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I give up

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Everything posted by I give up

  1. I give up

    co10 Escape

    Great mission. Playing it in Bozcaada. Still, AI is dumb as hell, Even at close range they cant see me..
  2. I give up

    Audio Tweaking (dev branch)

    I see, you are referring attenuation. In first place and in my opinion the sound sample does not sound like a weapon firing indoor, but the attenuation is somehow working. However, the "indoor echo" sound sample is not. Tale a look at 0.24 and see how 3 rounds fired "missed the echo". In the video there is a single MX firing indoor. https://www.youtube.com/watch?v=CxPySGg1ZbE
  3. I give up

    Audio Tweaking (dev branch)

    Can you please make the "echo" sound from weapon fire linked and related to surrounding environment? Atm, no matter where we are,we just the have same "echo" sample. https://www.youtube.com/watch?v=Bx37E7sg-Uw
  4. I give up

    Audio Tweaking (dev branch)

    That's because the "echo" (which is totally unrealistic) and also because there are only 2 "echo samples" that are randomly placed, no matter the environment. https://www.youtube.com/watch?v=oXm29T2bgmQ #echo/report
  5. From what I can see the quality it depends on user resolution and aspect ratio. I am using 1920x1200 (also some other costum res, for triple screens, but thats another story) and I dont have issues with it. Maybe some more testing on different resolutions and aspect ratio before the final result?
  6. I give up

    Arma 3 flinching mechanics

    Mate, thats by default and is due to CSAT training. They are taught to simulate the weapon drop (when they are under fire), in the hope that they can trick the enemy and then take them down, by surprise. Tell me, there is AI more perfect than this? https://www.youtube.com/watch?v=-X360e9ePPk
  7. I give up

    RAM Management - Serious Question

    @ freghar Are you speaking about ARMA 3 or something else? Why you are referring pagefile countless times? Where in my video you see pagefile load? It shows only RAM. Do you know the impact on performance when you are loading tons of textures at one time directly in to RAM, do you know impact of that in CPU and GPU? If you dont, I suggest you to look at video. Or do you think that the RAM performance is not a crucial factor in this game? And I am not speaking about RAM tmings, latency or even speed. Do you know what is Dynamic Random Access Memory? Or Memory Refresh. Do you know why Memory (physical and virtual) have different llimits (in matters of usage) in 32 and 64 bit systems and / or applications? Pagefile on a RAMDISK? Hilarious. So you have RAM enough (it seems) and you prefer to use it as pagefile (as virtual memory instead of using it as "true memory"?. And you are saying system is faster on that way? Just hilarious. I am perfectly aware of "32 bit breaking barrier" and that according to the notes released is only related with virtual memory, I have my opinion about it but this not the proper place to speak about. Understand this. When the game is loading and using 10 GB of virtual memory (pagefile) is quite clear where, how and with is being used, we just need to look at Kernel to understand all that. And that is what "32 bit breaking barrrier" is about, if was not it never in this life a 32 bit application could load 10 GB of virtual memory. Now when the game is loading and using 10 GB physical memory (RAM) we dont have any trace about where, how and with is being used. NOTHING. We know that the RAM are being used, we know that the RAM has been loaded by the game, but we dont have a clue how and where is being managed and / or used. I my opinion is not being managed at all since the system, processes, resources do not have it in use, its a like is being used by a ghost. But honeslty, I perfectly understand your position, It has become quite clear when you said that you can load (play) the game with 2 GB of RAM having the pagefile disabled.. Btw, is not like "any game can use the amount of RAM it wants", there are limits, in first place dictated by the system and application x32 or x64 and in second place is dictated by the hardware or its capacities. Do you understand what I am saying? Edit. (because on that wall of text I have missed it) You have superfetch enabled?
  8. I give up

    RAM Management - Serious Question

    Afterburner reads pagefile. And your readings are quite conclusive. Pagefile = 7747MB usage RAM = 3316MB usage 7747 + 3316 = 11063 MB of memory loaded and in use. I dont see where is the surprise when I am showing 12.5GB of memory (RAM) loaded and in use. Is basically the same, in your case textures are being loaded to pagefile (because you dont have RAM enough)m in my case textures are being loaded to RAM (because I have RAM enough). And this is just insane, there is no chance for a game like this to work properly with such load in to memory. There is no way for the memory to be refreshed (something that is continually required) under acceptable timings, there is no way for having an acceptable performance, only by itself is one major reason for CPU/GPU bottleneck.
  9. I give up

    RAM Management - Serious Question

    -maxMem parameter is related with arma3.exe, only. Since the memory load is not related with it, the parameter does not affect at all. That's most likely because you dont have GPU power enough. Also, with 8GB of RAM you are forced to have pagefile enabled, would be interesting to see your pagefile load, repeating the steps and having the graphics in Ultra. About resources or processes, having the pagefile enabled we see the virtual memory usage in the Kernel process, means if we have loaded 8 GB in to pagefile the Kernel process is using 8 GB (approximately). With pagefile disable there is no resource or process showing the RAM loaded, loads directly in to RAM, God knows how. And yes, is the textures that are being loaded, means more quality more RAM loaded (in your case more pagefile loaded). Besides, I am tired of repeating the same over the last year and having useless debates with people that do not have similar hardware, consequently having no clue of what is being said. That's why I have made the made, its for developers, I am quite sure that they know what I am saying.
  10. I give up

