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kabong

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Everything posted by kabong

  1. Arma 3 is going back in the box. I have a spent ton of time reading performance threads, tweaking and messing with settings but nothing produces fluid frame rates without making the game look crappy and the view distance unacceptably short. I don't think I have a poor system spec: i7-930 Quad Core CPU (stock 2.8 GHz overclocked to 3.3 GHz) Asus P6T motherboard 6 GB RAM Nvidia GTX 760 2GB superclocked video card (v327.23 drivers) Windows 7 64-bit Yes my CPU/motherboard/RAM are getting old but I don't have the cash right now to upgrade. I'm also reluctant to overclock any further for fear of burning up a CPU I can't afford to replace. I've therefore decided I'm not going to spend any more time or money on Arma 3 until BIS fixes it (i.e. drastically improves game performance). I have better things to do than trying to cope with laggy aiming and choppy frame rates. The really odd thing is that performance actually seemed to be better under the Alpha and Beta than the current build (including the development branch, which I update daily). Shouldn't performance be getting better as BIS refines the code? Back to Arma 2 for me. Edit: Minor break through - see post #35 in this thread for details
  2. kabong

    SUVs are STUPID fragile

    I put Arma 3 away for a while earlier in development because of poor performance on my rig. Thankfully it seems to be performing better now that the code has matured more and been better optimized (thank you BIS - see, this thread isn't ALL bad). However, I am now working on the Adapt episode and just finished the Supply Network mission, which was maddeningly difficult because the SUV is so ridiculously fragile. Bump into a fence and a wheel is blown (and unlike Arma 2, it appears the player cannot make a temporary repair). Bump into a tree and the SUV is essentially destroyed. I had to restart the mission several times in order to finish because of this stupid flaw. The SUVs in Arma 2 were never this fragile and, after all, they are OFFROAD vehicles - they ought to be able to take a beating and keep running. C'mon BIS, what's up with this nonsense? Using development build 116348.
  3. kabong

    SUVs are STUPID fragile

    From the 09-09-2014 Dev branch change log (game EXE rev.127101): Changed: SUV survivability should be in par with Hatchbacks What does this mean? Are SUVs now even MORE fragile?! Vote! 0019283
  4. kabong

    SUVs are STUPID fragile

    From the 28-07-2014 Change Log (game EXE rev. 126163): "Fixed: Adjusted durability of rear glass of SUV" What about the durability of the rest of the SUV? If they can tweak the durability of the rear glass, why can't they tweak the durability of the tires and body? Vote! 0019283
  5. kabong

    SUVs are STUPID fragile

    People - could we please vote this issue up so it gets the developer's attention? Link to Feedback tracker report in post #37 above.
  6. kabong

    SUVs are STUPID fragile

    Feedback tracker report added - see 0019283 for anyone who still cares about this issue. Would have done something sooner but have been disabled for a few months with half my left hand paralyzed due to a nerve issue (could not play game or type very well). I have had surgery to correct and can finally play again. I hope the Feedback report helps to solve the issue.
  7. kabong

    SUVs are STUPID fragile

    Zeus is done. Can the devs PLEASE now look at this issue? Today they posted changes to the fixed wing flight model in the development build, but still no love for vehicle collision damage modeling. <sigh>
  8. kabong

    SUVs are STUPID fragile

    Whatever the so-called real world specs might be, can't we just have a more forgiving/less frustrating object collision damage model on vehicles? It is, after all, still just a game intended to provide ENTERTAINMENT. If BIS are really that serious about (trying to) model real world behavior, there's a ton of other stuff that should get this treatment before vehicle object collision under relatively normal (i.e. typical offroad) driving conditions. <gives head a BIG shake> ---------- Post added at 05:56 ---------- Previous post was at 05:31 ---------- If I remember correctly, I believe Arma 2 OA did model flat tires (I think the affected tire just sank into the ground) and the player had the ability to repair them. Since Arma 3 is an evolution of the Arma 2 OA engine, why wasn't the feature carried forward?
  9. kabong

