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Posts posted by Alex72
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Great update coming Rock! Huge props to you for bringing us superior air assets. :)
A question about the counter measures. I noticed when they drop i get a rather big FPS drop. Is that just me or in general? If it's in general then i kindly ask if you could take a look at it when the time permits? I know your a busy man and im in no hurry. Great art takes time (and sometimes sweat and blood too).
Thanks man for the great work. Highly appreciated.
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Images over 100kb replaced with url's in the original post. Denton check our forum rules here.
And thanks for a useful addon. Good work. :)
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Cheers BIS for the RC. Finding it good except a bit fast transitions standing to crouching. Havent tested every anim yet but those were the ones that standed out. Like someone said - slight percentage faster than the usual and it's golden.
EDIT: RWS/ACESM was running through the game (addons set through the game) and i thaught i was addon-less... The stereo sound in 1st person seemed to be through the soundmods(!). Stock BIS sounds are not in stereo (v.RC). Although this shows there is in fact stereo capabilities in the game for 1st person so my hopes are up we will have it on all weapons in the future (like in ArmA1). :)
Thanks.
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Thanks Myke for the continous updates on this pack. Sure rocks. :)
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Congrats on release. The ship is looking mighty fine. :)
Noticed it pops out of existance not too far out compared to the Utes ship which can be seen no matter how far away you are. Dont know if this is by design or if it was on my pc only. If by design then i think its safe to make it visible for longer distances as you place only one on the map normally.
Keep up the good work.
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This has nothing to do with Official Missions. This is a Beta question so it should be asked there.
Since you got it answered as well lets close this.
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Grass in view with other veg has indeed a big effect on FPS. Lying down and scoping through grass where you see much of the distant grass will drag down the performance. Im running AA as well.
My settings are the usual ones:
Res: 1600x900 (3D Res: 100%)
VD: 2300
Textures: High
Vid.Mem: Default
Aniso: High
AA: High
Terr.Det: Normal
Obj.Det: High
Shadows: High
HDR: Normal
PP: Low
Vsync: Enabled
Reason i didnt run without Vsync was that most people here had such a huge drop in the scopes that it would surely show itself even with Vsync. But i'll test and see the relative drop when i get home from work.
Prodavec: I of course use the build in discussion. :rolleyes:
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Not really related since it seems its on Cherna/Utes you have the FPS drops. However as a pleasant surprise for myself in the OA maps i noticed this in the latest build (with AtOC=7).
Takistan:
IMAGE 1 (no scope)
IMAGE 2 (w. scope)
VSYNC = 60FPS max.
Still the AtOC on my ATI card looks rather weird, and the white pixels are there in one of the LOD's. Will check the more lush forests of Cherna and Utes next and see if i get the drop.
Utes:
IMAGE 1 (no scope)
IMAGE 2 (w. scope)
So far the same performance (tested orange trees - same result as above). However i do feel a slight decrease in FPS around villages/vegetion compared to previous build(s). And maybe i either missed something in a changelog or just dont remember how grass was plotted out on the ground, but is there more grass now? Beyond the normal limit around the player i see thinner bunches of grass which i cant recall seeing before. Might be my mind however and i just havent registered it before.
EDIT: Related to FPS drop.
Slight correction about loosing small amount of FPS in villages/towns. Tested running Fallujah city where i normally have minimal FPS drop to have something to compare to BIS made maps, and my gameplay/FPS was pretty jerky in there. So i think i know where you're coming from about the FPS drop talk. I just don't see it in my scope.
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So far zooming works fine apart from the haunting stuttering that always been there. Surely need to do more tests on the zooming regarding performance, but so far ive had good performace during it.
The stutter is a tough one though. Coming on during zoom just to go away after a couple of seconds, and to completely smooth FPS. So the performance isnt a problem, but loading textures and LOD's is i guess. Even with 2GB VRAM and although i have been in the area for quite a while.
Will compare beta/non beta zoom.
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Performance (if worked on?) at least feels very good.
Convoys. Tested 4 strykers and i noticed the column compact make vehicles go very close to eachother which is cool, but i also noticed what is mentioned that vehicles after the leader vehicle seem to oversteer and tries so hard to follow that they slam into anything that is on the side of the road. Not following to the actual road bend but steering before it.
Very cool though when i had a vehicle behind me it followed me perfectly. When i steered over to the left/right/middle it followed perfectly. That was a 2 car run with me as leader. Here i also noticed the second vehicle oversteering though when i turned making him hit a lamp post dead on. AI put in reverse and catched up however.
Bit more work on this and it will be great. Cheers BIS for the efforts. :)
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The white pixels aren't fun, but indeed not game breaking. By saying that i don't mean that i don't care (i do). But im sure all want them gone - even BIS. It's probably the classical: if it was an easy fix it would be done already. And since it's not game breaking it will most likely be dealt with later (if possible).
Fun answer huh? Maybe not. We'll see later on what happens and concentrate on the neat fixes we got so far. :)
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Nah you didnt fail in my book SaOk. Great missions mate. ;)
ORC been around for a long time and done a good work as a team so thats cool. Of course it is rather hard to vote when theres so many talented awesome people in this community. Many deserves a medal (or 10). :)
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Seen similar things with AI reacting slow or not at all.
AI gunners in my vehicles ive seen ignore attacks completely. A vehicle behind mine with squadmates i controlled got attacked from behind, and that gunner engaged the enemies plus revealed the targets to the rest of us. However the gunner in my vehicle kept looking forward like nothing was happening. The attack was about 30 meters behind me and bullets sprayed all over. Even an RPG that missed us wasnt enough to make my gunner turn around and shoot. In the end i had to go 3d person and swing camera backwards to reveal an enemy which made my gunner turn and shoot.
