Jump to content

Brisse

Member
  • Content Count

    1195
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Brisse

  1. I agree. The "HBAO+ runs bad on AMD because it's Nvidia software" argument is more or less just a myth. HBAO+ is all just generic pixel shader code and should run equally well on AMD. Personally I don't see any performance hit on my R9 290X.
  2. Brisse

    DirecxtX 12 for ArmA 3?

    No, it's consistent with other testing. Vulkan and OpenGL in Talos Principle is to be considered alpha stage. The game was clearly made to run well on DX11 at release.
  3. I'd just like to add something I think is related, which is that mouse sensitivity increases when you are close to an object, such as when you are using the corner of a wall for cover, or when you are moving through doorways. I find it annoying to say the least.
  4. Where did all the tails go today? I fired up the Combined Arms showcase as usual to listen to the audio changes, and today's update made it sound very dry. I think the tails are MIA. Edit: Jumped into the editor and placed a soldier in Agia Marina. Now I'm hearing tails. Not sure what's going on.
  5. Makes a huge visual difference on the interior of this Ghosthawk. HDAO: http://i.imgur.com/iLZOGMY.png HBAO+: http://i.imgur.com/3uzTuRi.png Note the halo around the head of the leftmost soldier when using HDAO. Completely gone when using HBAO+. :) Also, HBAO+ affects the whole interior of the helicopter, while HDAO have very short range so it seems to only affects things like armpits.
  6. What? They just made them A LOT louder a few days ago. They used to be quiet but now they are far from it. Try a different environment or weapon! Maybe they haven't changed all of them yet?
  7. Looks good! Has much more impact on the image compared to HDAO, clearly affecting larger spaces and being visible on objects further away, and it doesn't have the unnatural halo's around characters that HDAO has. No noticeable performance impact on my PC, but I'm mostly CPU bound in Arma3 (FX8350 and R9 290X) and HDAO had no noticeable performance impact either. Can't wait for screen space reflections and water shader! So excited :)
  8. Confirmed. I'm getting 2D editor no matter which one I choose.
  9. Sounds like they fixed the randomization of sound samples. No changelog yet, but I noticed today that the 1-2-3-1-2-3-1-2-3 behaviour was gone.
  10. Brisse

    AMD CPU Bottleneck?

    Wow. What a ridiculous apples vs. oranges comparison. They take the FX-8350 and compare to the i7 4770k which costs TWICE AS MUCH. They are not even competing in the same marketing segment. Even more ridiculous is that the extra ~150$ that one has to spend on the i7 4770k (does not even include platform cost, that is for CPU only) only manages to chunk out 1 measly frame per second more on average (FX 48fps and i7 49fps) at stock frequency! Hilarious.
  11. Todays devbranch adds major sound changes again! Fired up combined arms showcase and it sounds awesome. OMG the explosions! I like where this is heading.
  12. The problem with simply panning the sound so you get L95%-R5% or similar is that panning doesn't add any time delay or phase shift, and usually it doesn't change the frequency response. The sound that reaches the ear on the far side of the source is occluded by the head of the listener, so the frequency response should be different. Virtual surround does all of these things with zero work effort for the developers since it relies on third party software installed on the listeners computer. Panning works good on speakers, but not so good on headphones (especially bad for virtual surround users, since it's basically fighting what the virtual surround is doing). The thing is that many people have listened to headphones all their life with normal stereo content (not binaural) so they have gotten used to hearing it the "wrong way". Virtual surround might need some getting used too, but once you find a software that is the right one for you and you got the settings right, there's no turning back to stereo :) I guess your G920 and Xonar Essence both use Dolby Headphone for virtual surround? The thing with Dolby Headphone is that it doesn't just add HRTF, but also simulates a room with it's own ambience (reverb, reflections etc.). I guess that could be the reason why you describe it as "busy". A lot of people doesn't like it actually, and prefer more transparent sound, with only HRTF added. I quite like Dolby Headphone for some stuff though, such as movies, because it almost sounds like sitting in a movie theater. Games are different though. Some games have a lot of ambience in their own mix so having Dolby Headphone add another layer of ambience becomes a bit too much. Works good for games with a dry mix though.
  13. I agree. That why I wrote: Still, virtual surround helps. When you use virtual surround, certain frequency ranges will cross feed over to the opposite channel with a proper time and phase delay, so you will hear the sound through both ears and your brain can calculate the approximate position of the sound source. Most here probably already know how it works, but here's a simple explanation with some demos: https://youtu.be/xRGYg1tGF-8
  14. If you use headphones, then I strongly recommend using some kind of virtual surround which will somewhat (but not entirely) alleviate the problem you are describing. Most soundcards have this built into their drivers. Asus and Realtek have Dolby Headphone. Creative and their derivatives have CMSS 3D or SBX Pro. If your soundcard doesn't have any of these then you can use third party software such as Razer Surround, although I gotta say the free version sucks. The Pro version is pretty good after you mess around with the settings. I got Pro for "free" just by registering my Razer Deathadder mouse so if you have any Razer peripheral, try registering it and you might receive a key for the full version in your mail! Asking the devs to change the sound mix to suit headphone users generally won't do much good. One of the rules of sound mixing is: Never mix on headphones (unless you have a special headphone setting like for example the Battlefield series). Had the same problem with the Mk200.
  15. Impressiveness confirmed! Some splendid sound work there BI. Some bugs have been noticed. Sometimes sounds doesn't play. Maybe certain samples are missing or not configured properly? Attenuation seems wrong too. Firefights just a few hundred meters away barely audible.
  16. The same thing seems to happen to almost every dx12 game currently in development. They just can't seem to get it right and there are delays everywhere. Not even UE4 has gotten it right yet and dx12 performs worse than dx11 in many cases. They (UE4) were supposed to have full support for it in the fall of 2015 but even now it's nothing more than a barely working prototype yet to be implemented in any game. I find all this a little strange since I had some great experiences with Mantle (which basically does the same thing as dx12) which has been out since 2013 and has been used in a bunch of games including several so called "tripple A games".
  17. The supersonic crack speed of sound simulation sure made a difference for me. Before the update, it sounded unnatural. My brain knew the timing wasn't right, especially when I could hear both the crack and the weapon firing. The time delay between the two ended up being too long. Now that this is fixed, the soundscape of large battles suddenly sound a lot more natural to me.
  18. Sting 9mm SMG in first person view sounds like it is behind you when you fire it.
  19. I recommend nvidia users to use adaptive v-sync, which automatically turns v-sync off when you drop under your monitors refresh rate, and automatically turn it on again above your refresh rate. AMD users can do the same using RadeonPro, where the same feature is called DVC, or Dynamic V-sync Control. I have tried DVC and it works very well for Arma3. AMD users that does not want to install third party software can instead use the new framerate limiter in Catalyst 15.7. Traditional v-sync is completely useless in Arma3 due to the frequent drops below 60fps.
  20. Brisse

