Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

zOMGREI

Member
  • Content Count

    35
  • Joined

  • Last visited

  • Medals

Everything posted by zOMGREI

  1. Basically, non-zoomed views are extremely smooth no matter what the smoothing is set to. As soon as I zoom in on an iron sight, or a scope, or even in third person, my aim will skip a few centimeters every half a second or so. Disabling smoothing doubles/triples the skipping to one inch+. Have tried lowering mouse resolution to 800 DPI from 3200; switching pre-rendered frames in nvidia control panel from 8 to 0; disabling vsync and triple buffering; lowering video settings to all low; and disabling SLi. Unsure of what to do next. FPS is around 40-60 not zoomed, 30-38 zoomed. I understand FPS can be an issue, but having played on an awful system for years, I never had this issue even with fps in the teens and jumping from 15-50 constantly. I did notice that the skipping got worse when the fillrate was set to 150%. (framerate stayed about the same as 100% fillrate, however) Specs: EVGA X58 SLI Core i7 920 (stock) 6 GB DDR3 1333 RAM zotac GTX 295 Steelseries World of Warcraft gaming mouse (have tried my older Razer as well to no avail) I understand that there's a lot of issues with the i7/295 combo and A2, but I didn't put this in the general "poor performance" thread because I'm not entirely sure this is performance or hardware related. ---------- Post added at 02:51 AM ---------- Previous post was at 02:14 AM ---------- Kinda-sorta fixed by forcing polling rate to 1000hz/s from 500hz/s. It's still unusable without smoothing maxed out, but at least it's playable for the most part now. Still looking for a more permanent solution though.
  2. This is true, but there's nothing stopping them from implementing a better animation on the character model. Different methods for the same effect, nothing impossible though. The only animation is a very small bit of inertia at the beginning and end of each jump. The problem is the gap in the middle. The implementation isn't even realistic. What we have now is the equivalent of controlling a person that suddenly contracts severe Parkinson's disease when exhausted, then loses it when rested. It's just completely unnatural. Granted, my example was exaggerated as well, but at least it felt organic. It's bizarre that almost every other animation in the game (with a few exceptions) feels and looks human, but this one feels (and looks, especially to someone paying attention to this in third person) completely robotic. The animation itself is fine on a small scale, but it seems like they just resized it for exhaustion/injury and overdid the speed to the point where the animation can't keep up, so it skips frames.
  3. zOMGREI

    Tactical view

    He didn't say he was having issues getting into tactical view, he was having issues once inside tactical view.
  4. zOMGREI

    Very strange lag issue

    Alternatively you can go to Power Options in the control panel and change the profile to "Always On", but if you use the battery on a regular basis this isn't exactly practical. I've never seen a laptop with no option to disable speedstep in the BIOS, especially for a desktop replacement like what you have. It may not have been where you thought it was, unless you went through every menu.
  5. I don't think you're understanding what I'm asking for, or you're just trying to bait here. You seem to be under the impression that I'm asking for there to be no difference between hurt/exhausted and looking through a scope, and being healthy/calm. That's not what I'm asking for, nor is it what I expect. What I expect is one or two frames of animation in between positions when hurt or exhausted. Enough to give some sort of illusion of motion rather than what's implemented now. What's in now messes my with my focus (especially when close to the monitor), since there's not really any animation involved, and the view doesn't change enough for what I'm focusing on in the initial scope picture to be completely gone in the next frame of animation. I can't even imagine trying to use any sort of stereoscopic 3D feature with this the way it is either, and that would be horrible for anyone. Myself (and others I'm sure) plan to run this in 3D once it's optimized better, so bad animations like these could quickly and easily cause some serious motion sickness in almost anyone. Call of Duty 4 had a good example of how to make the scope unusable without resorting to a jerky semi-random mess. It wasn't random by any stretch of the imagination, but human movement in this regard generally isn't either. It was, however, a fast, sweeping animation that made the scope unusable for several seconds until you were able to hold your breath again. Also, for the record, the animation isn't much better when kneeling either, it's slightly more tolerable, but at that point the animation is still dropping frames enough to make it feel jerky and not organic at all.
  6. zOMGREI

