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scruffy

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Posts posted by scruffy


  1. qwasder: Do you start Arma as admin? I think you need to do that to use ACRE? It's basically the same problem that Op4 posted. When the application runs as admin others don't seem to be able to catch hotkeys. So start Steam, TrackIR, MouseSoftware, whatever as admin too.

    As an additional obstacle: My TrackIR software reads the custom profiles from a different location when run as user/admin. I think the later was inside the program folder (if installed on c:\program files) and the former somewhere hidden in appdata.


  2. Great work Engima, a very fun mission. :thumbs-up:

    As Neo already said the random starts can get a bit tedious, with the long black screens and random deaths. But I guess the funniest thing that happened yesterday was when a patrol entered the prison just before the guard died and snatched all his AK ammo before we could get our hands on it :icon_mrgreen:

    The nighttime fighting was tense, no need to let NVGs turn up everywhere. A different season (or option to change it) where it takes longer to get fully dark or full moon, you can already choose better weather for a cloudless sky, the GP-25 flares already available and maybe some weapons with flashlights could be fun. Maybe just some NVGs at the depots and communication centers. It adds more urgency to get going when it's slowly getting darker and you can't see anything.

    We'll play again today and report back.


  3. How does Supersampling in Arma run for others? Even "low" for Antialiasing drops my FPS lower than 150% 3D resolution on 1920x1200 does most of the time. It looks better with foliage than AA as I don't like ATOC, helps against shader aliasing and does not have the white-border-bug in combination with smoke. It isn't as smooth as AA, though SMAA can help. 200% looks awesome, but I guess I'll have to wait for my next graphics card to use it anywhere else than in the desert.

    Libertine: Search the web for Nvidia Inspector (and the proper AA bits for the games and how to lower the texture lod) to get SSAA in most games. ATI users on a >=5000er card can force it in DX9 games. I played Mass Effect 1+2 with it, it's great.


  4. As far as I understand without a proper modified version there is nothing ENB can do that you can't already do with ingame-/driver-/monitor settings?

    So "only" colour, contrast and brightness changes like this: Normal, "ENB"

    >90% of settings I see look bad for me, but as Fenrisulven noticed it's depending on your screen. Still better to use normal options I guess, so no incompatibilities or maybe cheat detections?

    Adding SSAO would be nice, so you can enable it without using PP ingame with all it's bloom/blur/dof stuff I hate, and play around with its settings.


  5. RAM size doesn't seem to matter in this benchmark, as you can see with 6950 1 and 2GB cards. No FPS difference, LOD loading is something no one will compare though.

    It seems to be a nice card and a big enough jump to finally get me interested in an upgrade in the future. It's to pricey though, but that has to be expected. We'll see what Nvidia has to offer in time for Arma 3 I guess. It is a smaller chip, needs less power and is faster than the GTX580. Will be interesting to see how the smaller GTX660 cards will compare.


  6. Both are set. So your personal settings should have no effect.

    sceneComplexity is the same as object details in video options.

    (you might apply lower or higher values though than those settings available via UI)

    Ah, so the first are set anyway, didn't care to check first.

    So what we can take from this is just: Don't bench in your gpu limit.

    New results with Version 1.60.87136

    malloc=tbb3malloc_bi
    ["AVERAGE FPS: 71"]
    
    malloc=tbb4malloc_bi
    ["AVERAGE FPS: 80"]
    
    malloc=jemalloc_bi
    ["AVERAGE FPS: 78"]
    
    malloc=nedmalloc_bi
    ["AVERAGE FPS: 73"]
    
    malloc=tcmalloc_bi
    ["AVERAGE FPS: 80"]


  7. autotest.arma2OAprofile

    sceneComplexity=1000000;
    viewDistance=10000;
    terrainGrid=3.125;

    Should be terrain- and object-details to very high, though viewdistance is set inside the benchmark I think.

