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Latest Beta Patch: 72197

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Sounds like a good patch. The nr.1 lag/stutter thing in OA is the grass on my PC. So much that i run without grass mostly wich isnt optimal as i dont want the advantage. If this helps somewhat - thats a really good thing. :)

Cheers BIS.

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Hmmm...The install of beta is diffrent form A2..

How do i get the beta up and running without tampering

with the INGAME expansions settings?

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;1691946']Hmmm...The install of beta is diffrent form A2..

How do i get the beta up and running without tampering

with the INGAME expansions settings?

Look for the shortcut created in ArmA 2 directory and use/copy that.

/KC

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#1 - (Obvious) Is the extremely slow load times for texture maps. This also affects LOD speeds and is probably why some LOD's don't switch when they're supposed to (or at all).

I second this. 1.07 patch for ArmA2 fixed this issue and the game was smooth and looked good. Unfortunately the LOD and texture loading delay returned in Arrowhead and the game stutters a lot near buildings.

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I just had a quick testrun with this latest build and I agree, slower texture/LOD loading was instantly noticed on my rig compared to previous build 72107.

Will do some more testing when it gets a bit cooler around here...

/KC

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Is the "unable to look up and down when not carrying a weapon" fixed in any of the patches?

(Can't find where it was originally brought up).

Yep - a few beta's ago (I think it was the second one where they fixed it).

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I'd like to clarify the slow texture loading wasn't uniqie to this beta build but with all of OA. I realize some of that may be due to each item having an increased texture size, but it is perplexing it's evident even on a nearly featureless zone such as "Desert".

BIS, I hope it doesn't sound like generic complaining, the above leads me to believe there's probably some optimization that can be done. And thanks for being so attentive :)

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#3 - There are some weird driving issues on the roads in Takistan. Not just improper pathfinding, but it looks like the game thinks there are obstacles in the road (where none exist) so the AI drivers stop in the road and make a big circle around the invisible object in the road. Is this something that warrants attention?

Yup, it's not just weird but funny as hell. What i have experience with my AI drivers is that they go Zig Zag on a straight road with no obstetrical whatsoever. When i had like 4 armored vehicles they all do it!! i will record a video on my cell and post it here once i see it happens again.

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"I'd like to clarify the slow texture loading wasn't uniqie to this beta build but with all of OA."

True, but performance is better in some builds than others. Imho 72107 has better optimized texture loading. I hope they fix this 1 soon.

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Yup, it's not just weird but funny as hell. What i have experience with my AI drivers is that they go Zig Zag on a straight road with no obstetrical whatsoever. When i had like 4 armored vehicles they all do it!! i will record a video on my cell and post it here once i see it happens again.

LoL, if you want to record a video, just use Fraps. It's better i think. ;)

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Yup, it's not just weird but funny as hell. What i have experience with my AI drivers is that they go Zig Zag on a straight road with no obstetrical whatsoever. When i had like 4 armored vehicles they all do it!! i will record a video on my cell and post it here once i see it happens again.

Actually, the tanks going zig-zag has been an "issue" since OFP day one (for those who don't know, Operation Flashpoint is the pre-precedessor to ArmA2, add one more pre- for OA); vote for http://dev-heaven.net/issues/7520 if you like to see this "fixed".

I've only received my game yesterday and put the current Beta to work - I've also the impression that LoD switching is kinda sluggish (but not as harsh as others observed it). zGuba from the CIT team was even able to walk up to a hind and make a low LOD snap from it: http://dev-heaven.net/attachments/7020/hindlod.jpg.

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What i have experience with my AI drivers is that they go Zig Zag on a straight road with no obstetrical whatsoever.

:crazy:

Ehhm, I would be very worried about obstetricals on Takistans roads...

Just for reference: obstetrical @ dictionary.com.

But yeah, the AI driving does have some weird quirks.

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any ETA on fixing the low performance issue on win7 x64?

strange, i have only excellent performance on win7 x64......

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:crazy:

Ehhm, I would be very worried about obstetricals on Takistans roads...

Just for reference: obstetrical @ dictionary.com.

But yeah, the AI driving does have some weird quirks.

Is this ever going to be fixed? There was some AI improvements a while back, but now its over.

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I'm still a noob when it comes to BIS and don't really know where to report this yet, but I've noticed a few things, for one the grass in Chenarus since the last OA beta is now in the streets and sidewalks, I can't seem to bind any key to to a vehicle horn and when the same keys used in vehicle are used in airvehicle they show to conflict and obviously they shouldn't.

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Is this ever going to be fixed? There was some AI improvements a while back, but now its over.

Well, why not? They fixed some AI stuff, then some performance stuff, then some other things, etc. There's no reason why they shouldn't get back to the AI eventually. The most obvious first thing to do would be to upvote the issue on dev-heaven.

Actually, after a quick check I don't think there even is one for this specific problem, so it would have to be created. But first, what we really need are some easy and 100% repeatable repro steps so the devs can fix the problem more easily.

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Has the vegitation LOD been fixed or does the trees still look like something from OpF up until like 25m distance?

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Has the vegitation LOD been fixed or does the trees still look like something from OpF up until like 25m distance?

I'm still working on documenting issues from the last beta, but my guess is they haven't had a chance to optimize that part of the engine yet - ie. that would be a big improvement worthy of a release note.

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Stupid question, but some of the mods improves the AI. Cant BIS use this to officially update the AI?

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Stupid question, but some of the mods improves the AI. Cant BIS use this to officially update the AI?

The AI mods aren't free... ie. they cost fps even on higher-end hardware. So it's definately a balancing act. Including an integrated AI-mod might preclude some people from running the game with the same # of AI they had before.

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The AI mods aren't free... ie. they cost fps even on higher-end hardware. So it's definately a balancing act. Including an integrated AI-mod might preclude some people from running the game with the same # of AI they had before.

Seconded. I'm not a big fan of AI mods though because it's like trying to borrow from Peter to pay Paul.

Most of the behaviour mods I've tried have done their job and improved on areas of AI left lacking in the BIS original. Conversely, In other areas, they seem to detract from the original code. Conduct your own tests using the editor, see what works for you.

I mean no disrespect to AI modders whatsoever. It just doesn't work for me.

EDIT: My post wasn't specifically on topic; but I'm thinking that there's lots of other pertinent issues that need attention before it's worth BIS revisiting the AI.

Edited by Das Attorney

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