selection of partly loaded magazines and you have to select which magazine you take the rounds from and which magazine you put them into. You have to find somewhere out of the way to use it as it is not instant and I have died when using it when an enemy crept up on me. IRL life though you would hold onto your empty magazines as ammunition does not normally come ready loaded in magazines, and care of your magazines is just as important as cleaning your weapon. You would have to pack your own magazines before going out on patrol. Share this post Link to post Share on other sites
Brisse 78 Posted November 30, 2014 IRL you learn to load magazines quickly, the same as stripping and re-assembling a weapon. I know. Done it hundreds of times, during the day, during night, in the rain, and in freezing snow with winter gloves. Still, not something you do during combat. Or do you actually do stuff like field strip your weapon during combat? No, you need a pause for that, and that means the entire squad has to pause. Share this post Link to post Share on other sites
alky_lee 279 Posted November 30, 2014 Or do you actually do stuff like field strip your weapon during combat? /QUOTE]Never while the bullets are flying. As you may be in the field for several days, the rifle was cleaned with a magazine on at all times, just pull back the working parts to open the breach. It wasn't something you would consider doing if you knew there was enemy nearby, but if you got contact, just release the working parts which would put a round in the chamber and you were good to go. The gas re circulation would be a bit more tricky if you were cleaning the carbon off the piston, but you could still fire the rifle by cocking manually between shots. As a section, you would make sure that not everybody was cleaning at the same time and the sentries would alert you to enemy approach. It would only take a couple of seconds to put it back together. Share this post Link to post Share on other sites
DancZer 65 Posted November 30, 2014 Nobody suggested that this should be instant action. It has long term benefits. If you are in safe(spotting) and you have time to do, then you do it. Of course not between two reload. But we have magazines in game( arcade games dont have), so i think we should have some kind of option to do repacking. Drag and drop or via action menu if you have magazines with low quantity of bullets. Btw i would prefer the drag and drop, because i can decide how i want repack(tracers or nit tracers). Share this post Link to post Share on other sites
alky_lee 279 Posted November 30, 2014 Nobody suggested that this should be instant action. It has long term benefits. If you are in safe(spotting) and you have time to do, then you do it. Of course not between two reload. But we have magazines in game( arcade games dont have), so i think we should have some kind of option to do repacking. Drag and drop or via action menu if you have magazines with low quantity of bullets. Btw i would prefer the drag and drop, because i can decide how i want repack(tracers or nit tracers). This shows Outlawled's Mag Repack mod in action and what can go wrong. Share this post Link to post Share on other sites
james2464 177 Posted December 1, 2014 Dear BIS do you plan on incorporating the latest Tru Sky engine updates into Arma 3? I think the clouds and lighting could really benefit with a refresh. :D For example: Share this post Link to post Share on other sites