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Bizibiz

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About Bizibiz

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  1. Same here ^^ Playing nicely in MP (30-50) for some time, and finally drops to 5fps after playing few ten minutes, soldier model and the 3D scene becomes really ugly. I don't really measure time, but I think that 30-45min after start is good approximation. I don't test if drop appears in SP. From monitoring, I saw that gpu stops working when this happens. CPU & GPU are not in fault (temp OK, mem not full, clocking @ stock speed). I don't monitor the IO streams. It's pretty like the display driver restart, from my experience, I notice it's generally appears when we change town after a capture so when a lot of new thing needs to be loaded into memory. The problem doesn't appears when we fight for a long time in the same place. I5 760 4GB DDR3 GTX760 2GB Win7 32 no pagefile SSD (os + game) A game restart is enough to reset fps, but really annoying to restart and lose slot on server, and seeing that you are the only one with this problem on the server ^^ I try to use maxMem & maxVRAM as startup parameters to limit memory if it was a memory leak but nothing to do with it.
  2. Bizibiz

    Low CPU utilization & Low FPS

    Hello everyone, Same frustrating here, new Arma, less FPS, take a look at Outerra ... so many things to draw, and still fluid ! Here my specs, globally balance : i5 760 (4cores @ 3.4Ghz) GTX 760 4Gb RAM Win7 x86 SSD for games I have good FPS in editor, but when I move on multiplayer, it becomes 20 fps in town (even small) 30~40 out of town with important drop (to 10 fps) when having spawning sprites (explosion, smoke ...) or entity (AI...) I try using GPU_Frames options in Arma3.cfg... I try using launch options -cpucount etc... I try core unpark of win7... I try to unactivate 2 cores in BIOS : i5 760 rises to 2 cores @ 4.3Ghz... GPU is still used by 40% and CPU is used 70%-30%30%30% when on 4 cores and becomes 80%-80% on 2 cores but the fps are still the same in game :( from my point of view, I think BI use a too old engine that become the bottleneck of the game, there are no really optimization, and year after year, release after release, they increase details in their game with no engine optimization, just considering performance of hardware increase too ... I think they are taking us for idiot, which paid for a game that don't really be design for today needs whereas they publish polished screens shots and video with hidden bad fps... Just as example, battlefield series are great , in it category, not for all but considering performance, it's sure. Because performance is simply one of the key factor in its design...whereas BI don't want to spend time on this, and just add bricks after bricks to an old thing that will fall one day ... At this stage I bought this game, and I can really enjoy it, because playing at 20 fps doesn't give me fun. And I consider that in 2013 year, we don't have to tweak settings and more to reach decent performance level... BI stands up as "modders", not professional, of their old game, since they are not skilled to improve performance above 20fps !? Fed up about Arma serie :(
  3. Take a look and give me feed back, thx. Look better in game than on a YT video, sorry. SNbjcTv4CGE All particles are new textures. I'm working on generating smoke like a JDAM bomb impact.
  4. Hy, I'm modifying effects, video is on the way... I saw your few fire trails while explosions, nice, but I search how you obtain this smooth trail ? with a Timerscript in a "parent drop" ? Thx for your advice ! Great job !
  5. Lifetime in main class is not in second, but interval in class of cfgcloudlet is in second I see a factor between Lifetime in class effect and interval cloudlet : for lifetime = 18 and with an interval of 2 seconds, i've got 3 drops of particle lifetime = 9 and with an interval of 1 seconds, i've got 3 drops of particle Maybe this could help you... I've got one question, I search the class effect of the fire smoke trail, after a vehicle was destroyed... any idea ? thanks in advance, goodbye.
  6. Bizibiz

    Blood Splat

    the class ImpactEffectsBlood call the class Blood, usually, data from ImpactEffectsBlood (main class) are overwritten by subclass Blood. Then you can try to modify Blood class variable, keep in mind that variables are similar to what you can find in particles array, search on wiki about content.
  7. Hy. I'd like to generate particules on impact, so I search a way to obtain the normal vector of the terrain to a given position. Ex: position[x,y,z] gives the normal nsurf=[0,1,0] on a flat land. [x,y] in 2D [x,y,z] Thanks people. God bless you ^^
  8. Is it possible to delete , disable a class in cfgcloudlet or other ?
  9. Bizibiz

