Ray Solar
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Everything posted by Ray Solar
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it is the broken lods that are causing the stuttering and hitches. You can clearly see when a lod changes happen it has a little stutter. Devs the lod system is broken and needs a rethink.
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it is the broken lods that are causing the stuttering and hitches. You can clearly see when a lod changes happen it has a little stutter. Devs the lod system is broken and needs a rethink.
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it is the broken lods that are causing the stuttering and hitches. You can clearly see when a lod changes happen it has a little stutter. Devs the lod system is broken and needs a rethink.
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The LODs have always been bad in Arma but since Apex they are broken totally. It does need looking into and fixing as it is not just grasses, its the trees, buildings and rocks now. Im going to try and put a video together of the issues. Arma has gone back to Alpha tech demo not a released game.
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It would be a big help if the video settings window could be moveable so i can move it off to one side and alter settings more on the fly rather than having to either minimise it down or go back into game to see the results. Some of the other windows in game are.
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64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Personaly if they would fix the LOD issues and memory leaks that would do for me. Im not ever expecting higher fps as the game is cpu dependant and mainly is all done on one core. My 1080 usage sits between 35-55 most of the time and the temps stay very low too not much more than idle temps. I will be honest and say I will not buy any more DLC for arma 3 as i feel like i am just funding the creation of the new engine. I too respect the devs to keep on working on Arma 3 but there are clear large issues regarding LODS and fps spike drops. Tanoa is just a step too far for the engine to cope with even before using any AI. 64bit should be helping wirh stability but for Tanoa and LODs of all maps its not. Even the games own missions like Armed assault are running worse and have larger fos drops now once the AI reacts. it would be intersting to see why the map proving ground runs flawlessly without a single grass lod changing. -
64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
I understand that many play games on pc's at under 60 fps, many are fine with that. I understand that the cost of pc's means we cant all afford a nasa super computer but the reality is that 60fps is the minimum norm for pc gaming. If the pc you have struggles getting 60fps on other games then really Arma is never going to be viable in your pc. The issues are that when the game drops from 130fps down to 35fps on Tanoa without any AI on the map then there is something not right with the engine. i am using a gsync monitor so when i get these high fps drops it is very noticble. It doesnt take a full squad of AI to bring the game to a slide show. A couple of heli on Tanoa does it. I do find such low fps unplayable and the hitches and broken lods now which are all over the screen on the landscape are unacceptable. Even on the parts of the landscapes where i get very high fps the constant lod switching of trees, grass, rocks and buildings makes it look like an alpha game or a early tech demo. The game did not have such bad lod switching before. Yes grass had issuesveven back in arma 2 but never like this. This is the only game I have that does not stay above 75fps im usually up in the 100's 30fps is not ok for a pc game if people are ok playing like that then that is their right but game makers should not be ok with leaving it like that. Tanoa needs fixing and the lod system needs fixing as I can not beleive Apex was released and Tanoa without a working lod system. Why is any more DLC being developed if the engine is not at a state to use it? i used to play arma 2 alot and had great online games with decent fps and no rubber banding after they fixed it. I dont play online at all on arma 3 due to the poor performance on any server. -
64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
With no AI I just can't keep Tanoa over 60fps no matter the settings, even dropping objects to all the way down. fly over a major town and it drops to 35-50. Simply not playable. Put AI in and its just not worth it. -
64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Yeah it makes no difference the same amount of pop and change happens. Mine is set at ultra at the moment. The trees will change around 4-5 times right underneath you, rocks do the same. Its all just broken. Certain of the lods actually flicker too. Mainly on the trees. -
64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
I am on a fast SSD too and still get the stutters constantly in Tanoa, it is not as bad as it was if I put it on a normal Drive. Stutters like that are normally due to streaming issues of textures, or assets. The engine is just being crippled by the LODs and everything trying to stream in. Pre Apex nothing like that happened. basically the more complex the maps are the worse all the LOD problems get, and the streaming of items becomes an issue. Sad thing is this is all without any AI which is the whole point of the game. A mil sim is pretty useless if it just become a broken landscape and fog simulator. There is no way you can have fire fights with fps as low as 35-50 and be precise and have enough landscape in view to be immersive. -
64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