    Arma2OA.cfg

    Render_W=960;
    Render_H=800;
    FSAA=0;
    postFX=0;

    50% resolution for me, no AA and postprocessing to make it easy on the GPU.

    I guess the second change is what made the difference, as I was mostly GPU limited with my normal settings. No idea if the others (or shadows to normal/high) make a difference for memory usage.

    @MadDogX: Yes, it was a bit like changing back to the HDD from a SSD, no real drop in FPS but a hiccup when waiting for something to load.


  8. Version 1.60.86705

    tbb3malloc_bi.dll
    ["AVERAGE FPS: 73"]
    tbb4malloc_bi.dll
    ["AVERAGE FPS: 80"]
    jemalloc_bi.dll
    ["AVERAGE FPS: 71"]
    nedmalloc_bi.dll
    ["AVERAGE FPS: 71"]
    tcmalloc_bi.dll
    ["AVERAGE FPS: 76"]

    Changed some settings to not be limited by gpu as much and see a difference. With normal settings only jemalloc is different with 2 fps less than the others. It was stuttering distinctly though, I wondered it was only 2 fps lower on average :eek:


  9. My biggest gripe with graphics is that separate textures for streets and even runway/taxiway on the airports are missing. On South Asia the runway markers on the airport disappear when getting close and I have problems to differentiate roads or other lines on the sat-texture from small rivers unless the sun comes from the right direction.


  10. When Arma 2 was released I upgraded my PC and nearly bought a GTX275. But the first benchmarks showed a Radeon 4890 beating even the GTX285 and a Radeon 4870 came close. That benchmark already used a newer driver version, so that should be at least a part of the problem. Later the Nvidia cards gained some speed with newer drivers, but I think Arma still is one of the games that swings a bit to the Radeon side on otherwise comparable cards. And it's way harder on the GPU than the FSX is ;)

    My SSD is too small to fit TKOH besides Windows and Arma, but the difference when switching Arma over from the Velociraptor was easily noticeable. I guess Take on could gain even more than Arma, as you normally want more view distance here. Though not mandatory it's definitely something to keep in the back of your head for an upgrade. (Does anyone know another game that profits as much from an SSD? Apart from loading times. Maybe FSX with large scenery addons or Tileproxy)

    Easy test how much your GPU limits: Disable PostProcessing and AA and put your 3D resolution to 50%. That should roughly show what the CPU can handle, and you can check if streaming is a problem by watching the time the better LODs need to load. If it's a lot faster with halfed view distance your system is struggling.


  11. I have been flying the full version over the last days now. I also snuck in some OA coop sessions with friends and I'm coming here from one right now, because I just realized something:

    This is horrible!

    I don't know how nobody seemed to notice during testing or if it's on purpose?

    Flying a chopper was always fun in Arma, but I just did a bit of taxi service in a Huey and it's all feeling so... I don't know, damped?

    So thanks for the great game and curse you for ruining Arma flying for me :p

    Now I really need the new flight model in Arma 3.

    Edit: Sellig63, is that train on the left riding on one bar from each track? Looks like what would happen if you put me in one of those :D


  12. I got Bushlurkers Lolona'i into TKOH with some creative config twiddling, Berghoffs African plants work without edits. I also tried Mondkalbs NAM, but that has got more A2 dependencies than I thought. It's running, but crashes and throws errors.

    Which other islands use only their own stuff? Has anyone tried if the objects from A2/OA work?


  13. Tried the patch just now and noticed two things in multiplayer (Hi Dirtydeeds :icon_w00t:) that caused some problems:

    - Had to enter every helicopter twice, first time would just rewind the get in animation immediately

    - Helicopter positions weren't properly synched, I always appeared a few meters below my actual position. Hovering about 1m above the water had the light helicopter submerged up to the main rotor for other players.

    Other things I learned: Don't land on a whale, it seems it can't carry the weight ;)

    Just downloaded patch 2, let's see...

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