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Sarge6754

Arma Particle FX Example

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Will Armed Assault have volumetric, gradient mapped, animated, and high-res particle effects? Here's an example of the PERFECT war particle fx from a to-be-released strategy game... This is no demand thread, but it seems that the standard OFP particles are still being used in Arma builds. It seems that great particle effects are a must for a game like Arma, it would be so beautiful! The screens of "World in Conflict" below just make me drool! (Although Arma still makes me drool more... )

WiC 1

WiC 2

WiC 3

WiC 4

WiC 5

Below are even more examples of what I think are some of the best particle fx in games to date...

1

2

3

If you can't view the images by clicking the links then copy and paste them into the address bar

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Urgh, yet another place you need to register to get any content. This got to be worth it wink_o.gif

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It probably wouldn't lag too much more unless the particle textures were ungodly huge.

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this site dont work in FF :/

In IE Going it.

against links from ve3dmedia.ign.com :P

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<s>Whilst the thread perhaps almost had enough merit to stand (despite it being answerable along the lines "ArmA will have what ArmA will have" etc), however the fact you use links which force subscription to a premium site negate the validity of the point I think.</s>

Thanks to MrZig for pointing out that copying the link into the address bar makes them viewable, therefore I retract my closing smile_o.gif

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Those are some mighty fine particle FX in the screenshots (copy link into address bar works nice). If people think of or are worried about Fx"lag" I think the new definition for that should be GR:AW.

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Those are some mighty fine particle FX in the screenshots (copy link into address bar works nice). If people think of or are worried about Fx"lag" I think the new definition for that should be GR:AW.

Hmm... like the particles make GRAW lag or GRAW lags but its not the particles fault tounge2.gif .

I hope BIS wont overdo the special efects too much and keep them realistic, seeing tanks on fire is already a little... strange confused_o.gif .

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What is strange about tanks on fire?

You can find hundrets of pics in the net with tanks on fire.(even abrams in irak)

I would really like to see more realistik smoke.

(bigger, longer lasting and more wind affected)

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Any chance of mirroring those images to imageshack/photobucket, it's extremely annoying have to copy/paste them into new tabs, so much so I looked at one and gave up tounge2.gif

Anyway.. Slightly worried when I saw :

http://ofp.gamepark.cz/news/pics3/armaavid2.jpg

http://ofp.gamepark.cz/news/pics3/armaavid3.jpg

I know it's not final, but the effects seem to have gone backwards from OFP.. (Then again some of the other effects, like in the video where the units are getting out the heli, the dust particles look far far better)

I think OFPs particle system, despite eating frame-rate a lot of the time, was good.. Good example, the FDF mod's dead-tank smoke plumes, which look great, even when flying though it..

Hm, slightly unconstructive post, but njeh

- Ben

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Anyway.. Slightly worried when I saw :

http://ofp.gamepark.cz/news/pics3/armaavid2.jpg

http://ofp.gamepark.cz/news/pics3/armaavid3.jpg

I know it's not final, but the effects seem to have gone backwards from OFP.. (Then again some of the other effects, like in the video where the units are getting out the heli, the dust particles look far far better)

I think OFPs particle system, despite eating frame-rate a lot of the time, was good.. Good example,  the FDF mod's dead-tank smoke plumes, which look great, even when flying though it..

Hm, slightly unconstructive post, but njeh

- Ben

Well, i agree, but im 100% sure bis is still tweaking them wink_o.gif

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tanks are full of all kinds of explosive and flammable materials. If somethign has enough punch to break through the armour, chances are good that there will be a fire of some kind.

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bear in mind the video compression will make the smoke look like crap, as it takes colours that are close to each other (like in smoke) and gives them a flat, uniform color.

-- dont worry too much.

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*Is amazed*  wow_o.gif

Gotta agree on those ArmA smoke plumes, they do look shocking. Hope they get (or have had) a major revamp at some point.

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[imghttp://www.vicdsl.plus.com/Crysis.jpg[/img]

notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif

Crytek's Crysis btw (DirectX 10)

I'm sure those effects would run good on the scale of Armed Assault, not.

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[imghttp://www.vicdsl.plus.com/Crysis.jpg[/img]

notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif

Crytek's Crysis btw (DirectX 10)

I'm sure those effects would run good on the scale of Armed Assault, not.

hehe, you must admit it does look nice tho biggrin_o.gif

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ArmA needs dx10 features, NOW

But most of us can't even upgrade to dx10 graphics cards right now. sad_o.gif

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ArmA needs dx10 features, NOW

Why?

To reitterate, why? I can think of some API reasons why Dx10 would clean up some hassles, but I suspect that's not why you put it in. You know why people play nethack? It's because of the uber-1337 gfx over a 80x25 tty console. Oh wait, maybe it has something to do with the depth of the content and the gameplay.

If you change the textures and the models for the cl_particles in OFP right now and spend enough time scripting some drop commands you can make your own insanely cool particle effects. OFP right now supports 4096px textures if you have an nvidia card, ATI hasn't seen fit to bother adding in support for textures above 2048px. So that's 1.22cm per pixel for ground textures. And so on and so on. If it's eye candy you want, you can have it right now in OFP.

Sure it will lag your brains out. But DxN+1 does not make things go faster. If there's any speed change, each successive generation will go slower due to the function call wrapping and virtualization that will come in Vista.

What Dx9 has for coolness has nothing to do with pretty pictures at all. It is strictly about how to make custom commands to the video card. The idea is rather than make an OFP script that loops to make a bazillion drop[] commands with each being a seperate arbitrary function call to the GPU using a full instance of a generic mesh and texture, instead that particle effect can be rewritten to be spawned inside the GPU, rather than sent to the GPU.

Dx10 is a totally different can of worms. Again it has nothing to do with pretty pictures, the improvements have to do with how the system talks to the hardware and your applications.

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The nice thing about non-dx10 games like this is that I will never have to worry about FPS stutter on my laptop.

yay.gif

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Anyway.. Slightly worried when I saw :

http://ofp.gamepark.cz/news/pics3/armaavid2.jpg

http://ofp.gamepark.cz/news/pics3/armaavid3.jpg

I know it's not final, but the effects seem to have gone backwards from OFP.. (Then again some of the other effects, like in the video where the units are getting out the heli, the dust particles look far far better)

I think OFPs particle system, despite eating frame-rate a lot of the time, was good.. Good example, the FDF mod's dead-tank smoke plumes, which look great, even when flying though it..

Hm, slightly unconstructive post, but njeh

- Ben

Well, i agree, but im 100% sure bis is still tweaking them wink_o.gif

They did say it was in Alpha stage still...

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Crysis looks laggy and yet just another sci-fi shooter, i think all this fuzz for new technology and graphics is filling the market with nice looking shit.

Far Cry was terrible, the water looked nice but other than that it wasnt close to be a decent game..

And for how long did one play those mighty DX9 games? A week?

I think i will enjoy Armed Assault for many years to come smile_o.gif .

I will start thinking about DX10 when BIS anounces a DX10 app notworthy.gif .

Oh yeah, the smoke and particles... i dont care about it if it drops my frame rate to single digits tounge2.gif .

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