-
Content Count
938 -
Joined
-
Last visited
-
Medals
Everything posted by tremanarch
-
thx! so I guess I have to invest in more VRAM in the future because the option to use higher Texture Settings is greayed out - not available (which is a good thing when I have too low memory for that)
-
What computing system do you have for the Arma 3 Beta?
tremanarch replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
guys do you think arma profits from a good VGA with lots of VRAM? at the moment I have 560ti with 1 GB VRAM (it only lets me picck high texture quality) should I go for 2-3 or even 4 GB VRAM? does this even matter on a 1080p set up? -
The reason why servers are crashing (Stable patch 0.52) 25th March
tremanarch replied to terox's topic in ARMA 3 - MULTIPLAYER
can you force an update in steam? we restarted yesterday but still have this bug... -
Amazing sounds samples.... but a bad sound engine
tremanarch replied to babylonjoke's topic in ARMA 3 - GENERAL
thats interesting. must give that a longer look... thx mate! -
Amazing sounds samples.... but a bad sound engine
tremanarch replied to babylonjoke's topic in ARMA 3 - GENERAL
I did and while I notice that some sounds are replaced that doesnt mean neccessarily its covered ;) the driving sound had severe problems, its not jsrs fault - but it was lacking anyway.. just to say. jsrs is but the best sound mod out there! -- regarding the engine knowledge - yeah so its basically blacklboxing. I dont like that. I like to have a documentaion, otherwise it would feel just as altering. Maybe there are ways around it we cant know because they arent used in the PBO's we checked.. I guess not, but to be unsure of that would give me sleepless nights. Without clear documentation I would never spend so much time. But I respect ppl that do that! And the outcome in the past has been pretty good! And with your mod (jsrs) jarhead I always liked you answered questions in your thread.. this mystical stuff statement wasnt directed in your direction, it was just a generic conclusion I draw of my experience with all the mods and creators I tried in the past. -- btw getting deeper: when you talk of filtering what do you mean exactly? are you using the terms of music industry? so I might ask what types of filter we can use: 6-12-24-48db? lowpass highpass notch bandpass or something else? how many we can use at the same time for how many sounds in what way? How good is the resolution of the cutoff frequency (does it make sense to apply lets say a lowpass filter to a shooting sound and while we come nearer the cutoff opens? linear or better logarithmic? can we apply the in a cascade and alter them via live variables in game (distance, speed, weather etc?) -
One problem in the digital world when having a game engine triggering sounds occurs if every sound is similar and gets triggered often in a short amount of time. Example: some crash.wav that gets triggered 3 times each one 5ms after the other (because maybe 3 cars exploded nearly at the same time). Or even bullet_firing_sound1.wav that are getting triggered in a short amount of time. You see what I did there with the x.wav naming is to show that if each of those sounds is the exact same one, in the digital audio world we get nasty side effects called: short delay effects. Most of you probably know them already in Music titles or as some effects in movies, but to clarify I made some Audio Examples with gunsounds, but it applies to any sound: http://www32.zippyshare.com/v/93792691/file.html 1st beep standard shot 2nd beep repeat 3rd: 5 shots fired in a short time (can happen when some soldiers shoot and the frequency overlaps so some shots get fired in a short time interval) 4th: this is the effect - reproduced with a simple delay 5th: again the short delay effect with different time intervals to show what it sounds like. 6th: some other sound examples (voice, impulses: drums) so you see this effect really dont only happens with gunsounds but everything in a game (digital world) - it just depends if it is triggered in short time intervals. It sounds very artificial, and if you are used to it you really hear it while playing the game from now and then. It decreases the immersion, and is so easy to avoid at the same time. in the analog reality this aint a problem, cause a sound never sounds so similar to another one that this effect happens. What we can do in the digital game world to avoid it? We must record always 2 or 3 samples of each sound, so they get mixed up! then this effect wont happen! I dont know if its worth a ticket as the only thing needed to avoid it is to record every sound 2 or 3 times and dont trigger one and the same sound often in a short time interval. I know that in ArmA 2 there were sound mods that had only 1 gunsound -> delay effect, and there were other sound mods they did it right. So I guess its a known factor in a part of the community and hopefully at BIS' already.
-
tip: dont use the same sound file for every shot, use more.. top avoid short delay effects
-
Amazing sounds samples.... but a bad sound engine
tremanarch replied to babylonjoke's topic in ARMA 3 - GENERAL
jsrs only covers shooting sounds no? I would like to have better driving engine sounds too. they seem to be cutted sometimes. is there a engine list of variables etc how the sound engine works, or where do the guys get their info from? I dont like the mysterical aspects of the modding scene. why not open up, get public etc only good comes from it.. -
Amazing sounds samples.... but a bad sound engine
tremanarch replied to babylonjoke's topic in ARMA 3 - GENERAL
they record real sound but they alter them with filters and effects. some more subtle some more extreme like mixing a lion roar under the engine sound etc. but its good that they made so many recordings they can get mixed in the game.. -
Demongornot thats awesome if you could do this. Maybe try and positioning the camera at different angles or attach it to your knee ;) dunno. best would be to have a small mic at your head recording the footsteps to check the volume of footsteps vs breathing and then the footsteps closely to get the pure sound.