    Very strange lag issue

    There will be some performance loss with a 5400 RPM drive, I had to upgrade from a 7200 RPM drive to a 10K drive to get rid of some of the hitching I was getting. That said, it sounds like this is some of your issue (since alt-tabbing back into the game causes it to reload everything in the area), but the slowdown due to particles and forests sounds like the video card. Check your drivers, since performance was improved some for nvidia cards with drivers released after ArmA 2. Also, I would try running with shadows on Very High, if you're not already. IIRC, all shadow settings below Very High are shunted off to the CPU for rendering, which is really slow.
  7. And he didn't use it simultaneously. Additionally, as I stated earlier, there's still the question of whether or not these EULAs in their current form are even legally enforceable. As it stands right now, no, they are not legally binding contracts by the current letter of the law. This has not been challenged in court to date, so this is, as I stated earlier, a gray area. Currently, in order for the EULA to be a legally binding contract, it would have to be presented to the consumer prior to their purchase. You cannot return open software in most (if not all) places in the US for a refund, so if the consumer declines to accept the EULA, they are effectively screwed. Obviously, trying to present the EULA prior to a purchase in a physical store isn't realistic, but I believe the first step would have to be offering some sort of return program through the publisher for people that decline the EULA to get a refund. This would not address all issues, since the way the EULA is presented electronically right now isn't technically legal either. Finally, again, the practice of limiting non-commercial users to a single install is also still of contested legality as well, but with no precedent to draw on it's not possible to really offer much insight on this. At any rate, this is getting OT, and still doesn't change the fact that SecuROM and it's ilk aren't effective at all and deters customers more than it does pirates.
  8. Headbob and PP doesn't change the extreme twitching as a result of being injured or exhausted, therefore it doesn't address the issue. The transition needs to be smooth, similar to the wobble you get when you're rested compared to instantly moving from one position to another as much as twice a second.
  9. zOMGREI

    Improved Admin Abilities

    I honestly don't understand how BIS hasn't implemented a rcon at this point. I just started running a private dedicated server, and I find it extremely aggravating that: A) I have to be in-game to do any admining (thank god I don't run a giant pub server). B) I have to take down and restart the server to enact ANY sort of settings change, minor or major. C) The current console doesn't even log chat or any other server events other than the most very basic stuff. and D)The only way to directly monitor performance is to be in-game with #monitor running. I just really fail to understand why even a basic UI would be so difficult to develop, it's very obtuse at the moment, especially when a bug hits the server and you have absolutely no feedback. Example: My game crashed while I was admin (no warning, no error, nothing) and a copy of me was stuck in the server. Friend couldn't log in as admin in game to boot me out. Character was also unresponsive, and unable to be killed. Due to the lack of rcon, I was unable to kick this "ghost" serverside, and additionally had no clue as to why this ghost was being retained in the server. I ended up having to restart it ~15-20 minutes into a coop mission just to fix it. The monitor and logs reveal such a tiny amount of data that I was unable to figure out why this happened.
  10. No, it isn't. No, he didn't. If he attempted to bypass the copy protection, then he would be treading into dangerous waters. Installation alone is not against the law. Simultaneous usage may or may not be against the law. It is still a gray area concerning only being able to use software on only one computer (that you own) at a time. There theoretically is no limit on personal (non-commercial) use of purchased software, as long as you are the owner of the system the software is being installed on. Commercial users are bound to different standards. The invention of licensing, keys, and other artificial limitations on home computers, while it is the current standard, hasn't really been tested as far as it's legal enforceability goes. There is a reason that Microsoft's relatively recent change of limiting Windows (as well as Office now, I believe) installations to one active PC at a time is constantly under fire. This controversy exists not solely because people are cheap. Regardless, at this point most statements about the current legalities for the non-commercial user are basically conjecture. I qualify even my own statements and research under this disclaimer as well. There's very little precedent in the industry, and what does exist is typically either outdated and/or not directly related to the context. Saying something is outright illegal when it's not a case of blatant theft is alarmist and not constructive. That said, I am against the usage of SecuROM and other intrusive DRM schemes because aside from treating customers like criminals, it stops absolutely nobody. The only way most of these DRM methods would work would be if the internet had never been invented. DRM has a mild deterring effect when a physical disk is absolutely required in order to pirate the game, since this (aside from removing the ease of data transportation that the internet provides) would remove the anonymity the internet provides and would require pirating outfits to be a physical entity. This would greatly inhibit distribution and would make it much easier for authorities to track and shut down these outfits.
  11. Have you brought up a sight or scope after running (or even worse, after being hit)? The gun instantly flashes from position to position with very little transition or motion in-between. It's awful, especially combined with the blur and HDR. I don't normally get motion sickness either. But I can tell that you came in here to troll, so this was probably a waste of time.
  12. G36 magazines in M-series rifle = not realistic (to my knowledge). You are correct on this. (The g36 can use STANAG magazines, however, although I suspect you know this already.) MG36 beta c-mag magazine in M-series = only bothersome to someone that's nitpicking. MG36 magazines being usable in the M-series rifles isn't inherently unrealistic. Yes, IRL they wouldn't be compatible with each other. However, beta c-mag magazines do exist for the M-series guns, so it would be pointless to have two different types of these magazines for something that you couldn't possibly notice in-game. If the MG36 and M-series guns fired different ammunition, there would obviously be an issue here, but this isn't the case.
  13. It kind of does, though. Generally a rifle isn't exposed to the elements at all (or if it is, it's for brief periods of time) on a range. Dust, sand, dirt, and all kinds of fine particles accumulate over long periods (2+ hours) of time in the field, especially in a combat situation where the operator may be prone on the ground and/or using a mound of dirt/sand/etc. to assist in aiming. This also doesn't take fouling into account, which can become more of an issue depending on rounds fired (or combined with the particulates mentioned earlier). At any rate, this looks like it may be an "agree to disagree" situation, since you really seem to be averse to the fact of environmental factors having an impact on accuracy. This is of equal importance with stress/stamina, at least imo.
  14. zOMGREI

