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Hi, not sure if this is the right room for build feedback but since the last couple of builds (124689) I've noticed a performance graphical degredation, admittedly I've created a mission with a huge load of addons - walls, fencing etc but it was ok but now I have a definite update stutter when flying over stratis. Have you guys made some sort of change that could cause this ? Anyone else notice anything ?

Thanks

Yes I'm getting stutter when units/objects load onto the screen for the first time. Once they've been rendered, then the stutter is less pronounced, but rendering for the first time definitely has some hiccups.

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I do wonder if its anything to do with this change -

•TBB4 memory allocator updated to version 4.2u4

Given that now my harddisk seems to be constantly pulling in data - I think the stutter I am getting is literally that.

Does anyone have a definitive set of command line switches we should be using now for arma 3 ? I currently have -

-high -maxMem=8192 -noPause -noSplash -enableHT

I've got 12 gig of ram in this pc.

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I do wonder if its anything to do with this change -

•TBB4 memory allocator updated to version 4.2u4

Given that now my harddisk seems to be constantly pulling in data - I think the stutter I am getting is literally that.

Does anyone have a definitive set of command line switches we should be using now for arma 3 ? I currently have -

-high -maxMem=8192 -noPause -noSplash -enableHT

I've got 12 gig of ram in this pc.

-high does absolutely nothing, no reason to have it

-maxmem is hardcoded at 2047, no reason to set it higher, and it's likely to be automatically set by the game

-enableHT is still in testing phase, I'd say wait until we have better info about that

-noPause makes the game run even when the window is minimized, not sure why you'd want that

maybe you should put the command -nologs to prevent the game to write logs, which may help with stuttering

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I've found that without an SSD you are going to get stutter pretty much regardless.

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Just a reminder that currently the optics are still broken in Mi-48 :):

http://feedback.arma3.com/view.php?id=18670

Same for the HUD of the blackfoot.

When pilote using manual fire, it doesn't hit where we aim. It shoot left too much with cannon or rockets.

Need fix on this.

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Is anyone else now having issues with adding one faction/side uniform to another faction/side? Two days ago, I could put vanilla Independent uniforms on vanilla CSAT guys. Now, nothing...they just run around in their underwear. Vests and weapons still transfer over, but not the uniforms. I'm guessing this has something to do with the new check that a uniform has to be in a faction/side list, but it's kind of annoying that it's changed.

Why does this matter? I'm trying to put BLUFOR/Independent uniforms (either AAF or 3rd party Afghan National Army) on AI that both look and speak Arab/Farsi/non-European. As of now, it looks like I'm stuck with American ANA guys, but wondering if anyone else is seeing this.

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Is anyone else now having issues with adding one faction/side uniform to another faction/side? Two days ago, I could put vanilla Independent uniforms on vanilla CSAT guys. Now, nothing...they just run around in their underwear. Vests and weapons still transfer over, but not the uniforms. I'm guessing this has something to do with the new check that a uniform has to be in a faction/side list, but it's kind of annoying that it's changed.

Why does this matter? I'm trying to put BLUFOR/Independent uniforms (either AAF or 3rd party Afghan National Army) on AI that both look and speak Arab/Farsi/non-European. As of now, it looks like I'm stuck with American ANA guys, but wondering if anyone else is seeing this.

From Sitrep #58:

Script command addUniform now only works for uniforms of a units' side. If you were using it on uniforms of a different side in your previous projects, please change the command to forceAddUniform to prevent having naked soldiers in your scenarios! You can also use the new isUniformAllowed command to check if it is actually possible to don the uniform.

Is that what your looking for?

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It is! Thanks. From playing around with F1 in the editor, I knew there was a check, but didn't know about the forceAddUniform command. Apparently I missed a Sitrep. Thanks again.

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Hello,

please focus primarily on - Enabled guaranteed network messages (enabled by default - to disable add 'guaranteedUpdates = false;' to server config). More info in 27-05-2014 SITREP.

This is a major change that needs to be tested.

Edited by DnA
Added SITREP link

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In the last days the deaths in MP from exploding vehicles got kind of ridiculous, after just hitting a small fence or stone. Did anything change more or less recently regarding vehicle damage or was it just bad luck?

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Great news! Will this fix be put out on the next official patch?

Sure, should happen pretty soon ;)

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More desynchro than with stable version...

Marker are not refreshed, same issue with setvariable with true, when you detached a vehicle from a player, the vehicle goes sometimes to the sea.

This version is worse than the stable one.

When enemy spawn (with eos), my hunter flies...

(with both kind of network, guaranteed and not guaranteed.)

Edited by Mariodu62

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http://www.hostingpics.net/viewer.php?id=7179332014052900001.jpg

http://www.hostingpics.net/viewer.php?id=7179332014052900001.jpg

Am I the only one with that problem? (Stable branch)

With the sight not centered... Difficult to play like that :S

It sometimes happens to me too in the stable. Something to do with clicking the sights button while going prone or standing up or right when the gun is not in the normal center position. It corrects itself after changing stances and beating the right mouse button and saying a little prayer.

Can't replicate. Don't know if happens in dev branch also.

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More desynchro than with stable version...

Marker are not refreshed, same issue with setvariable with true, when you detached a vehicle from a player, the vehicle goes sometimes to the sea.

This version is worse than the stable one.

When enemy spawn (with eos), my hunter flies...

(with both kind of network, guaranteed and not guaranteed.)

Hm, we've just rolled the patch out. Awaiting blizzard.

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it was fine for us on dev.. havent had a chance to try stable yer

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Hm, we've just rolled the patch out. Awaiting blizzard.

Issue with betadev... just tried this morning...

haven't yet test with new stable version of this afternoon

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Fixed: Weapon disappears when taken through context menu on Dedicated Server

YAY! Finally! No lost KAC anymore if I want to grap another scope.

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Well, the ultimate test if it's fixed is a full 45 players on a BECTI match, I'll report tonight if 1.20 has fixed the floating vehicle problem.

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As importantly, "Fixed: Players in ZGM missions can now have combat life saver / repair specialist / explosive specialist abilities" and "Added: New event handler InventoryClosed was introduced".

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