NeoHazard
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Everything posted by NeoHazard
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Yea, I noticed this in the video as well. Actually, shockingly I'm just now noticing that after getting in the Abrams, no recoil on that either. I would expect some. It would be a nice touch to have this. I'm also guessing this would have something to do with the lack of physics modeling in the simulation? Without some rudimentary physics to be able to calculate the pressure according to the direction of the gun firing, it would be hard to model the jolt in vehicle suspension.
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tsktsk, its a shame our computers can't emit dynamic smells yet. Still waiting on the PCI-e Aroma Card...
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Hi there, I've been spending some time just sandboxing and testing vehicles/weapons and configurations out. I'm noticing some issues with the M1A2 that I'm not sure are meant to exist or not. I notice that when seated in the loader position you cannot turn in to the hull. I can see this being meant to be this way because of the shield on the turret that would prohibit the closing of the hatch. However, I would imagine that it would be poor design on the tanks part. It would be nice to at least have the 'turn in' command allow you to duck inside to avoid heavy fire. Also while commanding from the loaders position, all of the crew turn out of their respective hatches and cannot be commanded to turn in which leaves everyone vulnerable. I'm wondering if any of this can or will be corrected. Thankyou in advance for your responses. ;)
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I think they'll find a way to optimize the map. They'll probably reduce the LOD distance of the small objects within the buildings (ie. chairs, stools, beds). This way, within a certain radius of your character, significantly less geometry needs to be accounted for. It will have to be done in such a way that while scoping into a window from a distance, a unit that would otherwise be hiding behind a sack of onions is not cowering in plain view. Even on some systems, while turning down graphics options may allow for faster framrates, it still doesnt prevent some systems from suffering hiccups when stumbling across a complex assortment of load calls for an abundance objects due to some shortage in communication between HD, RAM, CPU, GPU. A little optimization will never hurt for anyone. Significantly reducing the original vision is another story. I enjoy this map. I like the layout. I have a little base up on the peak of of a hill east of the village that I do my sandbox testing from. Gives me a nice look out over the populated area to test performance. Then I float on down in the armor of the day and conduct spec ops missions or deal with whatever preplaced obstacles I throw in. I generally like to play with my setting maxed sans the terrain detail which is locked at high due to the view distance link. I still get playable frames on zargabad albeit it is more weighty than any of the other maps. I'm tossing in a lot of other units too which is putting the hurt on. I think the map will get optimized for everyone elses sake who doesn't have supercomputers.
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I just took a look at it, no such option in the command menu for me. thx tho. Maybe they'll address this in an update. I'll just stick with the basic M1A1 for now since the A2 is a little risky to be cruising around in until I can secure the crew.
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I think the issue here with zargabad is that there is exponentially more clutter used in higher density than any other map created to date. The solution in the future will be further optimization of how objects inside the buildings load according to your position. Right now you may have a ton of small objects loading within a certain radius of you that you cannot even see because theyre inside of buildings while your cpu/gpu is working to calculate all the buildings themselves not to mention the AI routines. BI has the task of filtering out necessity on what needs to be loaded in priority to your position and line of sight. I'm sure as time goes on they will patch it and optimize it to create more fluidity. While those of us with new hardware such as the 480gtx will see improvements with new drivers since we're only on our 3rd or 4th driver since product release and A:OA just came out recently too.
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ARMA 2: OA beta patch 72539
NeoHazard replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
just wanting to reply and confirm, same problem for me. this is a no-go. -
Hi all, I've been searching for a solution for this on google and inside the forums but nothing is coming up that is working. In Arma 2(not OA) I'm trying to set my terrain detail to 'Very High', but while my visible distance is over something like 4900km i can't set the detail above 'normal.' I've been reading about how this could have something to do with the cfg file and how its not setting the correct localVRAM information. I checked it and I set it to the correct number of bytes for my graphics memory, but still no luck on alleviating the limitation. Is my hardware not going to allow this? Or is there another bypass? syspec: AMD x4 955 3.8GHz 2.6GHz NB 4GB 1600 7-7-7-24 RAM Geforce 480GTX 1.5GB DDR5 Thankyou in advance for the help!
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Terrain Detail/Visibility Distance
NeoHazard replied to NeoHazard's topic in ARMA 2 & OA - TROUBLESHOOTING
:( stinky business. ok, well thanks anyways. at least i sorta know that i don't have the option now, and I'll stop messing with it until something changes. I'm finally getting good performance with Arma after numerous upgrades and overclocks. War is fun when it with smooth framerates and no real bullets. The AI seems to act a little more intelligently when the processing power is there to help them make decisions ;). haha i was just curious to see if I could get the "full effect."