Gunners in player led vehicles can be slow to react which im aware of, but not reacting at all is extreme and i think its related to this beta.
EDIT:
The cover marker "L" getting thicker is good, but i think even color the bottom bit of the "L" green and red depending on if its towards you or away from you. "This" side of a wall or the other side of the wall. I noticed that it can be hard to see even if the "L" is clearly visible. It's when the "L" is facing you or away from you where it's represented of an "I" and thus hard to know where it points. If it had color you would instantly know what side of the cover you send your squaddies to. Just an idea.
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Indeed great news to see your island again. :) Looks like a killer island.
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No CTD here either. Those are very rare on my pc thankfully. Even with tons of mods the game runs well.
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Whoa! Greeted like this when coming home from work is a treat. :)
Thanks a lot DM & JTD team!
...ok off to get amazed.
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It exactly reverted for me, 77777 had the better performance than 76xxxYeah thats weird how that works.
This beta definatelly kicked up the FPS again for me. Much better.
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Neat! Gonna test this one and check performance.
Last time i had superb performance was the latest 76XXX builds. Could stand in the middle of greenzones takistan with smooth fps. 77777 made me lag even with medium vegetation covered areas.
Cheers BIS for working so hard. :)
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Something i also notice very often is the unawareness of my gunners in vehicles. Especially in hmmwv'es and similar land vehicles. When there is incoming fire i hear bullet cracks and the actual weapon behind me but my gunner doesnt turn around. He keeps looking forward. unaware of whats going on. There can be a lot of cracks, whizzes, impacts around the car and gun fire heard but the gunner doesnt hear that for some reason.
Since ARMA AI has hearing im guessing there's something with the vehicle that blocks it (although they are in fact "outside"), but if they exited the vehicle and bullets passed them they would react instantly. Maybe its hard to program this bit to fit with the rest of the behavour and not break something else.
Two pics of AtOC on my pc. Tested all AA from low to vhigh and it looks the same:
Bit too "dotty" for my taste. It's ok when you don't look at it. In fact it looks "fuller" with it. But very often you do look at the vegetation when enemies is around. Also when a bush etc is further away it is completelly "dotty".
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I do agree with making the "L" cursor 1 pixel wider. It's too small currently and will easily confused for grass. with this beta the AI stay less in prone position and would rather go on crouching behind a cover.I do wish the next beta patch will address the response time for AI when enemy are within 100 meters or so. As currently you can walk around for at least 5-10 seconds before the enemy will realize you are there. If the response time is around 2-3 sec. That will be wonderful...
Agreed.
Noticed AI enemies being caught up fighting someone else didnt pay attention to me although i came up behind them with a vehicle with mounted 50cal. They get a bit too caught up with the target they are fighting. My engine was running as i stood aiming at them from about 15m behind them. Took them out after about 10-15sec and they never turned around. Not even when i started spraying them one by one.
The "L" cursor a bit thicker and its perfect. I have several times so far sent units to the wrong side of cover, walls and buildings and got them killed as the "L" looked good to me but was in fact not very good. :D
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Very nice idea. I support this 100%. :)
Just an idea: Any possiblility to enhance it so that it only plays while units are on the map? And maybe some config telling it to lower the intensity when there is fewer enemies with mostly small arms fire popping off here and there. Not sure as im no scripter but an idea for the future maybe.
Modules sounds great if possible and with some dynamics mixed in i think it will kick even harder. But ambience without having to place triggers all over makes me happy. :)
Keep up the good work.
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Mr.Burns: I dont get it as bad as you like in the second shot. However around grass and other vegetation it has that dotted look. In the distance it looks fuller and nicer than before, but close by seeing all those dots is a bit weird. Can be turned off though so thats good.
Im testing the Morphological AA on my ATI card. Looks like 3x-ish normal AA and is supposed to be much lighter performance wise. Works good so far but distant thin objects tend to disapear like with no or little normal AA.
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If im not mistaken you can select a color group by pressing shift plus the key of one of the units in the groupTrue. However the idea was to make it even easier accesible as we have basically our thumbs on or close to the space bar, and then without having to look down for buttons you just click on the team you want.
In my head it seems like a good idea for fast moving with split up teams.
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AI menu idea - Color teams:
Thaught about a thing i have forgotten for a long time. The color coded teams created which require you to now press SPACE, TEAM, TEAM, COLOR to select a created team could maybe get a small overhaul.
Wonder if it would be possible to get the team color that is created on the first menu (space) at the bottom maybe? This is when you already made the teams which is easy: SPACE, TEAM, ASSIGN COLOR. But to chose a team now that is already created you have to go the longer way of SPACE, TEAM, TEAM, COLOR and then give the order. Took notice of this as i was advancing through Zargabad with 2 teams i had split up while testing the new AI updates in the beta.
So the idea is when color teams are already created you just have to press space and directly see the color teams you currently have created. If you have assigned blue and green then you will only see team blue and green on the menu. And if you assign 3 teams then you see those 3 etc. So the menu get bigger (longer) only if color teams area made.
Currently to chose a pre made color team:
SPACE, TEAM, TEAM, COLOR - give order
Desired way to chose a pre made color team:
SPACE, COLOR - give order
As we are into AI updates now i thaught it would be a nice thing to streamline (if possible). :)
Overclocking CPU
in ARMA 2 & OA - TROUBLESHOOTING
Posted
Not for AMD but since the thread title doesnt suggest a brand i'll post this Intel i7 beginners guide to OC'ing. Very easy and few steps. The guide is about the 920 but they explain what to do if you got any other i7 above (CPU Ratio Setting needs to be set to 21). The guide takes you to 3,36GHz, 3,8GHz and 4GHz.
***Please be careful if you never overclocked a CPU before***
LINK i7 OC Beginners Guide