Go to George town on Tanoa without any AI and look at the fps no matter the view distance. That's also where the broken building lods are too. The apartment blocks with the red stripes. all of them at some point when facing certain ways will cause the lods to go blurred. 100% repeatable in the same places. Move closer to them with the camera or with your character . The small single story blue building that is copy and pasted all over the entire map just with different posters on it also has LOD change issues. Its the one with the ION security services poster on it. Once you see one broken LOD you start noticing them all over the map. Building after building will change in some way when you move around the map. They will do it at exactly the same point too. The changes are far to close to the camera, the worst of any game I have seen. Fly over Tanoa in a helicopter and watch every tree's lod change constantly back and forth right underneath you totally change shape constantly. The whole LOD system is broken and has been since Apex. -
64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
I understand it is not going to increase fps but it should stabilise it and allow you to use a higher view distance, but on Tanoa it is not stabilising the fps at all. The map still has the stutters and hitches and I still have to set the view down at 1000 or under. There are huge drops in fps in certain places on Tanoa even when nothing much is on the screen. 4000 on other maps, 1000 and below on Tanoa that is a big difference and that's not even with any AI in at all. It is interesting that on the map proving ground there is zero grass lod pop or changes in the lod's. I have gone over and over the map spinning the camera fast first person and third person. The grass is totally stable no changes in the lods at all. Put the other maps on and they are horrid. Constant lod changes all over the screen of the grasses. -
Since Apex the game has many LOD issues, from textures, buildings, grass and scrub pop and change. The game always had some level of pop in and lod levels changing but they are so much worse now. Buildings will swap to low level lods when you move closer to them and then snap back to high. Some lods will flicker causing buildings to flicker or trees. My biggest problem is the grass and scrub lod changes constantly all around you. It just looks broken. The grass change shape constantly, the shadows go in and out, the quality of the lods never gets any better they just change shape really. They could just stick to one slightly lower state LOD and no one would mind if it meant there was not the constant changing under your feet and it may improve performance.
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64-bit Executables Feedback
Ray Solar replied to Richard.biely's topic in ARMA 3 - DEVELOPMENT BRANCH
64bit has not helped at all on view distance on the Tanoa map or object distance. Using the CUP maps the 64bit has made a large difference allowing me to boost view distance up to 4000 and even boosting sampling up to 125-130 even 150 is still giving me high fps apart from in large towns. I have everything set at ultra apart from PIP which I have off as it always has halved the fps. Chenarus looks so good with the views up higher and is silky smooth with no stutters like the newer maps especially Tanoa has. Tanoa crashes the game a lot with memory reference issues or reading issues even just in the editor flying around with the camera. The texture streaming on Tanoa can be very slow cause large areas to be blurred for a while until the texture pops in. -
A better system of AI changing states may be of help to the game which I talked about earlier. Too many change of states at the same time must be bottlenecking the game engine in some way. So when a group of AI become aware of you and it triggers the run for cover or start shooting states all of them seem to react together at the same time, maybe a more realistic way would be for say one to spot you and then they are triggered first, then the others are triggered after one another as though they are letting each other know what is going on. Yes all of them would hear say a gunshot at the same time but maybe even just staggering the trigger states more might help the game engine out and cut down some lags.
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I have found the CUP maps have far less grass LOD problems than the newer maps. The brown long wild grass still pops in more branches but not the whole constant changing of grass and shadow all around your character and in your view. Also the grass problems did get far worse when Apex dropped. Even the Beta had it happen as I remember switching between the two a few times to check. The stutters were there also in the beta build of Apex but not in the regular pre Apex build, again I checked and double checked by switching between them a few times. Your probs right in that it is just the way the engine works, but Apex I think has made it far worse and it makes me not want to play it. Tanoa is a mess really with poor LOD's of grass and buildings and too much copy and paste of textures, assets and design in general. The performance is so bad on Tanoa there is no way you could actually do any play with any AI on the map without putting the vie distance and objects down to 1000 and under which makes the landscapes pointless as they are just in fog. You should at least be able to see the next hillside for any useful gameplay. The triggering of AI states causes too much of a hit on performance, even in the editor adding one blue and one red heli causes large fps drops. I can't see this changing to be honest unless they can find some missed issue in the maps or engine that is causing memory problems due to LOD's for example, or in the asset streaming side of things. Really no work should be done on any new DLC until the memory leak and crash issues are found and removed. Tanoa needs looked at properly and quality controlled again especially looking at the asset lods and streaming. I can't see me buying any more DLC at all as I am not able to use the recent Apec DLC in any useful way.