    Quick Question: "Go I'm covering"

    The issue is that the AI does this regardless of whether or not they're in any danger. You have to essentially micromanage their current behavior state in order to get them to follow you when it's safe, or to use roads instead of simply trying to drive straight at waypoints when they're driving (separate issue, same cause). The AI should be intelligent enough to know when caution is or isn't needed. The behavior commands should exist only to force them to behave in the manner you want them to in a situation where they would otherwise be in another state. It shouldn't be a strict command that locks them into a certain behavior regardless of external stimuli. It also doesn't help the atmosphere when you run straight through a forest, and end up 1.5km away from your men because they're running cover drills in the woods. It wasn't this way in OFP or ArmA 1, which is why it's so aggravating. Just because you haven't run into a situation where this holds things up or you personally feel that this isn't an issue to you, doesn't mean it's not an issue to the rest of us. With that said, if they don't fix the micromanaging issue itself, the least they could do is tell the AI to not call out "I'm covering!" statuses when they're not under fire or not within range of enemy AI.
  15. Even if you had the money to piss away on VBS2, you wouldn't be able to buy it. VBS sales are restricted to authorized users only, unless they've changed this in the past few years.
  16. zOMGREI

    Quick Question: "Go I'm covering"

    I've noticed this when they're set to "aware" or "danger". Basically the AI will leapfrog from cover to cover, but won't move from it's current position (even if the next bit of cover is less than 5m away) until it's being told that another unit is covering him. It's most noticeable in forests. They have pretty poor logic in this field since they'll continue to do this for kilometers on end even if there are no hostiles on the island. It wouldn't be quite as bad if they weren't so vocal about it, since this behaviour has it's uses.
  17. Right, you keep referring to range conditions, and I'm talking about battlefield conditions with full gear and exhaustion setting in. You're also neglecting to factor in the effects of temperature and fouling on barrels which can result in this supposedly unrealistic "random" dispersion/deflection you seem to dislike so much. There's also the variability inherent in the average non-handpicked ammunition that the average grunt is typically issued as well. I think you're misunderstanding what I want---I basically want an alternative to (or at least a more organic feeling version of) the twitching/handshaking we currently have. What we have right now is basically identical to what you're against, but instead of the guns being affected by dispersion and deflection, your controls are acting against yourself equally on every gun. The issue with your solution is that for it to work in a satisfactory matter, we would need mice (or some alternative to a mice) that are significantly more precise than what we currently have available to us. ArmA 2 already has some issues with the mouse being jumpy and less precise as it is, introducing another factor into this equation probably isn't the best idea.
  18. Deadly accurate when being fired from a vice (or from a heavily braced position) and using sniper-grade ammunition, yes. At any rate, I'd take pretty much anything over the headache inducing twitching we get right now.
  19. zOMGREI

