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Housesparrow

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Posts posted by Housesparrow


  1. Make the non-satellite-view of the map (m key) viewer friendly. It is such a glaring pos thing on screen when gaming at night time. The map without the satellite photo, shows more clearly the hills and height levels of the terrain, but the super bright background color burns the eyes.

     

    The non satellite map ought to have a "50%" gray background with a brighter colored lines for the map lines showing the elevation.


  2. Btw, I run 2x8 GB G.skill Flare-X (3200) ram, at these settings, which is also stable for me (using newer 1401 bios):

     

    At present time, I am not sure if running my ram like this at 3333 Mhz is performing better in Arma 3, than some improved 3200MHz settings I also have been using (also stable).

     

    stable3333.png

     

    Update: Apparently, I have a cold boot issue with running 3333MHz with 1401 bios.


  3. Running my 2x8GB Flare X ram sticks at 3200MHz and 14-14-14-34 (previoulsy 2400MHz and 15-15-15-38 or so), my fps dropped from 38 to 37 with a couple of runs of YAAB with Arma 3 video settings set to "standard". :|

     

    Playing Sa-Matra's Wasteland, I seem to get decent fps, though I wouldn't know if it is an improvement with 3200MHz memory speed, over the old 2400MHz setting, and related latency settings.


  4. @St. Jimmy

     

    I had some crazy (and apparently somewhat unstable I found out the other day) ram overclock on my old "intel" computer (2000+MHz), and when I lowered it and retested it the other day, I had my four DDR3 ram sticks at 1600MHz, CL10 (iirc) (stock ram speed). There wasn't much of a change when testing YAAB between the two. I don't remember anymore which ram speed had the best fps, though I never tested YAAB much, so the fps might be a little random given how few times I tested it.

     

    Btw, lowering MSAA down to x2 really helps on the fps when playing Wasteland. I have a 290x on an intel machine, with 2560x1440 screen. I had to RMA my Ryzen computer's PSU, so that computer won't be running any time soon.


  5. I have built a Ryzen computer, however it isn't finished, and who knows what the temps are. A bit confusing. Anyway I did a little bit of testing.

    At the moment, the "Ryzen" ram is just running at defautl 2400MHz and with CL15.

     

    2560 x 1440
    i7 2700k @ 4.6 GHz
    Win 7
    Sapphire 290x
    SATA SSD
    = 37.2 fps (standard)
    = 34.1 (very high)
    = 32.1 (ultra)

     

    ---------------------------


    2560 x 1440
    Ryzen 1800x @ 3.6 GHz
    Win 10
    Asus Rog Rx480 Strix 8GB oc
    M.2 SSD
    2x8 GB G.skill Flare X 3200Mhz, CL14 (running at 2400MHz and CL15)
    = 38 fps (standard)
    = 32,5 (very high)
    = 29,5 (ultra)


  6. I am still waiting for my G.Skill Flare X, CL14 3200MHz ramsticks to even ship. Estimated time to it shipping being 14+ days. :( Looking forward to test with YAAB now that I found YAAB on Steam.

     

    Below, my incomplete Ryzen build:

    • 1800x cpu
    • Nofan CR-95C passive cpu cooler (AM3)
    • G.Skill Flare X 2x8GB, CL14, 3200MHz ram
    • Asus Rog Crosshair VI Hero board (AM4/AM3)
    • Asus Rog Rx480 Strix 8GB OC gfx card 

    • Samsung 960 Evo SSD (M.2 socket)
    • Win 10 pro on a usb stick (only to be used for gaming)
    • Seasonic fanless psu 520W
    • Cablemod's white basic cable pack for Seasonic FL2 psu
    • Fractal Design Define S w. window

    • Like 1

  7. Afaik, zoom, has been buggy for years. I think I saw a twitter post recently that they are working on it.

     

    Unsure if your issue is a reference to the issues I've seen, over the last few years, where vehicle weapons have the zoom becoming stuck. Similar with infantry.


  8. Is there a way I can benchmark this update to x64 client in a meanginful way?

     

    i7 2700k @4.6 GHz

    32 GB, four sticks of DDR3 ram (2166MHz, 10-10-10-27)

    Maximus IV Extreme P67 mobo

    SSD Samsung 850 pro, 512 GB

    Win 7

     

    Btw, playing Wasteland this morning with the new update, with few people on the server, it looked like the game client took up about 4+ GB of ram in task manager.


  9. An all land terrain map, like Vietnam jungle all over, with some more open spots around, but not just a jungle in the center, or with patches of jungle, full jungle map, Chernarus size:

     

    • Multiple hilltops, not too small.

    • Rivers, running and trickling, deep and shallow.

    • More wooden structures, and no concrete stuff.

    • Sensible creation of new vehicle assets. STOL aircraft and helicopters, non futuristic.

    • Non-self-propelled artillery

    • A more refined jungle, and not like Tanoa, with either "passable" or "non passable" jungle, for vehicles. A little more variation to the density of the jungle.

    • Traceable tracks on the ground, from passed players and vehicles. Not necessarily a 100% whole trace, but across trace'able ground, like mud, sand, etc.

    • Having pre-built defensive positions already fixed to locations around the entire map, here and there.

    • Birds going quiet by players making noise nearby. I never experienced that on the Tanoa map.

    • Make an effort creating environmental sounds, that are mixed, and having variations (not just some damn and same tweet-tweet-tweet sound).