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There are many LOD issues on the Tanoa Island. Not only does the grass pop in and change lod levels constantly around your feet but there are many buildings LOD's that are broken. In one of the town or cities, there are office blocks or apartments with a red section running down one side. These have a broken LOD issue. As you move closer to them the LOD of the building will jump back to a low level lod and be all blurred. It then will jump back to a high level LOD moving closer. Building around them and behind them are fine. A couple over buildings also will have a flicker of its lod. As many of these building are just cut and pasted assets they all have these LOD issues. So all of the identical assets around the map will have the wrong LOD's load in and out. Maybe many of the fps drops and poor performance issues on Tanoa are actually to do with broken LOD's. but since the new lod streaming was added into the game it is causing more troubles than cures. Tanoa constantly has hitches and little stutters, even when the fps is up very high. Even in the editor just using the camera The other maps and even the CUP maps are silky smooth with no stutters at all. I run the game on an SSD and have an i7 6700k at 4.6ghz stable and a gtx 1080. These stutters have been in the engine now since the Apex dlc and updates. Tanoa needs many more quality control passes not only for broken LODs but for the poor cut and paste of assets which are all over the map. The performance of Tanoa makes it unplayable without dropping the distance down to a fog simulator. This is before even adding any AI at all. I have to drop the distance and object distance down to 1000 on Tanoa to keep it above 60fps without any AI on the map. There are still drops down to 35 to 50 fps around the towns and cities. This is just not acceptable for a game that is still being sold in todays games market. On CUP maps I can boost the distance and objects up to 4000 and fly all over the maps and have very smooth high fps, only high density towns bring the fps down to near 60. This is also with the sampling also boosted to 125-130% On Tanoa I have to drop settings further down below what I have every had to before for any of the other maps. The performance and stuttering on Tanoa for me makes it unusable, I don't play on the map at all really only to test it when new builds come out. Also using these builds the missions now perform much worse than they did before. Armed Assault drops to much lower fps than before using the exact same settings. Once any AI interaction starts the fps drops far too much to for smooth game play. The fire fights bring the games fps down too much, drops from 120fps to 35 are unacceptable for gameplay and make any AI interaction a waste of time. The moment AI change state there are large fps drops. So the moment AI spot you the fps will drop for a few seconds before rising back up once they start shooting. Maybe a more staggered AI state change may resolve these fps too. Instead of the whole group of AI spotting you at the same time maybe one could spot you and then gradually more of the AI group become aware and then their AI state changes. This might reduce the amount of lag caused by the engine processing many AI state changes at the same time. I kind of wish the game just stuck to one grass LOD instead of constantly changing. Each different lod is not any higher fidelity than the last or look any higher resolution, they just tend to maybe have more grass blades or be a different shape. One or two lods would be enough and would maybe help the game engine out a little. I tell A lie both Altis and Stratis have the stutters too although not as often as Tanoa. And these maps have the broken grass LOD's too. It is so bad. the grass and scrub constantly change around your feet and all over the view. So immersion breaking and distracting. These stutters were not there on these maps pre Apex. They have been in every build since. No game should have stutters and be called playable.
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Im on a gtx 1080. The lod switching has never been good but it is defo worse since Apex on all same hardware. Same on Amd too tried both. On Stratis it is constantly changing the ball looking scrub changes like 4 times in the space of 4 steps forward. Wish they would just pick one mid to hi res lod and stick to it. Non of the lods look any better than the last. Flickering landscapes put you off so much. Changed mallocs and framesahead settings nothing alters the stutters and lod changes.
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64bit will make a big difference to the game for people like me with a top end pc that is already set up correctly. The 64bit skyrim has made a huge difference to me on my system. Skyrim had stutter issues on windows 10 on both amd and nvidia. Im now running the game on ugrids 11 and it is totally smooth now. That jyst wasnt possible before. No crashes or stutters even near Riften. Arma 3 since Apex has very bad stutters and hitches they started in the beta while the regular game had non. The lods of grass and scrub have worse pop and transition changes. They constantly change shape right under your feet it is horrid and totally breaks immersion. It is definatly worse than before Apex. I am hoping the 64bit will help with the loading of texture and lods and hopefully fix the stutter which may be to do with lod changes in Apex. My fps is very high in game so i notice drops and stutter more than say someone with low fps. 64bit will give us more stable fps rather than higher and should give us larger view distances which will make the game much better as the landscapes are part of the combat and gameplay. It was not suposed to be a fog simulator. So dont expect jumps in fps but more a more stable game. The Ai will still be a problem and as soon as the Ai inreracts you will still get huge fos drops. Decent AI will need a new engine. Test the ai in the editor. I can have lots of frendly units on screen and still have very high fps add one enemy and the game takes a hot steaming dump. Even one enemy heli and one friendly cause large fps drops and a non smooth game.
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Since Apex update the game stutters and hitches constantly. It has been unplayable since then. Im on an i7 6700k at 4.5 Windows 10 latest build Gtx 1080 all nvidia drivers are the same. Running on ssd Constantly freezes then jumps forward to catch up. Did not do this before Apex. The game used to be very smooth for me. Now even in the editor it stutters. I can get high fps but still have stutters and hitching When Apex was a beta it stuttered while the normal build did not.