    SUVs are STUPID fragile

    Maybe BIS could just fix the game. :P and @Cpkeyes: If we don't vote with our pocket book, nothing will ever get done. Money talks. ;)
  10. kabong

    SUVs are STUPID fragile

    I would take that over having them break on the slightest bump - at least they remain useable (even if slow).
  11. kabong

    SUVs are STUPID fragile

    MRAPs? Tanks? OMG - what is BIS thinking? In RL, these are intended to be DURABLE vehicles specifically intended for use in rough terrain. If this is the case, then Arma 3 is still seriously broken. Like I did when I shelved it first time due to poor performance, this one is going back on the shelf again. What a waste of money. BIS - you can be assured I will not spend a DIME on future DLC for Arma 3 if this is the best you can do on a supposedly "completed" game (now that Win has been released). <shakes head> Thank God I still have Arma 2 installed.
  12. Minor break through: I had forgotten that a long time ago (in a galaxy far, far away) I had moved my video card from my x16 PCIe slot (x16 mode) to my x16 PCIe slot (x4 mode) to avoid a noisy PCIe sound card (it was causing mouse tracking to be heard). This was several video cards ago when it didn't really matter that it was only running in x4 mode. I moved it back to the x16 mode slot and now my FPS is in the 20's with FSAA at 4x, plus the mouse tracking noise is gone (the sound card drivers were since updated which may have taken care of that problem). While I'm not getting the 60+ FPS DanielV is reporting above (how in the world does that happen?), at least it's playable again. There is still room for improvement though and I'm hoping that BIS continues to optimize the engine. JumpingHubert: clocks are as follows during game play: Each CPU core is running at 3498.0 MHz GPU is running at 1215 MHz (stock out of the box - I have an EVGA superclocked GTX 760) Reducing the clock on either or both reduces my FPS.
  13. What was tweaked in the guide with the v1.02 patch?
  14. KrIxXuS, I will graciously accept your offer of the ram - thanks so much! Please pm me with details and how we can connect. I am in Chicago, IL btw. For the others who are wondering what I mean by decent FPS, I would be happy with high 20s to low 30s on a consistent basis, but am stuck in the teens running BIS missions with not overly ambitious settings. For example: Sampling: 100% Textures: Very high Objects: Standard Terrain: Standard Shadows: Ultra Particles: High Clouds: High PIP: Standard HDR: Standard Dynamic lights: Very high Visibility: 1600 Resolution: 1680x1050 (native) Vsync: Disabled Bloom: 30 Radial blur: off Rotational blur: off Depth of field: 30 SSAO: Disabled Caustics: Enabled FSAA: 4x ATOC: Disabled PPAA: SMAA standard Aniso Filtering: Standard Development build: 110425 As a test, I start the Armed Assault showcase, exit the Panther, turn east, advance a few meters, then bring up video options and I'm staring at 16 FPS. Yes, I could squeeze out a few more FPS by disabling FSAA (which looks ugly and kills fine detail in the distance) and reducing view distance to 1000 (which leaves me staring a wall of fog only a click away - not very becoming for an arid Mediterranean island) but it is not going to get me to the stable FPS range I'm looking for with reasonable visual quality, and getting into a discussion of settings was not the intention of my post - there are plenty of other posts that already do that. The point is that I wish BIS would focus more on core game performance than minor cosmetics like adjusting character textures or replacing Jay Crowe placeholder voicing for British soldiers (examples from recent change logs - who cares?). It's a wonderful game, but until they improve performance I won't be spending much time enjoying it (or spending money on future DLC).
  15. Update: In my case it was a bad video card. I recently upgraded to an Nvidia GTX 760, which worked fine for about a week and a half before the problems started. Exchanged the card for a new one and the crashing has stopped.