    • Multiple variations of the map, to offer different types of gameplay. I.e a variant with razed mountain tops (among other things), maybe more crop fields in an area, etc. 

    • Destructible base objects, that look nice. Making destruction of things more meaningful for gameplay (like razing an area beyond repair), not just to make it pretty.


  10. Anyone having experience with Nvidia's NormalMap photoshop Filter for use with modding Arma 3? I tried it out and it seems I can perhaps make some nice looking rivets this way, with 2D only (without baking 3D geometry into some 2D map texture).

     

    With some gaussian blur over the paint tools, I can easily create something like this:

     

    1268qcz.jpg

     

    1) Paint 66% white dot onto "50%" gray

    2) Paint 100% black dot onto center

    3) Use gaussian filter x4 to smooth it

    4) use the Nvidia filter 

     

    I suppose the rivets would have to be a little smaller I suspect.

     

    For resizing photos, to better control the end result, I like using Fusion 8 (free software, with some limitations for 4K stuff iirc) that has a rescale node with several different filters. Works great when making images/logos for web. I am thinking that using Fusion 8 could *perhaps* also be beneficial for when making normal maps somehow, though exactly how is unclear to me.


  11. You could, but for performance (and as ArmA's mipmapping of textures would cause a 4K texture to blur unless texture detail was set to Very high) you'd be better off with several smaller resolution textures.

    Are you suggesting that it would be ok to have say four 1024 x 1024 textures for a helicopter model, instead of one 4K texture? 

     

    Edit: Oops, I added up things wrong here. :o Four 2K textures would cover the same area as one 4K, my bad.


  12. Ok, it seems now that creating assets for  Arma3 isn't as difficult as I thought.

     

    I found this informative tutorial for creating a simple building, exporting it as .obj and eventually having it show up in Arma 3:

    (images must be viewed in reversed order)

    https://www.flickr.com/photos/94653768@N02/sets/72157633164874638/ 

     

     

    Assuming that image texture files are limited to being 4096 x 4096 px large: Could you have a 4k image texture for a helicopter, AND, a 2048 x 2048, or, 1024 x 1024 px texture map for additional parts (weapons) to that helicopter?


  13. I wonder if BIS is aware of how a player experience the shallow water. This pertains to the depth at the shore.

     

    I think if they can avoid having uneven shallow areas, for which the game will force you to either swim, AND walk slowly, avoiding that would be good, so that you would either have to swim, OR, wade slowly, not a mix.

     

    A complication here would be the tide, changing the level of the water around the coast line.


  14. What are normal maps used for, and what parts of a helicopter model would require creating normal maps?

     

    Unless, there is some parallax mapping going (fairly reasonable) or, or some displacment (unlikely), I can only imagine that normal maps are used for bump mapping.

     

    So, for a helicopter model, I can imagine that normal mapping could be useful for mainly protruding rivets, panel lines, fake grill and vent openings and imitation of wrinkled fabrics. With parallax mapping I imagine one could create some detailed bump mapping that also create the illusion of occluding with itself.


  15. I love doing that while idle so that it stops annoying camera movement (in first person) and that animation where the guy will wipe his brow. If it is a bug I hope it doesn't get fixed

     

    This sounds like what it works like in Arma 3 now, and it is imo very annoying, not realistic at all, because the animation is over the top repeating itself, constantly without pause, ever, forever.

     

    One would think it could be cool sitting crouched by a bush with the weapons lowered, however, the implementation of the animations are so badly done that the animations keep repeating without pause, *making it impossible to SIT STILL* with weapons lowered.

     

    I am not 100% sure what the two of you are discussing.

     

    It sounds to me, like you like raising the weapon to avoid having the weapons-lowered-animations playing. Am I right? This sounds backwards to me.

     

    I don't want to sound overly negative here, but this weapons-lowered-idle-animations in Arma 3 is something that has been bothering me for a very long time.

     

     

    Having re-read the posts, I think the three of us actually agree (me, R3vo, somesanghili), the idle animations are annoying.

     

    One nice thing about lowering your weapon, when you are trying to stay in cover next to a bush, is that your rifle won't stick out forwards from the bush as much as when you have lowered the weapon, but ofc, after lowering the weapon, the character goes spastic with idle animation, being anything BUT idle. :|


  16.  

    Relax people.
    As some may be aware, the 2 things that make gpu work beyond sane values in arma 3 are the foliage and particles.
    For obvious reasons this had to be toned down due to Tanoa architecture.
    Unless you want to see your gpu burning, enjoy it as it is.

     

    Afaik the devs have said something along the lines, that they have simply replaced the small foliage with larger ones, and voila they got Tanoa, with no more foliage than usual.

    I don't believe for a second that my gpu has an issue with rendering geometry, and certainly not foliage. I'd like to see a dev post about that particular issue.


  17. Playing on Tanoa today, I noticed that, if standing between two palm trees and panning between them, if panning slowly then there would be something funny with the LOD's, as if morphing or something, however if panning the camera *quickly* from one palm tree to the other, there is NO such weird morphing going on.

     

    I think BIS did something wrong, the same way they did it wrong with the procedural clouds, which changed and started to reshape weirdly when panning the camera, as if the clouds altered shape when the camera was moved.

     

    I think the switching of LOD's on rocks is the most annoying, so any blending tech should be used on rocks at least. :)

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