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maddogx

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Everything posted by maddogx

  1. So far one developer has stated (on the tracker) that this feature will appear in "some later version", and they also teased it in one of the early streams but said it wasn't ready to show yet. Not sure how anyone managed to interpret this as "promised for release", but hey, look where I'm posting.
  2. If you want to actually play the game, it is recommended to switch over to the stable branch now. The download size should be negligible for the moment. The dev branch will be receiving a big additional update today that could break a lot of stuff.
  3. I doubt it, but there will definitely be a lot of changes. (And probably errors.)
  4. The content of the dev build was described as the "full sandbox content". Nothing else was promised.
  5. Correct on all counts. :) The current upper limit for the -maxmem parameter is 2047, as recently re-confirmed by Dwarden and dazhbog.
  6. maddogx

    Altis - Info & Discussion

    Please use this thread for any discussion about the soon-to-be-released island of Altis. I will endeavor to keep this post up to date with any official info that comes out. FAQ When will Altis become available? Altis is available right now on the dev branch. How will Altis affect performance compared to Stratis? As is the case with all larger islands, Altis comes with a framerate hit compared to Stratis. Your view distance probably plays the biggest role here. Even if you are able to run Stratis with 12k view distance, Altis will probably kill your framerate at this setting due to the significantly higher number of everything. Reducing your draw distance is the obvious solution. How big will the download be? ~2.5GB, perhaps more if you're switching from the main build.
  7. No, small objects aren't usually drawn at long distances, but it also depends on your object detail setting. You can actually see this when looking at a distant hill and changing the object detail setting, that certain smaller objects will pop up or disappear.
  8. maddogx

    Update from Dev Beta to Retail

    Wait until after release, as suggested in the latest SITREP. This will minimize the download size.
  9. Nope, something is definitely going wrong there. You should be able to run the same settings as me, at least. Btw. I can't recommend windowed mode - anything but fullscreen seems to kill fps in my experience. ("Fullscreen window" gets me half the framerate of proper fullscreen mode.)
  10. That's true but not really surprising, as rendering hundreds of high detail objects doesn't happen "for free". It's pretty obvious that an empty field with just a couple of small objects renders much faster than a huge town with dozens of nearby buildings (including interiors). The engine will try to reduce distant LODs to lower the scene complexity, but this only works up to a certain point. Your framerate in towns will be heavily dependent on your object detail setting and view distance (something a lot of people tend to set way too high). With object details on standard and view+object draw distance at 3km, I can run through an empty Kavala with 50+ fps.
  11. Yeah, it makes a lot of sense that AI pathfinding calculations become more complex in dense urban areas. It's just too bad that the framerate impact from this is so severe, as it is something that should be happening asynchronously/concurrently to the rendering process.
  12. Having just recently played a night time mission with no NVGs, I can't confirm this. It really depends on the moon phase though. If there's no moon in the sky, it can be pretty damn dark.
  13. Not spread out, no, it was fairly tight quarters. I had roughly 40 vs. 20 (including myself and a couple of vehicles) fighting over the bio-dome structures near the center of the map. (No scripting except for a few triggers and task modules.) Haven't tried fighting in Kavala yet, but it's worth a shot. Will probably do that tomorrow for the full release.
  14. There is already a dev branch discussion thread for discussing changes in the dev branch.
  15. maddogx

    FFAMM won't work with SLX

    Threads in this section are supposed to be for completed mods. If you have a question about a mod, you'll need to ask in the appropriate thread.
  16. I'm not a BI employee, so I'm not privy to that kind of information. What I do know is that they're aware of the MP performance issues and looking for ways to easily reproduce them (without having to get 30+ people together to play Wasteland). Basically, they're after simple repro missions that cause performance problems in MP. (Example.)
  17. Yeah, with a reasonable number of AI (~50-60) it's very smooth on Altis. Also tested a small MP coop (just two people) and it worked very well. It's mainly the larger scale battles where the problems start.
  18. maddogx

    Another one is leaving Arma3

    Just as we don't do introduction threads (except for the one now in off-topic) we don't do "farewell threads" either. Sorry. Have a good one.
  19. maddogx

    AI Discussion (dev branch)

    A command to change the side of all units from a given faction would also do the trick. Something like: "IND_G_F" setFactionAllegiance east
  20. maddogx

    AI Discussion (dev branch)

    If only there were a "setFriend" command for factions instead of just sides, everything would be fine.
  21. In theory, yes. In practice however... *shrug*
  22. Don't thank me yet - I'm not so sure it belongs in this thread. (Unless it's a new problem that was introduced in the dev build. Is it?) Also, as gammadust pointed out, the effect you're seeing isn't completely unexpected, since the engine must lower some LODs to maintain scene complexity when you increase the view+object draw distance.
  23. Awesome. :) Now all we need is a nice visual effect when the blades are destroyed. (Like in TKOH.) ;)
  24. This is the really strange part, because it supposedly shouldn't be the case since ARMA2. According to this blog post (specifically mousing over picture number 2), the AI path calculations should be happening separately from the main rendering thread. In other words, adding more and more AI should mainly affect the speed of AI path calculations and not bog down the renderer so much. Ideally, if the AI threads were running 100% asynchronously from the renderer (no thread locks), the effect of AI path calculations on rendering performance would even be zero; but clearly this is not the case.
  25. maddogx

    A quantum leap - Arma 4

    ^^ So much of this. Not to forget: base it off of the DayZ SA engine branch, so we get items+weapons as objects, authoritative server in MP, network bubble etc. ;)
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