  16. I'm suddenly getting the same issue as well. It started tonight. I was playing the Night showcase and suddenly I was staring at the desktop and the game icon was showing on the task bar and the game was still running (I could here in game sound and shots fired when I pressed my mouse button). The mouse cursor looked like an in-game menu mouse cursor anywhere on the desktop except the task bar where it showed as the normal windows cursor. The only way to recover my system is ctrl+alt+del, screen goes black, then esc, desk top comes back then ctrl+alt+del to get to task manager where by that time, Arma 3 has stopped responding. I then end the Arma 3 task in task manager. Since it started, I can't even launch a mission anymore - it is now doing it in the game menu. This happens with both today's development build (EXE rev. 110181) and when I revert back to the non-development build. The game has suddenly become completely unplayable for me and I have not made any recent system changes. HELP!
  17. @ all fans of this awesome mod, as for the issue, "Script initJIPcompatible.sqf not found error - while the annoying message is gone, my change breaks essentially all BI missions and campaigns.. please vote to make BI fix the underlying engine issue." I see that BI developer Moricky has posted in the Notes for this bug report that it will be fixed in today's dev build. Awesome news! Thank you BI (and kju). Please keep supporting this mod - one of the most important A3 content mods, IMHO. Edit: hmmm, today's Dev build log just posted and no mention of this change? Did it really make it in to today's build? (at work and cannot test right now)
  18. In retrospect, I probably should have said that the 320 series issues were not unique to this build nor to OA - the drivers were generally unstable with all applications on my system. Googling this seems to indicate that many other Geforce users are having similar problems with the 320 series and have likewise reverted.
  19. If you are using the 320 series drivers, try reverting to the 314 series. The 320 drivers (both beta and WHQL) caused crashing issues on my computer (running a well-cooled 560ti card) and I had to revert to the 314.22 WHQL drivers, which solved the crashing.
  20. The revised cba_common.pbo made by ViperMaul works - you can launch the 104648 build - but it doesn't have any signatures so not useable for multiplayer. ViperMaul shows the fix as 100% but the CBA group has still not released a new build with signatures for the revised file. All of the details and the revised file are on dev-heaven at https://dev-heaven.net/issues/71860 ViperMaul, what is status?
  21. @Dwarden: p.s. Side and Global channels appear to be affected the most by this problem.
  22. @Dwarden: We tested VON over the weekend using the 1.62.103718 server build. At 15 players, VON is rock solid. Above 20, VON starts to deteriorate. Above 25, several VON messages are noticeably broken up. The problem is worse when new tasks (i.e. a new town to capture) are being generated in Domination. This makes me think that game data being broadcast to clients is interfering with VON. If it may be some help, here are the server specs and a link to the cfg: Server specs: CPU: Xeon E3-1230 V2 3.3GHz RAM: 8GB Connection speed: 100Mbps We run 2 cores at a time: First core runs on port 2302 (Vanilla CO, Domination) Averages 20-30 players (max 40) Second core runs on port 2902 (ACE/ACRE, Insurgency) Averages 0-8 players arma2oa.cfg: http://pastebin.com/u1J3fUdf
  23. @Dwarden: I didn't say VON was broken, I said it breaks up. In side or global channel, with many players on server, sometimes a player's message will drop out part way through. You will hear a few words, then silence, then a few more words, then silence, etc. You don't get the complete message the player transmitted through VON. This seemed to start with the 1.62 patch (non-beta) but it may have started with the change in the 95654 build mentioned by Vipera above - either way, it's been happening for a long time. I have asked our server admin for the current server build and VON setting we are using and will let you know when I find out. Since I'm not here on "official" business of our squad, I have sent you a pm with the server name so you can join it and observe the problem yourself as a repro but please try to do so on a Friday night (North American time) or some other time when there is a lot of players on. edit: @Dwarden: Server build is 1.62.99806. vonCodecQuality = 7. @Paintface: If you're using CBA, it will freeze - known issue when using CBA with this beta build (see here: https://dev-heaven.net/issues/71860). The CBA team is working on a fix. A new version of cba_common.pbo has been issued for testing (I have tried and it works) but is not useable for multiplayer games because it lacks signatures.
  24. It is being investigated by the CBA team. See Bug #71860 here: https://dev-heaven.net/issues/71860
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