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Adamicz

ArmA: Combat Operations goes GOLD

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maybe due to lags?

i bet you can have more then 65 but it would be unplayable..

I notice that mission becames heavyer when we put lot of men in the map.

i know this engine is really good but its not optimized yet.. not by far.

Putting AI in isn't the same as people. People don't need AI calculations.

I have seen servers running ArmA with 64 people in, usually Bezerk.

Also some COOP missions that have about 30 people and many AI run smoothly. Air Cav is one example.

If you call ArmA un-optimized because FPS drops a bit when you have over 200 AIs in a battle, then what about other games that only have up to 10?

The streaming system in ArmA is the only part that seems to need optimizing, with the textures/models sometimes not being fully loaded when you look at them.

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I used to have 500 ai enemys and 18 live players in OFP (without respawn or spawn), mission was Linoleum, it didn't lag!

Im not saying ARMA is worst, its not, its far better, but i can't put 500 Ai enemys in game without notecing and feeling that the mission is heavyer! ie not run as smooth as it should.

It must be optimized till its max. smile_o.gif

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I used to have 500 ai enemys and 18 live players in OFP (without respawn or spawn), mission was Linoleum, it didn't lag!

Im not saying ARMA is worst, its not, its far better, but i can't put 500 Ai enemys in game without notecing and feeling that the mission is heavyer! ie not run as smooth as it should.

It must be optimized till its max. smile_o.gif

500 AI? Was it being run on a dedicated server? The server does the AI calculations in OFP and ArmA so you don't get the performance impact on the client. I barely played OFP in MP because I had a 56k connection back then. In SP I can have way more AI in ArmA than in OFP.

In SP, OFP would never handle 500 AI with decent FPS for me. The most I tested in ArmA was 200, which was playable. It wasn't in OFP.

Texture loading issues seem to show up more when there is a lot going on though.

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SOBR[1st-I-R] @ April 13 2007,03:36)]
Well you're still here, must have some qualities them.

Well... Ive uninstalled ArmA and sent it to a friend in the Netherlands. I just like the people in this forums, this is why Im here daily and not because of the game, Im back to OFP anyway  smile_o.gif

there is definetly nothing wrong with that! smile_o.gif

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Yeah ArmA can handle SOOOO many more AI at once, it doesnt have as much of a strain on CPU as OFP does. Its just the GFX which takes the most strain and is the main reason for performance issues.

(people either run it with low spec cards or those who use 8800's suffer from poor drivers)

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and again i must point out to the no pagefile tweak for 2gb users, wich brings down texture loading issues,and makes the game smooth as hell nener.gifnener.gifnener.gif

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I used to have 500 ai enemys and 18 live players in OFP (without respawn or spawn), mission was Linoleum, it didn't lag!

Im not saying ARMA is worst, its not, its far better, but i can't put 500 Ai enemys in game without notecing and feeling that the mission is heavyer! ie not run as smooth as it should.

It must be optimized till its max. smile_o.gif

500 AI? Was it being run on a dedicated server? The server does the AI calculations in OFP and ArmA so you don't get the performance impact on the client. I barely played OFP in MP because I had a 56k connection back then. In SP I can have way more AI in ArmA than in OFP.

In SP, OFP would never handle 500 AI with decent FPS for me. The most I tested in ArmA was 200, which was playable. It wasn't in OFP.

Texture loading issues seem to show up more when there is a lot going on though.

yup mission was running on some servers.

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and again i must point out to the no pagefile tweak for 2gb users, wich brings down texture loading issues,and makes the game smooth as hell nener.gifnener.gifnener.gif

Makes me wish I had another gig of RAM.

The streaming did work better in the demo, I hardly saw any texture issues there. It seems like ArmA now loads things based on what appears on the screen (which by then is too late) instead of what is around you (which is what it seemed to do in the demo).

I really hope it is improved in the next patch.

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I used to have 500 ai enemys and 18 live players in OFP (without respawn or spawn), mission was Linoleum, it didn't lag!

How did you get 500 ai in ofp? Just curious, im sure it used to stop me from putting them in after 100 or so.

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I used to have 500 ai enemys and 18 live players in OFP (without respawn or spawn), mission was Linoleum, it didn't lag!

How did you get 500 ai in ofp? Just curious, im sure it used to stop me from putting them in after 100 or so.

63 groups×12units per group×3 sides = alot more then hundred... wink_o.gif

In ArmA its something like:

144groups×unlimited units ×3 = Even more biggrin_o.gif

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and again i must point out to the no pagefile tweak for 2gb users, wich brings down texture loading issues,and makes the game smooth as hell  nener.gif  nener.gif  nener.gif

(OT) How much does ArmA use at the moment? (1.05) Got 2GB RAM myself, would be cool to know it was all being used.

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apparently it dosen't use much RAM atm. It's just a windows issue(see my topic, tweak for 2gb users, in troubleshooting thread, where this is discussed),

wich seems to affect Arma more than other games, as it need to load alot of stuff into memory. in contrast other games use more GFX card power.

btw. I had 1 gb of mem when I bought arma and It was riddled with constant texture and stuttering probs. I bought another 1gb stick of ram and didnt notice any difference. After disabling pagefile, I saw the effect I was looking for, in a ram upgrade, everything was and is smooth as hell.

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it can be configured ofcourse to use more ...

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yes, but why not just eliminiate the slowass pagefile using alltogether. I can use my comp without it just fine, and I'll never touch pagefile again.

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Ah right, I havn't seen any help on how to get ArmA to use more RAM by default before. Whats the best way to get the most out of your sticks then?  tounge2.gif

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Just to pick up Kronsky`s link:

http://en.wikipedia.org/wiki/Gold_release

Quote[/b] ]

As the Internet has allowed for rapid and inexpensive distribution of software, companies have begun to take a more flexible approach to use of the word "beta". Netscape Communications was infamous for releasing alpha level versions of its Netscape web browser as public beta releases. In February 2005, ZDNet published an article about the recent phenomenon of a beta version often staying for years and being used as if it were in production-level [1]. It noted that Gmail and Google News, for example, had been in beta for a long period of time and were not expected to drop the beta status despite the fact that they were widely used; however, Google News did leave beta in January 2006. This technique may also allow a developer to delay offering full support and/or responsibility for remaining issues. In the context of Web 2.0, people even talk of perpetual betas to signify that some software is meant to stay in beta state.

So BI starts to get in line with the bad examples, to me it sounds that this behavior of releasing untested shit was not present from the beginning of the SW industry.

Let's pray that the 1.07, that might be the base for the US release, has at least the quality of 1.05+.

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-Ziggy- @ April 14 2007,00:03)]Will the game be shipped v1.06 and need to be patched to v1.07?

be sure to have your reactivations ready, Sprocket users wink_o.gif

Yeah I know, I'm actually go say FU to Sprocket and go pick up the U.S. Version, whats the deal with the patch? is this 1.6 or 1.7

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disable windows pagefile

How do you do this? confused_o.gif

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Good news! I eagerly wait to play again. It has been months now since I gave up on my garbage Sprocket copy! I'm tired of hearing about it instead of playing it!

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