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Stargun

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About Stargun

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  1. Stargun

    ARMA 2:OA beta patch 77750

    That's right, but the answer is simple: in a so-naturally-drawn environment like the ArmA world even a minor graphical glitch (like LOD switching, popping texture etc.) immediately becomes super-unnatural, so disturbing and distracting. The steps taken to solve the Z-fighting is promising, but the awful LOD switching is still there. I'm currently using Win7 64 bit, GTX570 and an SSD for the system and ArmA II which bought SOLELY for the best ArmA experience possible, but the LOD switching on the buildings in Takistan is still very annoying. :( In the last months I literally stopped playing BaF entirely because of it, and just waiting for the incoming Beta patches to check them out. I always install the latest patch, just start up with the US showcase scenario, get in a littlebird and fly around to the nearby villages to check out the LOD switching on the trees and buildings. No AI, no mission, no real play, just a quick check. And after those checks I always became disappointed, shutting down the game for the next weeks or next beta. I'm a little bit tired...
  2. Stargun

    ARMA 2: OA beta build 73968

    I think a simple "thank you" is not enough in case of solving the terrible z-fighting bug. I can say that this is PHENOMENAL! It's so AWESOME to see the distant objects through the scope as I always wanted: without the strange flickering. I can hardly describe how GREAT this change is. I hope you'll be able to fix this in prone also, but hey: this is the BEST thing you've done since I bought ARMA II nearly a year ago! Well done guys, and keep up the good work. I think this is the point, when I really became a believer. Now I KNOW that there's a company called BIS which really understands the problems of a community and tries to work hard to solve the issues. THANK YOU!
  3. Stargun

    ArmA II / OA Installation problems

    I've already tried to copy the whole DVD to HDD, and the copy itself successfully completed without slowdown of the drive or any warnings. Unfortunately I still got the same CRC error at the same file (anim.pbo as I can recall) during setup from the HDD, so it seems that the file is defective on the DVD. :(
  4. Stargun

    ArmA II / OA Installation problems

    Hi guys! I'm getting really angry now. It seems, that this CRC error plaques all the different versions as well. I just tried to install OA from the original DVD (hungarian version), but failed because of a CRC error of different files. What shall I do now? I can't even setup this game... ---------- Post added at 06:28 PM ---------- Previous post was at 04:54 PM ---------- Sorry guys, I've just checked the website of the local distributor (cdgalaxis.hu) and they states that the first batch of the DVD-s of OA seems to be defective, so they're waiting for a replacement. :(
  5. Stargun

    New Beta Build 71141 up!

    WOW! What a hell of a patch! :bounce3: The performance gain is enormous, the LOD changing is really much better on my quad core with exthreads=7, but for me it's better to use "default" for texture memory size instead of "maximum" to gain even better and almost unnoticable texture switching even with scoped rifles at Chernogorsk. Overall it seems like a new game! Well done BIS! :D My settings: Visibility: 4604 Texture quality: maximum Video memory: default Anizotrop filtering: maximum Antialiasing: normal Terrain detail: maximum Object detail: maximum Shadow detail: high Postprocessing: OFF Resolution: 1680x1050 @ 100% Intel Q8200 @ 2,8Ghz, 4GB RAM, HD4890, Win7 P.s: If only you could sort out those z-fighting effects also - that would be like second Xmas... :rolleyes:
  6. Stargun