    RAM Management - Serious Question

    Thats not the point, besides the game only starts to use pagefile when you are out of ram. Also, everything that goes to pagefile performs even worse, no matter if is a SSD or whatever it will perform worse than the slowest RAM module. The point is, no freakin game should use this insane load of ram. And my issue is not because the ram that the game is using, (I have 32 GB), is because the freakin engine after 4 GB (approximately) is unable to use it properly and under acceptable timings. Can we have this fixed?
  11. I give up

    Crash at startup

    Yes, it is fixed. Thank you, Edit, Still, running Diag still have a couple of errors. c:\w\dev\futura\lib\steammanager\dlcmanager.cpp(102)(func: Steam::Dlc::DlcManager::UpdateDlcItems) [AssertRLS] MainThread=4068 Game: 107410, DLC index:0 of 10 AppId of the DLC is invalid: c:\w\dev\futura\lib\steammanager\dlcmanager.cpp(102)(func: Steam::Dlc::DlcManager::UpdateDlcItems) [AssertRLS] MainThread=4068 Game: 107410, DLC index:9 of 10 AppId of the DLC is invalid: But it seems that is not interfering with regular game operation.
  12. I give up

    Crash at startup

    After today update (Version: 1.57.134628) it just crash at startup. I am getting this exception code Exception code: C0000005 ACCESS_VIOLATION at 01BD0821 Version 1.57.134628 Fault time: 2016/02/18 16:38:25 Fault address: 01BD0821 01:00F5F821 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe file: world: Stratis Prev. code bytes: 51 30 8D 41 34 57 FF 74 24 10 8B CA FF 74 24 10 Fault code bytes: 8B 3A 50 FF 74 24 14 FF 57 18 8B 44 24 08 5F C2 Nothing changed in my machine, everything was fine before the update. Any help about the subject will be appreciated. Edit. Running Diag I get this error. c:\w\dev\futura\lib\d3d11\shadercompilecachedx11.cpp(266)(func: DX11::ShaderCacheFileDescDX11::Init) [AssertNoDlg] MainThread=3796 !_incache.fail() ErrorMessage: Shaders not valid (mismatch of exe and data?)
  13. I give up

    Arma 3 flinching mechanics

    I first place I want to say that I am guy who do not have nothing to hide (or fear). in matters of pointing flaws. With that said, A.I. is the best thing that this game has. This is not Hollywood where a guy hit by a bullet flies 3 meters. I don't know if any of you ever saw some one being put down by a bullet, but I can say that this game reflects what really happens (inside of what is possible in a video game). In matters of "flinching" do not forget that the A.I. in this game is not following predetermined paths (like some other games), they just. adapt and adjust the gameplay according to circumstances, which are dictated by your moves. I will say,, A.I. (bots) are just amazing in this game. Make complaints about performance, sound or whatever, but dont you dare to complain about A.I. because as a bots they are better than average human players.
  14. Not related. High "pole rate" provides a shorter response time (ms), means higher HZ = lower lag. Wth that said, use the max that your mouse driver can achieve. (mine allow 1000 HZ) that's what I am using for all games.
  15. I give up

    Audio Tweaking (dev branch)

    Some changes (in matters of attenuation and sound samples) to those bullet cracks sound (supersonic boom) would be apreciated, because at this point they are absorbing all the other sounds. This makes you to lose the awareness in the battle ground, something fundamental in a game like this.
  16. Your computer IP is only for the communications between your router and your computer (btw this IP is always static and usually can be manually changed and has nothing to with public internet connections). Do you know your public (internet) IP, do you know if is static? From your public IP is possible to see if your server was ever online, Do you know the name that you gave to your server?
  17. I give up

    DirecxtX 12 for ArmA 3?

    Was not supposed to be the opposite? Vulkan was not supposed to beat DX11 and DX12? Why the performance is worse than with DX11? I am seeing it wrong or what? This video is fake?
  18. I give up

    DirecxtX 12 for ArmA 3?

    I am guessing that with Arma 3, DirectX 12 or Vulkan are not going to happen anytime soon. The reason for my guess? I am going to say trying not to hurt feelings. When we launch ARMA 3 do we see a Nvidia or AMD Logo? We see a shiny Nvidia Logo, means that there is some kind of partnership or at least some cooperation in development and obviously the ultimate interest of the Nvidia Logo is a commercial one. The implementation of DX12 would make AMD GPUs (it's a fact that Nvidia is not having any boost with it) more tasty for ARMA 3, probably the shiny Nvidia Logo would not be happy. The same for Vulkan, in first place it has AMD Logo behind, in second place AMD GPUs would be the ones having benefits and in third place, the shiny Nvidia Logo would not be happy, again. Maybe some day DX12 can give a boost for Nvidia GPUs, also. Then we may see it on ARMA 3. Vulkan, I am sure that will never happen.
  19. I give up

    DirecxtX 12 for ArmA 3?

    Mate, relax.
  20. I give up

    DirecxtX 12 for ArmA 3?

    Mate, rendering threads are not the same of cpu threads. Since I am a little busy, ill leave here this quote, maybe it can help you to understand (and those who speak about DX12).
  21. I give up

    DirecxtX 12 for ArmA 3?

    Ah, now you are mixing threads with cores. So, in theory (yours) what's better? 4 cores and 4 threads or 2 cores and 4 threads? (btw, I dont play games).
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