Jump to content

CyberpunkDev

Member
  • Content Count

    51
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About CyberpunkDev

  • Rank
    Lance Corporal
  1. This isnt a bug its a rendering feature for the engine to be exposed better but thanks anyways
  2. I was unfortunately extremely too busy to dedicate several months to work seriously on a mod for make arma not war, I'm wondering if there will be another one?
  3. I worried 251 days ago, now I see it probably wont be fixed, unless a dev happens to see this thread or someone can make a mod that allows it :(
  4. When testing the AI's driving capabilities through terrains that have alot of trees, it seems not good. The ai driver (in a hunter or atv) has to reverse and drive right into the same tree 5 times before he eventually goes around. Also they drive really slow and often just say "cant get there" when I try to tell them to go somewhere in a forest in Altis. What is the big deal about setting up proper navigation for the environment and having obstacle avoidance for trees & rocks? Any way to fix this maybe a mod or something?
  5. This is a huge top rendering issue on an engine level which should be addressed over anything else since it is such an obvious visual impairment of the engine. Currently its the only reason why I'm using unreal engine 4 & unity instead of modding arma3. (Well that and the having no control over the popping of clutter as well. Should be able to alter the values of lod distance to make the smoothness of foliage better too. These are both issues that are actually pretty easy to implement which could make the engine way better instead of waiting for Arma 4, especially to prepare for the new map coming out) No mods, same settings, but did you even watch my videos? I can see the same view distance in your pic but there are a TON of other lights that just randomly pop in, also many lights just go away stop lighting even when you are right above them! I have 2 machines both with nvidia & radeon with every possible setting / config. If you flew around at night in a heli you would see the issue not sure if you were stationary or in camera mode Yeah thats what I'm seeing, it is a limitation that doesnt have to exist though, it seems like its just an over-ride so people dont shoot their FPS way down. I mean in other engines just setting the render distance of dynamic/area lights and choosing how many can be seen at once is just 2 values. It is typically an unlimited amount until you start going into single digit fps. There must be an over-ride that a dev can put in to allow more, or even a mod that nobodys done yet? Also I can stand to lose like 30 more fps with my gpu's/pc's so thats more than enough to get even triple the amount of lights to avoid this issue almost alot then I can use a texture technique like GTA does to simulate a whole city of lights further away and have the realtime dynamic ones fade in. But currently they just pop in only when your close so its pretty nasty.
  6. 251 days later and this issue still exists? There is no way to get the lights to render further at night time and not pop in only when you get really close? No settings or configs can help, there must be a way!
  7. Really? Where exactly can I find this reflector class? How can I go about changing this limit?
  8. CyberpunkDev

    Question About LOD (level of detail)

    No, this engine is a joke, LOD's swapping at a short distance to the camera is just 1 issue, take a look at my thread about lights at night, BI has alot of work to do on RV
  9. ^I edited the cpp and repacked it to the mod and everything but it did not help class DynamicLights { class High { value = 48; // 12 to be 48 which is much higher so unfortunately that does not really fix the issue, the dynamic light increase did not affect the actual point lights that are in the cities, it only affects the lighting of the already in view point lights (not increasing the actual number of point lights in view) Any other way I can increase the actual number of lights in view at night? This is so annoying and I cant even play this game at night with lights popping in everywhere, I really wanted to make some custom maps too
  10. Like I said obviously I would set all my settings to ultra and as maximum as they can go before making a post like this, my dynamic lights were on ultra while recording the above videos as well as view distance
  11. Ah okay well thanks for the answers I was hoping maybe within some cfg's there could be a "maximum light per scene" or max lights in view variable that could be changed, setting it really high to stop this from happening, I guess that is not available to us and is deep within the engine code we cannot touch? This along with short view distances on grass & closely popping foliage lod's are reasons that have kept me from entering the contest, I come from years of using unreal/unity engines and this engine just seems unacceptable to use for my projects
  12. It seems to happen with all the helis, either in editor or play/mp mode Made another video flying above Aggelochori At 10 seconds you can see how bad it is
  13. I set everything on max, just tried with the visibility sliders all the way to the max and the lights still didnt render any further, still very bad popping and dont show up until im close I wouldnt post about it if it was a simple option I tried every single thing so I'm not sure if its fixable or if the engine is just this way...
  14. Here is a video I recorded showing what I mean, at about 4 sec: Can this be fixed? While flying a heli in Altis at night, lights on buildings in the town/city areas dont come on until you get really close to them, everything in the distance & even pretty close is like pitch black. This totally kills the graphics for me, it seems almost like an engine glitch / problem and lights shouldnt be popping in like this. I could deal with it for an optimization purpose it if was further out in the distance, but they dont come on until you get so close its almost a joke.. For example if you fly around GTA 5 map at night the lights everywhere are visible very far and theres no "popping in" of lights I tried messing with every graphics option & my game is on an ssd, great specd pc, so this has to be an engine problem, could possibly be changed by altering cfg's? Or is this how the current engine is suposed to be?
  15. Is there a way to fix this? I notice when I'm flying a helicopter at night in Altis, half the lights in the buildings don't come on until you get close to them, it really looks bad and it bugs me alot. I want to make a nice night time terrain, but seeing this kind of makes me rethink, is there a way or some setting to change so all lights are shown in the distance and they dont pop in like this?
×