Jump to content

Brisse

Member
  • Content Count

    1195
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Brisse

  1. I'm sure you audio developers already saw this, but in case you didn't: http://steamcommunity.com/app/596420/ Hope you find it interesting :)
  2. Brisse

    64-bit Executables Feedback

    Bullshit. Storage is not the only bottleneck in this game, nor is RAM. It's just not that simple, and if you are a programmer you should probably know that.
  3. Brisse

    Release Candidate Branch Discussion

    Maybe they were "optimized" away to gain a few percent increase in fps...
  4. Yep, screenshots in OP looked too extreme for me but I've been spending a few hours playing the release candidate and never saw anything I felt was extreme so the screenshots must have tricked me. Now onto new things! Dynamic shadows pls...
  5. Brisse

    Release Candidate Branch Discussion

    Happened to me when I tried selecting a mission in the Apex campaign. Could not select anything but the one on the top, mission 1.
  6. I can't say for certain that rockets lack any sound but it was my impression that they do. Also, I'm very certain that there's rocket sound baked into the launching sample, which is not correct in my opinion. For example, an RPG-7 should just make a loud bang when you pull the trigger. There's an explosive charge that sends the rocket out of the launcher, but the rocket doesn't ignite until later, when the projectile has travelled about 11 meters from the launcher.
  7. Brisse

    Release Candidate Branch Discussion

    Me as well, so I guess everyone has that right now.
  8. +1+1+1 Rocket sounds are baked into the launcher sound and this is painfully obvious for anything from RPG-7 to large vehicle launched missiles. Would be awesome if they were separate and the missile actually had a sound of it's own. Actually, make that two sounds. One for when the rocket is ignited and one for when the missile is just gliding.
  9. This "Example B" also shows another issue I wanted to bring up. The sound of shattering glass is audible from very far away, and should probably be attenuated more over long distances. I'm okay with it being audible over short distances though, but the attenuation needs tweaking.
  10. Brisse

    Release Candidate Branch Discussion

    There's a few improvements to sound that I like (MX, Wipeout) and the improvements to ambient occlusion is nice but much more subtle in game than what the screenshots on the forums looked like, but that's good because those screenshots looked exaggerated anyway. Also, there's the option of using 64-bit executable, but at the moment, just playing vanilla content I don't see much advantage in it. It might become more important in the future as more content is added and memory usage goes up. In the end, it all feels very similar to 1.66 and it's probably going to stay like that until they start releasing more DLC's.
  11. Brisse

    Release Candidate Branch Discussion

    Dolby Headphone virtual surround, but I can't imagine that being related to the issue. The game just sees 8 channels, regardless of method and the recording software captures the sound before it's passed through the virtual surround processing so the effect is not present in the video. I'll try running just raw stereo sound, and I will also try 32-bit executable and try to narrow things down. BRB! Edit: Issue NOT present in 32-bit executable. Only 64-bit! Edit2: Okay, this is weird! I tried 64-bit and 2ch raw audio. No issue. I then tried with 8ch raw audio. Still no issue. Then I enable Dolby Headphone and now the issue is back. Been using DH for years and never seen anything like this :S
  12. Internal or external? I don't feel like the external one is quiet. Haven't tried internal yet, but in my opinion it wouldn't be bad if it was a bit quiet so one can communicate over VON properly. Loud internal sounds are mostly just annoying anyway. Here's a video with two flybys. First Buzzard with it's old sound and then Wipeout with new sound. The latter is certainly louder and the sound lingers for much longer. The Buzzard really demonstrates here how pathetic the jets sounded before. Edit: And a formation of Wipeouts over Tanoa. Can't get enough of that sound!
  13. Brisse

    Release Candidate Branch Discussion

    1.68RC 64bit Issue with crackling audio and stuttering. Issue comes and goes, but only seem to come when player is inside a vehicle or building. A wild guess is it's related to the sound shaders used in those cases, but I dunno. Games audio settings are set to default. 8ch surround (down-mixed to 2ch in video). dxdiag Edit: Bonus video. Crackling indoors footsteps. Works fine outside. Possibly related to issue described previously in this post. Turn your volume up but beware of the gunshots at the end of the video.
  14. Each pylon obviously needs to be limited to certain weapons. I assume devs already working on implementing that?
  15. Anyone else getting stuttering audio inside buildings? Been having this for a while now... I suspect something in the sound shader system might be bugged. Edit: Issue also present in release candidate. More details, including video here:
  16. Brisse