    Why Bohemia Why?

    Let me guess? View distance setting maxed out? Try View distance of 3000 and object distance 800 and shadows at 200. The view and object sliders does not have a sensible upper limit so it's easy to completely break the games performance using these two sliders.
  21. That is intentional, and realistic behaviour. One ammunition belt for the KSP58 is 50 rounds but for the weapon to be able to grab the belt and feed properly, the first link has to be empty when you load the weapon. 50 rounds then become 49 rounds, 100 rounds become 99 and 250 rounds becomes 249 etc...
  22. Brisse

    Vulkan API instead of DX12 API

    No one said we are going to see that kind of boost in Arma 3 from Dx12. Personally I would be happy if they manage to increase avg. fps by just a few percent, which I think is reasonable expectations.
  23. Brisse

    Vulkan API instead of DX12 API

    This is not a joke. This is just you being ignorant. AMD's Mantle has more than proven itself in several games. Dx12 and Vulkan are just trying to do the same thing that Mantle has been doing for well over a year, and there's no reason why they should not succeed. As I have said a thousand times on this forum before, I played Thief using Mantle, and it literally doubled my frame-rate, going from an average of 45 to around 90 frames per second. That is the best case scenario I have encountered. I have also played other games with Mantle and the results have varied. In BF4 I saw maybe 10% increase in average frame-rate, but the experience was still much better because it completely removed the microstuttering I had on Dx11. In Dragon Age: Inquisition it was about the same performance in Dx11 and Mantle I think, but again it seemed to microstutter less with Mantle which is always good. The only publicly available Dx12 software currently is a benchmark tool from Futuremark that tests how many draw calls per second you can manage with different API's. On AMD cards you will see about 15 times as many draw calls per second than Dx11. You are right about the marketing campaigns though. Just ignore them, but open your eyes, look elsewhere besides marketing material, and you will find that there is good evidence that the technology is going to be spectacular. It's going to vary a lot from game to game though. I don't expect Dx12 or Vulkan to do much good in Arma. I do however expect it to do some amazing things in some big games coming out later this fall, and early next year, like Deus Ex Mankind Divided, which will run Dx12.
  24. Brisse

    Vulkan API instead of DX12 API

    There is. The devs confirmed themselves in a SITREP that they had employed a third party to investigate the possibilities of porting the client to Linux and OSX. http://dev.arma3.com/post/sitrep-00104
  25. Depends on a lot of things, especially caliber, but I'm certain they are louder and can be heard from further away than most people think. I have had the opportinity to hear some snaps from 5.56 IRL from 25 - 50 meters away, and it was LOUD. The shooter was probably 50 - 75m away and the snap was very easy to distinguish from the gunshot.
×