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GranolaBar

Water simulation, visual and physical

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but in reality it is flat and static, and yet this problem due to aging engine! and it can affect a lot to the immersion

That's actually not true. Have you tried the windsettings yet? There will be real big waves.

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That's actually not true. Have you tried the windsettings yet? There will be real big waves.

Twos videos with the latest version of VbS2.12 (june 2013)

On the 2nd video, the problem with camera on surface was solved. (2min50) I want it !!!!! :cool:

It's not perfect with the simple texture that gives a relief effect (blank surface in the video) but it's more better than the actually water

There is no true upgrade, but there is also mask^^....

Edited by GranolaBar

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yes I tested windsettings!

However you did not understand me or I poorly explained, when I say flat and static I mean by that the water seems to have no volume, no dynamism is as if it were a simple generic texture that can form generic and simple ripple, giving an aspect of wave

you had only to see by yourself that is not all convincing

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I mean by that the water seems to have no volume, no dynamism is as if it were a simple generic texture that can form generic and simple ripple, giving an aspect of wave

you had only to see by yourself that is not all convincing

It doesn't have volume and it will never have. Requesting such feature is beyond unrealistic so I don't really understand what you want?

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I think one of the problems with the water is also its color. If you look closely, there is something like a "blue" cover/layer applied on the water and it doesnt feel realistic at all + the already mentioned camera on surface.

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some picture

http://lv99.de/wp-content/uploads/crysis-water-waves.jpg

http://i.picpar.com/5a9e474ff8d6d1eb6a7d5119c91bcdd7e3d1f2eb.jpg

http://s299.photobucket.com/user/theox2g6/media/Crysis2009-03-0923-57-25-39.jpg.html

it's photo crysis 1 released in 2007 with only DX10

I can not imginer if he would have used DX11

do not forget we are in 2013 and we Have DX11!

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I noticed in the VBS video that water also had reflections.

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ArmA 3 have very nice reflections but only when is sunny and during the storm windy weather the water don't reflect almost like in reality

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ArmA 3 have very nice reflections but only when is sunny and during the storm windy weather the water don't reflect almost like in reality

VBS has actual environment reflections with objects and terrain, and not static env map.

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Im not talking about the shaders. Im talking about the actual physical water, with waves and stuff :)

EDIT: http://imgur.com/tW4WGVd,aHfgA3W,w0YVSTL#0

http://imgur.com/tW4WGVd,aHfgA3W,w0YVSTL#1

http://imgur.com/tW4WGVd,aHfgA3W,w0YVSTL#2

This is because the cockpits in Arma are always rendered last, so you don't have weird things like branches and stuff hitting you in the face while you drive. The water is there it's just being rendered before the cockpit, so the cockpit appears 'on top'.

In certain situations you can actually break this somehow, like if you have something in the viewpilot LOD over a certain length... this is how you get weird artifacts like long guns being drawn behind the character's hands but actually being between the hands and the camera. I guess this also means that you will never see things like bullets penetrating the inner walls of vehicles, because it seems like tracers, sparks and other particles are always rendered before the viewpilotlod.

Edited by Max Power

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Yeah very true indeed! but arma looks nothing like the pictures you have posted is what he's saying, and i kind of agree with him.

If they made the water murky and gave the surface some texture detail or something it would look better.

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but it comes more close than other games in my eyes. of course it depends on perspective, and what kind of water to achieve.

http://abload.de/img/screenshot45945cvsml.png

just compare these two:

http://www.abload.de/img/screenshot1188475jsnr.png

http://www.cepolina.com/photo/Europe/Turkey-Europe/Istanbul/Princes-Islands/5/Princes-Islands-Marmara-sea-island.jpg

its not like theyre totally different...

im pretty happy with it atm. of course when it comes to waves and white foam << onto it etc it could be improved..

Edited by tremanarch

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Visual is a thing, but simulation and physical is other.

For the latest video of VBS, it's new functions i think in the v1.12 from june 2013. I see on the video that the problem of camera in surface of water was solved.

In alpha and actually here, it's not the case and as say a dev in a mp, it's a hard problem to solved. As other players says, dev of BI don't work totally with the simulation of BI who was dedicated to army in the world.

Maybe we can't wait improvement of water, maybe not^^

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ok , So now, I'm talking only about the visual, no physics, no simulation I know it's complicated to put them in the game

I took some screenshot about the visual water , and I could notice some problem :

1- bad and glich texture in to the boat

http://www.noelshack.com/2013-27-1373231998-arma3-2013-07-07-21-51-00-31-bmp.jpg

2- bad white texture

http://www.noelshack.com/2013-27-1373232016-arma3-2013-07-07-21-53-39-93-bmp.jpg

3-I put waves in the editor to 100% and this is what I see, light undulation water, which is not realistic at all

http://www.noelshack.com/2013-27-1373232045-arma3-2013-07-07-21-53-49-99-bmp.jpg

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Two of those things are particle effects. Only one of them has anything to do with water... or rather, the ocean, I guess. The water particles are more or less like the dust particles that are generated near a vehicles' wheels. It's not really to do with the terrain itself.

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yes I agree, but it implanted with water visual effect , and I am talking about the visual effect of water in general and not only water

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My sig has a bunch of water related tickets, check them out and vote!

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Sorry to interrupt you there but in order for tickets to be recognized and taken seriously, they require a certain amount of constructive information and not just a combination of wishes to improve aspect X or feature Y. You don't need to say that. Everybody, including foremost the developers want everything to be the best it can and thus such feedback is worthless.

The feedbacktracker was created as a platform to recieve specific, precise and usable feedback which benefits the development. :)

Just see this as a little advice as such tickets are very likely to be closed.

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Sorry to interrupt you there but in order for tickets to be recognized and taken seriously, they require a certain amount of constructive information and not just a combination of wishes to improve aspect X or feature Y. You don't need to say that. Everybody, including foremost the developers want everything to be the best it can and thus such feedback is worthless.

The feedbacktracker was created as a platform to recieve specific, precise and usable feedback which benefits the development. :)

Just see this as a little advice as such tickets are very likely to be closed.

New ticket :

This is my problem :

plouf_iso.jpg

Number of Vote UP : 125 Number of Down : 17

Status of ticket : SOLVED We can now Plouf...

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