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WillaCHilla

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Posts posted by WillaCHilla


  1. Looks very interesting.-Will try it after work.

    Just downloaded the package to take a look for the enbseries.ini.

    Are you able to create a description for some of the parameters? It would be easier if you want to configure some of them.

    Edit: Something like this would be useful, especially the possible range for the different values are important.

    Besides, are the screens in the package for comparison between default and modded status?


  2. I can confirm the problems in LOD-switching.

    For me, since beta .71900 a problem with the LODs is given. With this beta, only the primary weapons stick to very low detail LOD randomly (not reproducible, but it happens often). This effect only occurs in 3rd-person view, not in 1st-person view.

    Since the last beta-patch (.72197) this effect also happens with buildings and vehicles (also in 1st-person view).

    Vegetation-models or soldier-units are not included in this problem.

    I tried to make a reproducible mission to post it at CIT, but these things happen randomly and there is no entry in the .rpt for this.

    hardware/settings:- listed in my signature (video memory: default; terrain detail: normal; GPU_MaxFramesAhead=1 GPU_DetectedFramesAhead=1)

    *Tried different settings (video memory, 3d-resolution), but problem occurs in all settings.


  3. Its a normal thing that you have lower performance if you host a mission like this.

    The most important part why there is a difference in performance between hosting or joining a server which has set warfare:

    Host:

    -your CPU is calculating the complete mission (all AI: enemy AI, resistance AI, complete AI of your team)

    Client:

    -your CPU needs only to calculate the client-part of the game (only your own Squad-AI)

    Best solution should be to lower the AI-slots (or the number of slots which can be recruited by the AI) before you start the game.


  4. As DMC_RULEZ already mentioned above, he also created some PPOEs in the past:

    _hndl = ppEffectCreate ["colorCorrections", 1501];
    _hndl ppEffectEnable true;
    _hndl ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 1.9, 1.73, 0.7],[0.2, 1.1, -1.5, 1.64]];
    _hndl ppEffectCommit 0; 

    This one he used for Thirsk, but I also used it for some missions at Chernarus and it looks great there, too. Perhaps some tweaking for the blue-tone values is necessary, cause they are too intensive for some houses (Land_HouseV_3I3 e.g.).

    But in the whole it gives you a really good starting-point to tweak the PPOEs for this island.


  5. Changing the resolution has no effect on my performance. Well, it has a little. A difference of about 2fps between 80% 3D and 200% 3D. As such, I run it at 200% as it eliminates the need for Antialiasing which gives a much greater performance hit.

    Only two FPS difference between these settings? Whats your complete ingame-settings? -How do you tested it?

    I'm very interested in this, because I have the same GPU and there is a bigger jump in FPS between the different 3D-resolutions, especially @ 200% on my side.

    Back to topic:

    Tried to increase the priority of the game.exe, yesterday. Tested it in different benchmark-missions, but also for me there is no increase in performance.


  6. Another possible reason for this difference in Performance between a simple editor-mission and online-MP can be the performance of the server where you're playing. Often the servers are not optimized for big missions (Warfare, Dom e.g.).

    That means if the server-FPS are low, you won't get any better performance because of this factor, although it would be possible.


  7. Thx for version 1.2.6.0!

    Just checked the new parameters + the possibility to save up the "additional parameters": -All is running great and without bugs.

    Thank you SpiritedMachine, glad to see you listen to constant feedback and always bring up these updates! :) I like it that you've got the server browser in there too, very nice. You've got it all really!

    After the fast support to use it for arma² and OA (beta) + the additional features from the last versions (especially the "additional addon search directories"-function), its the best launcher for arma²/OA in my eyes.


  8. One more question about the start-parameters of OA (beta):

    I asked about this in another thread, but was not able to get a solution for it. Perhaps its better placed here and a dev can make clearness.

    Is it possible for OA to use this code in any way for the new islands of OA?

    [b]-world=[/b] Select a world loaded by default, e.g. -world=Sara

    In the other thread, Big Dawg had an idea for it, but none of the island-names work in my case:

    Um, yea it would be the same parameter:

    -world=Takistan

    Or does that not work...?

    Edit: It might actually be Takistan_E or Takistan_EP1. I can't remember the exact island name. Try them all until one works.

    Are there other terms for the islands to get it run?


  9. EDIT: Apparently, running the Beta has ruined the LOD system somehow. Fired up the game as a US Rifleman, the SCAR was basically a 2D drawing and it didn't improve .... Great -.-

    Got exact the same problem a few minutes ago. My own SCAR had this "2D-LOD", but only in 3d-person view, 1st-person was normal as always. Never had this problem in arma².


  10. First impression: theres a improvement in performance.

    - hardware/settings:- listed in my signature (video memory: default; terrain detail: normal; GPU_MaxFramesAhead=1 GPU_DetectedFramesAhead=1)

    E08 benchmark: 1.52.71816 = 35 FPS; 1.52.71900 = 40 FPS; n=3

    Also the performance @ Zargabad: (testmission in editor: player alone @ central place in the city) Fps never went lower than 35 (27 FPS, 1.52.71816).

    Besides, is there a parameter like "-world=Chernarus" for the maps of OA available?

    Edit: Radius for LOD-switching of trees is still a problem, I think.

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