    Spacebar scanning

    Yes, and the mildot scaling is off even further than the PSO-1, so it's literally pointless to use for rangefinding. Try using the mildot on the M21 to find range. The variable zoom completely breaks it because neither the stock zoom or max zoom mildot is scaled for the magnification. This is an issue with all of the mildot scopes in the game, but it's especially obvious at max zoom on the M21. Therefore, the only purpose the mildot scopes in ArmA have is to serve as Western versions of the multiple chevrons on the PSO-1. Aside from the mildot graphic being to incorrect scale, the units and objects in-game are not to millimeter precision, so even if the scope's scaling issues were solved, everything else in the game would have to be redone for a system as precise as the mildot to operate properly. Theoretically you could redesign the mildot's graphic to be to scale to the game, however this would likely require a significant time investment, and this would still be a third-party solution. It also still doesn't change the fact that there is no laser rangefinder either, which was why the OP was so incredibly idiotic in the first place.
  20. zOMGREI

    Spacebar scanning

    No, no it isn't. There is no handheld laser rangefinder for infantry units in basic ArmA 2. You're SOL unless you're using an eastern rifle with the rangefinder diagram on the scope, and that's not even all that accurate since the scale doesn't seem to be perfect. US units with mildot scopes have no way of determining a target's range aside from the aforementioned spacebar method. Please do some research before spouting off crap like this.
  21. zOMGREI

    M203's and other granades

    The kill radius is small, but the fragmentation radius can extend up to 20m. In ArmA, anything that's not right under the grenade, indoors or not, usually makes it away without a scratch. There really should be the potential for both major crippling wounds and minor wounds from 5-20m. Granted, this may not even be realistically possible within the engine since AFAIK, ArmA 2 uses a basic spherical splash damage model instead of an actual fragmentation simulation (which is probably for the best considering current performance).
  22. I believe 7 performance is close to XP, from what I've read. I'd switch myself (running Vista x64 atm), but I don't own a x64 version of XP, so I'm just holding out until late October since I got one of the free upgrade vouchers with my copy of Vista.
  23. I was referring to player accuracy as well, most of the guns are practically lasers with ballistic drop. I have no issues with having a harder time being able to hit things as well. I don't want PR-level inaccuracy, but something in-between PR and what we have now would be great. I will say that I'm not a huge fan of handshake, hopefully there's a less nauseating way of simulating natural inaccuracy. Handshake isn't entirely realistic either, since a lot of accuracy issues IRL come from the trigger finger (squeezing too hard, firing during inhale or exhale, etc), rather than issues holding the rifle still before the shot.
  24. Are we playing the same game? One of my biggest complaints about this entire series has been the fact that the guns are actually too accurate, I've rarely had any specific firefight last longer than 1-2 minutes (usually it's more like 5-10 seconds) because everyone dies so fast. Short-barreled guns in particular are too accurate, provided you figure out your drop compensation quick enough.
  25. They wouldn't find anything because they likely ran no applications aside from driver and application install packages before sending it off. Very few companies actually check in-game performance, and the ones that actually do that (alienware) tend to run outdated programs that don't push the components hard enough to turn up errors. I also wouldn't use ArmA 2 as a performance benchmark, since everyone scores equally low on it. On all high settings (except AA and AF which are set to low) and 4000 vis at 1680x1050 I get about 15-45 FPS in SP, 30-60 FPS in MP/coop. That said, I wouldn't be concerned about performance if you're constantly BSODing.
×