-
Amazing sounds samples.... but a bad sound engine
tremanarch replied to babylonjoke's topic in ARMA 3 - GENERAL
with wavelab for example you can batch process.. or you insert all sounds in one channel and give it side channel fx.. technically neither is a problem.. in BF4 a gun has distant sound when youre just 10 m away . BF4 is a very bad example when it comes to this! BF3/4 just sounds tasty (some 300HZ notch filtering etc) but not necessarily real.one important problem is the short delay sound effect that happens when triggering in the digital domain the same sound in a short time interval: http://forums.bistudio.com/showthread.php?152065-Repetitive-Sounds-Problem another important thing is the cross channel mixing: l/r shouldnt be 0-100% (you hear with both ears always even when an obejct is left from you, it is not just volume thats lower but theres more to it; every humans head has a specific sound siganture.. its also different if you have hair or not etc..) -
I would like to know the differences in detail too. I noticed from the vid: louder ambient sounds, and gear sound that wasnt there. the rest I have already in my standard game. I wanna know what changed cause I wanna cross check it, so you can check for errors, and dont get surprised in Operations etc. Its not a shame if you didnt change much, just tell exactly what.. edit: I made a comparison video of the INF Showcase. http://www.youtube.com/watch?v=8IUvEdBRs0Y 1st 5-6 Minute Part with mode 2nd 5-6 Minute Part standard I like the new gearsound. While playing though it felt like in standard mode, rifles etc felt more powerful, impact noises where closer and felt more dangerous. edit: this was recorded with the "Old" @AlphaSounds and Volumefx=12 method.
-
Arma II and Operation Arrowhead Islands successfully imported
tremanarch replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
awesome pics! -
nice physix on the damper
-
Share your first Arma3 Beta Impressions (all first impression type posts here pls)
tremanarch replied to fabrizio_t's topic in ARMA 3 - BETA DISCUSSION
hitting my 300st hour playing ArmA 3 alpha I must say: great work. Never had any Alpha Version that was so stable! the game itself even cutted very low (only few weapons / vehicles and "small" island) already feels so divers, so many possibilities, makes up for good gameplay! The AI - when in the open field, is so aggressive and good! (not perfect, but never saw any other games AI comparable to it) -- of course improvements of all sorts are welcome, but I am already happy! and I regret not waiting to buy the supporter edition and only having the digital deluxe due to the shop not working in the beginning. Maybe I just gift an ArmA alpha to a friend as to say thank you to BIS! keep up the good Work! Cheers! -
nice mission playstyle. getting rushed at first but catching up and giving a good fight! video really shows the new aggressive AI!
-
the best would be to record oneself how quick you run up, down and straight. i guess up and down will be slower and more exhausting while up while be much more exhausting and also slower. this will give the most realistic result... (there are too many variables) then divide by the games default run speed and calc the up down ;)
-
moving down: no because the energy for the additional speed comes from gravity. he has still the same amount of energy for his x-y... (in reality okay yes, because it is difficult to run fast on terrain you are more careful etc) -- but when moving up the hill -yes! because he needs the energy for the z component now! --
-
I made some Benchmarks on Standard and Very High Settings - and All I can say with my Preset it doesnt matter all that much in frames.. 4100 - 4200 and 5300 - 5200 in Score using Arma3Mark....
-
with standard settings and VSYNC off 5276 1920x1080 4200 with Very High -- 2500K 4.5ghz 560ti
-
the shadows are too sharp and detailed anyway. show me such a detailed shadow in real life, where we have to deal with diffraction, diffuse light sources etc...
-
Amdahl's law and Gustafson's law "A program solving a large mathematical or engineering problem will typically consist of several parallelizable parts and several non-parallelizable (sequential) parts. [...]" - its not just a linear increase in performance when you use more cores. in reality it depends heavily on the task itself if has more or less parallelizable parts. and thats if the cpu is really the bottleneck. I still think that somehow sth. else is the bottleneck. because why is it in ArmA 2 Editor I come from 80+ fps to 20 fps when zooming into a forest on empty chernarus with no AI - no Objects no anything at all? Sth. with that streaming process that utilizes CPU, and must run sequential is maybe the bottleneck. we really need the engines source code or better a diagram to be able to really comment on this. otherwise all we can do is blackboxing... and with so many ppl talking fantasy its just not helpful. what we know is: it helps to have high clock on CPU, it does not help to have many cores. So all those multimedia notebooks optimized for Mail and Office wont work good, but Overclocked systems will work good atm.
-
1-5 FPS with max visibilty 12x12 km on plain water
tremanarch replied to NeuroFunker's topic in ARMA 3 - TROUBLESHOOTING
plain water in a3?i thought there are textures under water aswell? -
What computing system do you have for the Arma 3 Beta?
tremanarch replied to Yett71's topic in ARMA 3 - BETA DISCUSSION
not only new cpu - but cpu with hiiigh clock! not so many cores - less heat higher clock.. 4 cores are enough for gaming overall. -
yes theyre changed - i toned them down I tried to make the difference only subtle - wanted to get rid of the greenish vanilla teint - and even these are a bit too sharp in the far distance for my tastes. of course I can provide the settings - its a pleasure: http://www.sendspace.com/file/url6x9