    Graphics engine improvement

    For the z-fighting I found this really useful info: Logarithmic Depth Buffer in Outerra engine It would be really awesome to have such solution in the ArmA engine as well...
  7. It's not only the wave sounds which are behaving strange. When I'm sitting in the cockpit of an AH64 then the sound insulation seems really good. As long as it affects the rotor sound, so the rotor sounds nicely muted inside. But not the crickets (and the birds and even bees)... :D Or is it a feature to have some crickets INSIDE the cockpit? ;) More questions: 1. Is it possible to have the sound volume (sound insulation) inside the cockpit change by opening the canopy (like in an AH1)? 2. Wouldn't it be nice to have the engine switch-off sound sample start immediately when I get out of a plane with running engine? It's really weird that being in the cockpit of an A10 with the engine fans running at idle and making quite a big noise then I get out and everything is quiet in half a second...:rolleyes: 3. The A10 again: it's really annoying, when I get in the plane as a pilot and after that I immediately get out of the plane without even starting the engine the game still plays the engine slowdown (extremely short) sound sample. :confused:
  8. Exactly. And I'm getting angry because still no one replied neither to this post, nor this other thread from BIS yet. IMHO using any optics in this game should treated specially. Btw. I'd like to see that the view distance increasing instantly when looking through an optics (like switching from 3000 m normal view distance to 10000 m and back). This could be feasible, because the FoV is really narrow when using optics, so the framerate could be high even with maximum view distance. I think maybe the z-buffer scaling could be treated similarly when using optics to eliminate the z-fighting issue.
  9. Hey guys! This mod is great, but I think it would be much more useful to be able to set the view distance automatically. Usually I play Arma II with 3300 m view distance to get good frame rate at very high settings. The only problem when I should use any scope (rifle or binocular). In these cases the FoV is really small, so the frame rate can be pretty high even if I set the view distance to 10000 m. So as a bottom line: is it possible to set the view distance automatically to 10000 m when switching to scopes, and change back to 3300 m when finished using the scopes? I already tried the FPS Saver addon, but I thing that switching between two distinct view distance values in case of activating / deactivating the scope is much more simple then continuously monitoring the fps and dynamically changing the view distance.
  10. Stargun

    Graphics engine improvement

    Just 3 wishes: 1. Optimize the texture / LOD switching (perhaps make it unnoticable), especially when switching to scoped weapon. 2. Improve the overall fps 3. The biggest one: PLEASE FIX THE ANNOYING z-fighting bug!
  11. I think this problem is not related to the visibitity range nor the area of the whole environment. This is simply a broken implementation of placing decals (multi textures) over selected faces where the distance between the textures of coplanar faces is too small and cause z-fighting when seen from a distance. The strange thing is that it not only happens on such houses where you can enter the interior, but also on buildings where you can't get inside. I'm using Win7 and HD4890, but still can't set proper display setting to eliminate this problem. I have a native screen resolution of 1680x1050, and normally using this with the same rendering resolution (100% fillrate). But I even tried to use 200% fillrate with still no luck. I tried every possible setting at filtering, texture quality and video memory, but nothing happened. It would be nice to know if ArmA using negative LOD for the textures, because maybe I should set negative LOD clamp at the video driver. Unfortunately AMD drivers don't allow to set negative LOD clamp, it only can be solved through Ati Tray Tools which is a pain under Win7. Nvidia users can set this parameter directly from the driver, so a feedback would be nice from them. BTW the visibility range can be really huge in ArmA, but drawing of the detail objects in this world is rather limited. It's useless to set 10km visibility range, while the environment and object details both set at maximum and having the objects drawn at the range of only 3-4 km. But this is another story. As a bottomline I think this is a rather serious error, and should be corrected. This would be really nice just to know the opinion of the devs. But as I read all of the posts no one replied for this bug from BIS yet.
  12. Actually this kind of z-fighting can be first seen in BF2 years ago, but as I remember it has been fixed, so I did not notice it in BF2142 even when using scoped weapons. I know, that MW and now MW2 is NOT comparable to ArmA II in the terms of draw distance, but in those engines not a single z-fighting could be seen even when using scoped weapons. Personally I can't mention any other game nowadays where z-fighting became such obvious as in ArmA II. You can be ANYWHERE in the map while looking at ANY distant house or a multi-textured ruin with a binocular or scoped rifle to see the "war of pixels". And I think it's not a good idea that the gamers trying to help BI NOT TO SOLVE this problem by posting such responses like the previous 2-3. I don't want to get used to this bug, it's NOT NORMAL to have this bug. It should be solved. I get used to the popping trees at the horizon while flying, but this z-fighting is really a shame.
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