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Brisse

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Posts posted by Brisse


  1. Isn't the RV engine already DirectX-based? If so, they'd have to re-write the ENTIRE CODEBASE from rendering to physics to AI to scripting for Vulcan. Many bugs and errors are bound to happen and it'd be an immense effort for little to no monetary gain. We'd be back at Alpha performance and stability until the team gets used to the API and its quirks. Instead, they save time and effort by simply upgrading to DX12.

    What the hell are you talking about? You know Dx12 is not an iteration of previous DirectX versions, right?


  2. I believe a few people have been running Arma 3 on Windows X already, and claim to notice great performance boosts, and FPS. I'm half tempted to try the Insider build myself, having been accepted into the Insider, I have yet to actually use it's access due to only using one system. I choose to rather not risk anything, at least until RTM, despite how stable the recent builds claim to be. From what I've heard, it's quite promising.

    Been running it on my laptop for a while, and despite having the latest version there are plenty of bugs. I would not install on my primary desktop PC at the moment.

    I have been reading some gaming benchmarks online (you will find lots by searching) and it seems going from 7 to 8.1 boosts your performance just slightly, at about 1%. Windows 10 then steps back 1 or 2 percent and brings it down below Windows 7 performance. That may change with the release version though, since there lots of data logging going on in the Technical Preview.

    Gaming performance is roughly the same though. There's no way anyone could subjectively tell 7, 8 and 10 apart. Of course, that will all change in a big way when Dx12 games start rolling out this fall.


  3. Is there a workaround for this? I mean, even a dirty one is fine. Anything! The game is literaly unplayable for me and there are no sound mods compatible with 1.46.

    Some sound card drivers have a feature you can enable that dynamically adjusts volume based on the amplitude. In my Xonar driver it's called SVN, or Smart Volume Normalization. I don't personally use it becouse I like having my gunshots loud, but it might do what you are asking for. It will raise the volume when you are only listening to ambient sounds and it will lower the volume as soon as there is a loud sound like a gunshot. It reacts very fast so it's good for protecting your ears from spontaneous loud sounds.


  4. I'm at 1181 hours in Arma3 so far, and I want to thank BI for every second of it. I'm sure the expansion will add at least another 100 hours to that number, and probably much more. :)

    Edit: My second most played game in my steam library is Europa Universalis IV at 225 hours, so there's quite a large gap between nr1 and nr2 (about 100 games total). Both games are well worth the money.


  5. Whats the problem of updating to Windows 10 when they even give you it for free for 1 year?

    Because along with what you get for "free", you also get a bunch of things that you might not want. You seem to be the kind of ignorant consumer that does not care or know about such things though. Maybe that makes you a happy customer. Ignorance is bliss...


  6. If arma isn't bottlenecked by draw calls or graphics why the fps drop significantly when i increase both object and view distance to the max even in the editor?

    These settings are not only visual, but also affect things like AI. For example, AI use object distance to determine how far AI soldiers can see, so the CPU time that goes into AI is dependant on your object distance setting.


  7. Assuming that you can port the whole codebase to another platform just because you are using Vulkan is probably a bit optimistic

    I don't think anyone was assuming that, but we know they are investigating the possibilities of porting the client to mac and Linux, and we also know that it would be easier to port if Vulkan was already implemented.

    But I also have to defend the devs decision of using Dx12 based upon the fact that the official specification of Vulkan isn't finished yet, which makes development more uncertain and could compromise the release date of the expansion.

    Edit: And yea, there's the fact that no drivers are publicly available yet for Vulkan, which might also make it harder for developers. Dx12 drivers have been publicly available for a while now from both AMD and Nvidia which makes it more convenient.


  8. I don't get it. Are you trying to argue about something? There's nothing to argue about here.

    I am still waiting to get an updated UE4 engine (seems Q4 2015 - https://trello.com/c/BQFZD0pl/204-dx12-support) to mess with DX12 and make a comparisson in terms of how things are handled. So far both you and myself are speculating numbers based on the information found on the web (from press to tech docs).

    Actually, my estimations are based upon my own experience with Mantle, which is the API that spawned Dx12. I could not care less about press tech docs.


  9. @brisse - what you don't get is that DX12 allows proper multi-thread use, as well as proper "talk" between your GPU and CPU, which is really limited today with DX11

    What I don't get? Are you kidding? I think your comment was aimed at Bratwurste, not me. I know exactly what the idea behind Mantle, Vulkan and Dx12 is. You don't have to tell me.

    At the surface, it might look like Arma3 is the perfect scenario to employ the new API, but if you dive deeper into the technicalities of it, you will see that it is not so obvious after all. Dx12 will multi-thread the API that feeds information to the GPU, yes, but it cannot magically multi-thread the simulation aspects (physics, ballistics, AI etc.) of the game.

    What it will do is a very slight boost to framerate, and perhaps the ability to place more objects in the environment which should come in handy for Tanoa, which has very dense vegetation.


  10. If you think Mantle was good in BF, try Thief! It's amazingly well optimized on Mantle and literally doubled my average framerate compared to Dx11.

