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DancZer

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Posts posted by DancZer


  1. The problem is likely the bullet deflection system. The bullet penetrates and deflects from the glass. You can be hit easier from the outside because the bullet travel is short after the deflection, but it's hard to shoot from the inside because the bullet needs to travel long distance after deflection.

    There was same kind of problem in some Altis buildings and I was cursing why I can't hit anything that's outside but the AI can hit me when I'm inside near the window.

     

    Work as it should be.

    34bde2c7eac4b12fec8ebfad5b806f0f5c12f2f7


  2. I have uploaded a quick and dirty look at the foliage on the APEX Dev Branch

     

    http://youtu.be/RkbDvHdkftg

     

    As i know the engine uses the "engine load" factor, when it's calculate which LOD should it display. Am I right?

     
    As you turn around the lower LOD is loaded and the better LOD after. Is it possible that small peaks (due the loading) when you turning rapidly,  changes the LOD calculation in the wrong way? I'm just speculating. If they can filter those short peaks, it would enhance the LOD switching further.
    • Like 2

  3. Honestly, I rather take a performance hit than to play with the current aggressive LOD switching. It's also pretty annoying that at one point, the LODs start flickering between the two LODs, back and forth...

    There has to be some work invested into this, as it is now, it's really bad

    The truth is that human eye is very sensitive to moving object. It's an evolution thing. If the object is flickering you can think that something is moving there, but in reality it isn't. That's why lod blending would be very useful.


  4. pretty sure that they are. It also depends on the amount of objects in the scene in total, and on the amount of the same object in the scene. It's not a static range at which it switches, so it's hard to predict.

     

    https://community.bistudio.com/wiki/LOD#.3Cresolution.3E

     

    This unpredictable effect what we see. I think it shouldn't change this frequently for all object. Especially for static non moving objects like tree, buildings.


  5. ... The system connects you to an empty server only if there is no reasonably populated server matching criteria set by you available.

     

    I think it would be better to ask the user if he want to join to an empty server or not, wouldn't it? The feature is for quick play. You can't play e.g. CTF or SC alone.


  6. do not worry, there're many such items on my endless list of what to improve/add ;)

    and don't hate Speex it was quite fine codec, just not developed anymore as OPUS replaced it and half dozen others

     

    What we can expect from Opus in terms of scalability, stability or responsiveness?

     

    Edit: Opus presentation


  7. Nice to finally be able to switch weapon on the move, but perhaps the new way gives a bit too much freedom? I always expected this to force walk if it was ever implemented. Now you can even do it while sprinting, without slowing down one bit. I don't find that very realistic.

     

    I agree. It is strange especially when you switch to AT or AA from rifle. Maybe they will tweak it and this is only the first iteration.

     

    If we want to kick ass, then the switching behavior should depend on the slope of the terrain too. If you moving up to the hill you probably have to stop to switch to launcher.


  8. Hi BI!

     

    Sometimes when the unit running inside the building they appear outside the wall and when his position get updated he disappear.

     

    This issue is exist with your avatar too.

     

    On the left side i visualize how it's working now. On the right side, how it should be. The correction should happen before the rendering of the frame. I know that is not that simple, but this issue has major impact on the gameplay. It could reveal units position inside the building.

     

    wW6PNhb.png

    Are you aware of this issue? Could you estimate when it's get fixed? Apex or post Apex or maybe never? Are you planning to fix it?

     

    More examples coming. Feel free to add.

     

    Edit: Maybe it's just for me, because sometimes i have <20 FPS.


  9. The sound is something that need huge improvements in this game.

    Dont get me wrong, I love this game, but the sound is not even close from what should be,

     

    Khm. If you haven't noticed it changed a lot since release and with Eden updte will be the best since OFP. Yea, it's still not perfect but the guys working hard and we are thank you for them to making these kind of features post release for FREE! Thank you!

    • Like 1

  10. Yes, they need to recalculate next path. You can shorten the time of waiting by shortening the route to next waypoint.

     

    Would be possible to calculate what to do next before the actual waypoint? If the AI will move further anyway? Eg.: Whit waypoints MOVE->MOVE->MOVE->MOVE->CYCLE the expected behavior is that the AI move over and over and do not stop. The stop & go makes the AI behave very robotic and unnatural.

    This video is speeded up to make the issue more obvious:

     

    I made a ticket about this issue 1,5 year ago which get assigned exactly 1 year ago :D

    http://feedback.arma3.com/view.php?id=20184

    • Like 2

  11. Probably not best idea, as ability to create local objects with this command is non-existent and most likely never will be added, creating hundreds of objects and deleting them for each player walking in out of the building will kill your network, because this will force create and delete packets to be send, while if you leave objects untouched, theoretically they should not create any traffic.

    I agree. Maybe if we would able to create objects locally on each client there wouldn't be any network traffic. And because the seed will be the same, the interior would be the same too.

    Is this command create object on every client and synchronize it?


  12. Talking about populating buildings with objects, i had an idea 1,5 years ago which may have a potential now with this new command.

    Basic concept is a module which generate and destroy objects inside a building(radius, object count params). The building composition should varie by the building id as a randomization seed value. This would guarantee that if the player return, the same interior will be generated.


  13. However, there is one thing I'd like to point out. Many if not most of the modules are missing proper explanations on how to use them. I think that's especially frustrating for new players  and I am sure once 3den is released there will be quite a few new player building missions.

    But even for player who have been building missions for quite a while, some functions of modules are a secret to the present day.

     

    Good point! I always have to google the way to use modules. What to synchronize. Some kind of ingame description would be very helpful. Ingame html page defined for the module? Or small Youtube videos just like community guides?

    • Like 1

  14. Optimized and advanced, funny you'd say that :D :

     

    http://a.disquscdn.com/uploads/mediaembed/images/3066/6520/original.jpg

     

    Batman (nvidia game), R280x (which is basically an 7970 with some OC), is equal to 780/TI and ahead of the Titan (which was ~= R290 when the later launched) and around $1k (titan price).

    http://a.disquscdn.com/uploads/mediaembed/images/3066/6522/original.jpg

     

    Also have a look how further ahead is the 7970 compared to GTX680 although at launch were more or less equal (even a 7870 can get pretty close to it). ;)

     

    http://www.techpowerup.com/reviews/Gigabyte/GTX_980_Ti_Waterforce/23.html

     

    R290 (nov. 2013 card) = gtx970 (Sep 2014 card) @1440p. Basically 1 year old card from AMD = nvidia.

     

     

    And if the rumors regarding asynchronous compute come true, you'll have another jump from AMD.

     

     

    AMD problems are in regards with how much the devs are actually bothering optimizing their games for them, more so on nvidia games. What nvidia does is strip the hardware to the bare minimum you need for now, that's why you get some extra performance at some point or lower temperatures. It doesn't gets old in a spectacular fashion however.

     

    GTX 970 with power draw rated at 148 W maximum

    R290 with power draw rated at 275 W maximum

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