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nik21

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Everything posted by nik21

  1. They are not banned from the game, they are banned from BE's Service, therefore they can not join any BE enabled server, but still play the game otherwise. Both games have non-BE servers and even if they didn't, it wouldn't be BE's problem legal wise as they agreed to BE's EULA.
  2. nik21

    Multiplayer dying fast??

    Well, the 2 servers have been full for serveral hours yesterday as well as today, and I still got up to 50-60 fps in the wilderness with 5+ hours server uptime. So client performance is really good, however there's some rubberbanding and desync going on, but I guess that's network related (server fps probably low). Will the code optimizations be included in the patch tomorrow?
  3. More so because it is poorly optimized in this regard, I would understand if the game lags if all - or at least one - of my 4 CPU cores were @ 100% load, but nope, on most MP servers with more than 30 players you will get below 30 fps, with more than 40 players often below or around 20 fps while all CPU cores are at ~40% load.. and your video settings don't even matter, it's just that something in multiplayer completely cripples your framerate without any of the hardware components of the client being remotely close to their limits. Battlefield 3/ 4 for example scale very well with up to 8 cores and even on 64 player matches I get a constant framerate of 45+ in those games with 80-100% load on all 4 CPU cores. Benchmarks have shown that Battlefield even puts >70% load on all 8 cores of an octacore-CPU in Multiplayer matches, that is called proper optimization ladies and gentlemen. Very much doubt that, there's enough other games with modding support and a proper server-client architecture. I guess it would just require a rewrite of the current scripting engine which should have happened a long time ago, as it would not only solve a lot of the performance issues but also add a lot of security (clients shouldn't be able to execute scripts whenever they want to). That's pretty much the same thing DayZ has moved to... secure server-side scripting.
  4. nik21

    Multiplayer not in playable state

    Pretty much this... Client fps with 30 or more players often go below 30 or even 20 which is very close to being unplayable, and it's not affected by the rendering at all, you can turn your video settings all the way down and look in the sky, your fps will still stay around 20 (that's at least what players expierience on most of the servers), even though all cores of the CPU are below 50% load. That was one of the biggest issues Arma 2 had and is IMO the #1 issue Arma 3 has. The Multiplayer performance is just a complete game killer. And playing with less than 20 players on a 280 km² map is not that fun either.
  5. What kick messages are occuring exactly? It seems like you have set up wrong/ incompatible BE Filters.
  6. Well, maybe you can't do anything because the clients already lost connection when they are being removed from the server? Or does that happen to every player?
  7. It happens when the authentication fails, e.g. when a player is losing connection, his game crashes or when he's using a pirated copy.
  8. Of course it does, but it depends on your Settings, Sherlock. ;)
  9. Probably working on DayZ only, guess what he's doing? Re-writing the server-client architecture, with network bubble and all that stuff. What Arma 3 should have had from the beginning.
  10. This Test is about GPU benchmarks so they have to make sure that the CPU is limiting as little as possible.
  11. It's due to the outdated server-client architecture... and therefore because of bad servers/ bad mission scripting.
  12. @CiforDayZServer All posts from you here have been a wall of... bullshit. You don't even remotely understand how things work, yet you think you're in the position to discuss/ blame BE. And now don't come and say "I had a dayz server...." lmao.
  13. Not possible since every mod/ mission is different script-wise, however server admins can figure out the most important filters by themselves even with little scripting knowledge and mission designers should be able to provide more advanced filters for server admins since they know most of the stuff in their mission. And yes, BattlEye does detect cheats completely on it's own PLUS it gives server admins the ability to block the execution of scripts with the features mentioned above.
  14. http://forums.bistudio.com/showthread.php?131759-New-BattlEye-features-for-server-admins http://forums.bistudio.com/showthread.php?138736-Introducing-Server-side-Event-Logging-Blocking There is not a whole lot of documentation or Tutorials on that stuff, but there is at least something. If you want to make your own filters, some scripting knowledge is also required. You don't necessarily need those filters, however it gives server admins the ability to prevent script execution. BE alone without any filters can't really prevent scripts from getting executed, however it can ban the cheater afterwards (that goes for scripts as well as all other kinds of cheats, inlcuding private ones).
  15. I think performance in MP won't change a lot unless they move to a server-client architecture like DayZ so the simulation will be clalculated server-side and not server AND client side. Arma's current client-server-client architecutre is simply outdated and is probably the biggest impact on performance in MP... unfortunately BI didn't realize that soon enough (only after DayZ)....
  16. nik21

    Development Blog & Reveals

    Tough they forgot to show underwater stuff. :P
  17. Depends on your filter definitions.
  18. *facepalm* high ping kick is an admin feature. Meaning that the server admin sets the limit for the player's max. ping.
  19. Will there be an enhaced vehicle damage model?
  20. ^ This, also it's "BattlEye" with one "e".
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