Matt International
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10 GoodAbout Matt International
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Rank
Lance Corporal
core_pfieldgroups_3
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Interests
Gaming, Music
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Occupation
Self Employed
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Performance is still terrible even after todays patch....
Matt International replied to P0ci's topic in ARMA 3 - TROUBLESHOOTING
I could try to explain it better than the article linked above by Jiltedjock but would probably fail, so I would just read that if you wish to understand what's going on some more. -
Performance is still terrible even after todays patch....
Matt International replied to P0ci's topic in ARMA 3 - TROUBLESHOOTING
Just because people seem to be misunderstanding the -exthreads= command... https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#exThreads -exthreads=7 does not mean the game is running 7 threads. Look at the table, the decimal figure is representative of binary values within a table that determine which operations get moved into seperate threads. All these guides that people blindly follow have a lot to answer for. -
Default settings are chosen for various reasons. The value by default is where the developer thinks it should be set for a computer that runs the game well. The fact that lowering this value may help you if your computer is under performing has no bearing on whether that is the best value for everyone or the engine itself.
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https://community.bistudio.com/wiki/arma2.cfg Clearly, this page refers to Arma 2 but it stands to reason that it applies to Arma 3 for the most part.
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Will we ever see a stable multiplayer running at 50-60 fps?
Matt International replied to Holden93's topic in ARMA 3 - GENERAL
I believe it does based on years of playing this series and a vague recollection of reading it somewhere in these forums some years ago. -
Will we ever see a stable multiplayer running at 50-60 fps?
Matt International replied to Holden93's topic in ARMA 3 - GENERAL
Whether you see it as a netcode problem or not depends on your view of how things are being handled. If you prioritise framerate over accurate representation of the situation across clients, this results in moments where you can be killed by someone who no longer has a line of sight on you from your perspective, while on their screen you haven't got round that wall yet. Similarly, someone can kill you before you even make it round a corner on your screen because the server has predicted your movement and placed you in direct view on another players client. This of course does not factor in bullet penetration. Conversely, if you want hard synchronisation across clients so everyone has a truely accurate impression of the situation around them, the only way to do this is to limit their client in some way based on information being sent and received by the server. How synchronisation is handled is a design choice based on priorities and sacrifices...until we all have supercomputers and an internet infrastructure that transmits large amounts of data instantaneously. -
Will we ever see a stable multiplayer running at 50-60 fps?
Matt International replied to Holden93's topic in ARMA 3 - GENERAL
Not the only reason perhaps but synchronisation plays a big factor no doubt. You've got 64 people from all around the world transmitting and receiving data about bullet trajectories, unit positions and so on. Without synchronisation someone could be an unknown distance from where you see them and ultimately your bullets will miss. Why does this reduce your rendering framerate? Well, that's down to how the engine handles what gets drawn based on the information at hand. If it doesn't have all the information required, it may be waiting for it before rendering. Reduce the need for sync and you get horrible warping/teleporting effects amongst other things. This is a very simplistic view of it and one based on no first hand knowledge of the code within the engine, so take it with a pinch of salt if you wish. -
While both infuriating and comical due to the change of key, being able to throw grenades without cycling through fire modes was needed. Some of my fondest memories in alpha are of people swearing closely followed by loud shouts of "GRENADE" and "SORRY". However, am I the only one who misses the throw power from length of holding the action? Bring it back please.
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Best typo I have seen in a while ;)
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My only complaint- can't place charges on vehicles!
Matt International replied to k0rd's topic in ARMA 3 - GENERAL
1 min 30 secs into that video reminds me of this... -
This mod has just blown my mind. Quite simply stunning so far. Kudos, good sir. Edit: PlaywithSix gave me a checksum error on the decal template. It suggests this can be caused by many things (AV/firewall...) but this is the only time I have ever experienced this issue across many mods with SU and PwS.
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Bohemia Interactive's ambitions are always set too high.
Matt International replied to sayjimwoo's topic in ARMA 3 - GENERAL
I'm not here to argue my good man. I'm not here to tell BI how to code their product either. I feel many peoples frustration over various performance issues but these discussions just get drawn out into personal attacks and the whole debate becomes futile. -
Bohemia Interactive's ambitions are always set too high.
Matt International replied to sayjimwoo's topic in ARMA 3 - GENERAL
I shouldn't be surprised at how this discussion has turned into another generic performance row... This is all you need to know... Anyway, we all know this, yet these arguments appear time and time again. GHz is king for this engine, it's just not where technology is headed for many reasons. Heat dissipation and electromigration probably the biggest players. -
Bohemia Interactive's ambitions are always set too high.
Matt International replied to sayjimwoo's topic in ARMA 3 - GENERAL
I know this is completely off topic but I can't resist. Your reference reminded me of this... I just had to share it. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Matt International replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe it's Sound of Anders http://www.armaholic.com/page.php?id=13183