    64-bit Executables Feedback

    It's in the release candidate that was released today, so it's going to happen soon. They even made 64-bit the default :)
  17. The surround panner also does a lot. Previously sound was just mono coming from a single fixed point which sounded very inert. With the surround panner they managed to make it sound like it reflects from the terrain around you. Sounds a lot more spacious and realistic. This together with speed of sound and doppler equals awesomeness.
  18. Could be. Pre-echo artefacts seem to be noticeable in the video. YouTube always re-encode audio so there's generation loss. Often a game itself will use lossy compression, then people record gameplay encoding to lossy again and when uploading to youtube it's re-encoded a third time using lossy. That's when generation loss starts getting noticeable...
  19. I have yet to try it personally in game, but judging by this video I think the closure sample on the MX is a step in the right direction, but it's a bit too loud and overpowers the firing sample too much. The Wipeout flybys are very impressive. A big step towards making jets sound more immersive and realistic. Imagine a faster jet flying by at low level, high speed and the player not expecting it. Jump-scares confirmed :) With the old technology that simply wasn't possible to recreate in the game the way it works in the real world. This is a bug and may or may not be related to the vehicle loop speed of sound. Anyway, I hope they fix it.
  20. Brisse

    Apex Weapon Feedback

    Now it doesn't behave like a rocket propelled grenade at all. You turned it into something more resembling a recoilless rifle, like Carl Gustaf ( Grg m/48 ) or something like that. It wasn't perfect before either, but it was actually closer to reality. The exact ballistics depends on which type of ammunition is being used, but the pg-7vm (which is faster and lighter than earlier variants) we have in the game should have a muzzle velocity of around 140m/s. The sustainer rocket should ignite after the grenade travelled about 11 meters from the launcher. It will then eventually accelerate to 300-350m/s and self destruct around 900m out. Before the update, it was working somewhat, but the velocities were not perfect. Muzzle velocity was 117m/s which would fit older munitions, but not the pg-7vm. Max velocity observed before latest dev-branch update was 400m/s which is too fast so the thrust parameter was probably set too high, or the weight too low (should be 2.0kg). After the update I see 160m/s pretty much immediately after launch and then it drops off. There is no sustainer rocket doing it's thing any more, thus you have turned it into a recoilless rifle. I see that there has been previous complaints in this thread and on the feedback tracker, but I don't consider those complaints valid because the people making those requests obviously aren't familiar with the ballistics of an RPG. They seem to expect the rocket to travel in a parabolic arc like a standard bullet, but that's not how an RPG works. The sustainer rocket will affect the trajectory in ways which first might seem unintuitive. Good thing for them that wind ballistics aren't modelled because then they would have even more trouble hitting things. Again, it's not at first intuitive. It takes a lot of training to understand and become proficient at using these RPG-7's. Sources: https://fas.org/man/dod-101/sys/land/row/rpg-7.pdf http://gunrf.ru/rg_granatomet_ps-7_PG-7VM_eng.html https://en.wikipedia.org/wiki/RPG-7 http://www.bulcomersks.com/index.php/military-products/ammunition/54-amunition/ammunitions-for-anti-tank-weapons/631-40mm-round-pg-7vm http://romarm.ro/product/pg7vm-round-3/ http://www.military-today.com/firearms/rpg_7.htm
  21. Sure hope the upcoming vehicle DLC's do something about sound. Current jets, boats and ground vehicles with sounds from way back in early access are seriously immersion breaking. Infantry, firefights, helicopters and environment have seen some good improvement. I hope they can bring the rest up to the same level. I wish jet's would sound as good as DCS with proper doppler, speed of sound and supersonic implementation. The wonky physics could be a problem though. Doesn't matter how good a job the sound engineers do if the physics are all wrong, because then it will still sound strange. Just look at how tanks handle engine RPM and gear-shifts to see what I mean. It seems completely unnatural. I hope they can do something about that as well.
  22. Brisse

    Apex Weapon Feedback

    Edit: Removed post.
  23. It's not quite the same thing though. Virtual surround such as that found on your soundcard is limited to emulating the HRTF's of 8 speakers sitting on a 2D-plane (there's no verticality so it's not 3D). Think of virtual surround as emulating sitting in a room with a home theatre system around you, while in engine HRTF is more like actually putting your head directly in the game environment.
  24. Ok, so now after the Christmas update CS:GO has in engine HRTF. Perhaps now that it's finally implemented in a popular game, people are going to start noticing the technology and it's benefits. I know this is a big request which potentially could take a lot of work, but I would really like to see HRTF for headphone use implemented in Arma 3. I think the setting of Arma 3 is perfect for this type of technology, being set in a wide open space where sometimes a lot of things are happening around the player in both the horizontal and vertical plane and spatial awareness is an important part of gameplay. I'm already using 8ch virtual surround in the form of Dolby Headphone, but I think in engine HRTF would really take things one step further and it would mean everyone with the game would have access to it. There are open source HRTF library's available, so some of the work is already done. I suspect other games are using these, so it's only a matter of implementing it in the game engine. Yes, I realise it's not a small task, but still... https://github.com/greekgoddj/mit-hrtf-lib BI, can we please have in engine HRTF pretty pleeeease
  25. Brisse

    Combat Patrol

    I like it. This is exactly the sort of scenario vanilla Arma 3 needs. It's something that shows the game from it's best side while also mostly hiding it's more awkward side. Would be cool if there was a single player implementation as well.
×