    Texture problem in A2

    Animation textures seems to be declared in config.cpp before being used in game -> class CfgCloudletShapes { cloudletexplo = "\tex\explo.p3d"; cloudletsmoky = "\tex\SmokeEffects.p3d"; }; class PreloadTextures { class CfgCloudletShapes { cloudletexplo = "@*"; cloudletsmoky = "@*"; }; };
  10. What is class Table ? purpose ? class Table { class T0 { maxT = 0; color[] = {1, 1, 1, 0}; }; };
  11. Bizibiz

    WIP JTD Fire And Smoke

    Lol, your video is very very old, youtube have difficulties to load it XD OFF TOPIC Lol, sorry but I don't want to have my own post, I already try but with no results, and the other reason, is that I don t want to mount my own addon, I'd like to give my job to an "well known" addon maker because there are too much little addon on ARMA, it s confusing. I encourage few but really usefull addon like JTD or ACE or ... ON TOPIC One thing I forget, thanks DM for answer about PreloadTexture...I can t do this without your help !
  12. I've got this result, like MadMatt, I modifiy CSL particules param to use it in A2, I only use it until today, now i need skills in config.cpp to configure it at a vehicule destructed smoke trail...the hardest ! I'm trying to understand how to disable A2 stock effect,and spawning mine at any vehicule destruction. I need cpp and sqf ? I saw in Binmake Path ( C:\ArmaEdit\BinMake\binarize\bin ) many .cpp contains tips in comment ... class Explosion { access = ReadAndWrite; [color="SeaGreen"] // single cloudlet parameters[/color] cloudletDuration = 0.2; [color="SeaGreen"]// time to live (not including fades)[/color] cloudletAnimPeriod = 0.5; [color="SeaGreen"]// animation speed[/color] cloudletSize = 1.0; cloudletAlpha = 1.0; cloudletGrowUp = 0.05;[color="SeaGreen"] // grow-up time[/color] cloudletFadeIn = 0.01; [color="SeaGreen"]// fade-in time[/color] cloudletFadeOut = 0.2;[color="SeaGreen"] // fade-out time[/color] cloudletAccY = -0.2;[color="SeaGreen"] // vertical acceleration[/color] cloudletMinYSpeed = 0; [color="SeaGreen"]// vertical speed range[/color] cloudletMaxYSpeed = 6; cloudletShape = cloudletExplosion; cloudletColor[] = {1, 1, 1, 0}; [color="SeaGreen"]// source parameters[/color] interval = 0.001; size = 4.0; [color="SeaGreen"]// particle size[/color] sourceSize = 3.0; [color="SeaGreen"]// size of area from which particles are emitted[/color] timeToLive = 0; How a p3d can have a light source ? i think it s coded in config file, they are the same as in A1 with many things more of course, so I suggest you to see the config of sparkseffect and apply it to the universal config. In Universal, BIS compile in one p3d many others effects that are present in A1 but in several p3ds. This thread is very good, MaddMatt you are my god ^^ about particles of course, you clarifies for me many bad things about config, so : - The values in config are usualy useless, they are overwrite by scripts later ? - Config files are used as a data base ? scripts hardcoded in .exe only use the values contains in it by refering to the variable ? because I see to many variables "interval, timeToLive, size, etc etc", it s all what a #sourceparticle or a "drop" need to work ?
  13. Bizibiz

    Effects Mods?

    working on this but claim association with addon maker for config.cpp, lol, i'm on it and i'm afraid to look it XD
  14. Bizibiz

    WIP JTD Fire And Smoke

    Hy, I take in count many feedback, this is a new test so : I would like to give my work to a recognized addon maker, because I'm trying to understand config.cpp , the next step in this work, and I've got to many difficulties... DM, sorry to post that on your thread...tell me if I'm disturbing.
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