    And yes, Dx12 is used for marketing purposes, as M$ really want to push Win10 the as many people as possible, even going as far as giving out free keys to 7 and 8 users. However, that does not make Dx12 a bad upgrade. If it's anything like Mantle, then I can tell you it's going to do some magic. It's just sad that it's a Win10 exclusive, and that's 100% marketing reasons. They want to push Win10 down everyone's throat. Otherwise we could have gotten Dx12 on Win 7 and 8. Then again, those who choose to stay on 7 and 8 will still be able to enjoy Mantle and Vulkan which does exactly the same thing as Dx12.

    About Dx12 on Arma: I doubt it will give us much of a boost. Graphics isn't the bottleneck in Arma.


  11. Thanks guys. I just upgraded my gfx card to R9 280, and then this DX12 and new R9 300 series comes out.... I thought I was a bummer for sure. Glad I just need WinX to be able to use DX12

    Don't worry, you are not missing out on much. The R9 300 series is just old GCN cards with a new package and in some cases more memory, and slightly higher clocks.

    Here's an overview of DX12 compatibility on the red team:

    Radeon HD 7000 series GCN 1.0 DX12, feature level 11_1

    Radeon HD 7790 GCN 1.1 DX12, feature level 12_0

    Radeon R7 260 (X) &360 GCN 1.1 DX12, feature level 12_0

    Radeon R9 270 (X) & 370 GCN 1.0 DX12, feature level 11_1

    Radeon R9 280 (X) GCN 1.0 DX12, feature level 11_1

    Radeon R9 285 & 380 GCN 1.2 DX12, feature level 12_0

    Radeon R9 290 & 390 (X) GCN 1.1 DX12, feature level 12_0


  12. Is there any game out there already with DX12? is DX12 already out? Does my vid card support DX12? Is there anything a user need to prepare for this DX12?

    Dx12 is included in Windows 10 Technical Preview, and Windows 10 is close to being released. Both AMD and Nvidia have implemented Dx12 in their Win10 drivers. The only way to test Dx12 right now is with 3DMark benchmark software, but some games currently in development with Dx12 will go beta or early access close to Win10 release. There are plenty of games with Dx12 set for release later this year or early next year. Looks like Dx12 is being adopted pretty fast by game developers.


  13. This stuff happens. Modders take a break, possibly thinking they will never come back, and then they come back. It happens. Not a big deal. If anyone was "loosing patience" with you, then it's their problem, not yours LJ. We just have to accept and respect that modding isn't everything that matters in this world.


  14. Dolby Atmos is going to be used in Star Wars Battlefront, but I'm not sure if we are going to be able to use it to create a stereo headphone mix or if it's only possible to use with compatible home cinema systems. I hope it gets a downmix-to-stereo-headphone's feature, that would be cool, and could mean three dimensions and not just two.

    Battlefield series is actually one of few game(s) that have built in HRTF. Since Battlefield Bad Company, there's a headphone option that includes HRTF filtering. Works quite well actually. Don't know if it's 2D or 3D though.

    Edit: Another game I have played which actually includes HRTF is Codemaster's DIRT series. They are using the Rapture3D audio engine which is capable of 3D sound on stereo headphones using HRTF. Other than that, I don't know many games which use HRTF in the game engine. For most games I use Dolby Headphone to downmix 8 channel surround. That means 2 dimensions, and works quite well (but it's not 3D as some seem to think) in my opinion.


  15. So many people think surround and 3D-sound is the same thing. Wrong.

    Count the dimensions for yourself.

    Surround can recreate "left-right" and "front-back" dimensions. That's only 2 dimensions. We are missing "up-down".

    Stereo is not 2 dimensions as some might think. It's only 1 dimension.


  16. but can somebody explain why we need antiroll artificial force/torque? Can't we just setup the joints, suspensions, wheels, body properties properly and let the engine do the things?

    Most real vehicles have anti roll bars, often abbreviated ARB's. PhysX approximates the effect of ARB's by applying what you call "antiroll artificial force/torque". Most physical properties in PhysX (and other game physics libraries) is approximated and not exactly simulated and because of that, you might get unexpected results under extreme circumstances. It's just the way it is. There's nothing Bohemia can do about that.


  17. I think many people klicked on "Premium Headphone" in the poll, even thou they only have a shitty "gaming" headset, advertised as "premium" and "superior", while these headsets actually don't provide anything that comes close to a clear picture or a wide soundstage.*

    And let's not talk about the microphones in "gaming" headsets.*

    I would not take the results of the poll to seriously. You mentioned one reason. Another one is that the thread probably attracts people with an interest in audio equipment and as such, they probably have more premium equipment than average joe.

    ---------- Post added at 13:39 ---------- Previous post was at 13:34 ----------

    Yes I've heard that one with Logitech G930 with the virtual surround on and off and with Beyerdynamic Custom One Pro. That's the reason why I suggested the separation because at least cheap virtual surround in gaming headsets isn't good and you can get confused with directions.

    So we agree ;)

    You are not supposed to use virtual surround when listening to a binaural recording. It is recorded using two mics placed inside a dummy head to replicate what you would hear if it was your head instead of the dummy head. Applying virtual surround to that will only harm the sound. Virtual surround is used to downmix multichannel (often 6 or 8 channels) to stereo and include audio cues that helps you judge the position of the sound source. It does not work well if the source is stereo.

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