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Everything posted by Fushko
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Splendid work devs. Extremely impressed with how it turned out. Lighting is a definite step forward, especially at early hours. Water is so good it makes me thirsty. Also the sun in first person isn't gigantic anymore. Couple things to note (so far): 1. The water still climbs the shore in an unnatural way: The wet effect should be the only thing affecting the shore at a steep angle, me thinks. 2. The new road texture doesn't reflect sunlight. It seems to have no specularity at all. As you can see, the sea is properly reflecting the sun, can't say the same for the road though. It should be more like this: (not exactly the same surface, but you get the idea) Now I'm not sure if it's possible to fix this, or it's an engine limitation, because I noticed that terrain and grass don't have specularity too. The ideal would be terrain and grass also reflecting sunlight, kinda like this (pic from Rainbow Six Siege): Thanks for listening.
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While you're at it could you fix the A.I. from being partially submerged in the terrain when prone?
Fushko replied to robowilso's topic in ARMA 3 - DEVELOPMENT BRANCH
Have you guys thought about "simply" rendering the grass and other details when zoomed in enough on land far away? -
We should make a caption contest out of this. The pose of the rabbit just screams "r u havin a giggle m8"
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What happened to sonic cracks? Pretty sure I remember them being noticeably different based on caliber. Also, there is like one sound for all sonic cracks. There is not even a slight variation in pitch or something. Same exact sample being played over and over.
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Stencil shadows on big rocks - intended or not?
Fushko posted a topic in ARMA 3 - DEVELOPMENT BRANCH
From SITREP #00143: True, stencil shadows look better than shadow maps on stuff like first person, but why are they also used for some large objects, more specifically the grey rocks scattered throughout Altis and Stratis? I'm talking about this: Look at all that shadow blockiness. Considering that shadow maps would look much better in this situation, and would perform better as well, why are they not used here? Seems like a no brainer for me. To make matter worse, there is a (probably known) issue with stencil shadows not affecting the player model when in first person. Which aids in the annoyance that stencil shadows are when used by large things. Other example of how jarring stencil shadows from rocks look from far away: (made worse by the lack of terrain shadows, but that's another matter) Eew. Maybe there is a good reason for this, but I just thought I'd bring up the issue anyway. -
I'm talking about framerate hitching. Not costant FPS drops until the text fades away. I mean the game freezing for a split second before the game starts showing the letters. This with a 7200 rpm HDD. Sometimes it's hardly noticeable, but other times it's very apparent, like the game freezing for a whole second. Either way, it happens everytime in different strengths.
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I was just replaying the campaign, and I noticed that, everytime the text that appears letter by letter shows up at the start of a mission, there is a noticeable hitch in the framerate. We could do with some optimizing there. It's inexcusable that the engine can't even handle showing some text without lagging.
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Not your best release, LJ. Distant firefights sound like I'm watching a 240p youtube video. The punchiness that vanilla has with distant sounds is lost. Right now vanilla is just better under many aspects. I do understand that with the overhauled sound engine it's not easy to go back to how it was.
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Is it just me or are the new sounds too quiet?
Fushko replied to HeroesandvillainsOS's topic in ARMA 3 - GENERAL
I think it's rather the guns being too loud, which forces me to turn down the volume to a point where footsteps and ambient sounds are unrealistically quiet. -
New EDEN update makes font look disgusting...
Fushko replied to AzZaMaTr0n's topic in ARMA 3 - DEVELOPMENT BRANCH
I think the problem with the new font is that it's too cramped together. It's like the letters have been mashed together. Also I don't like the way it looks when it's bold. But other than that, it's not too bad. -
The update notes mention improvements for Arma 3. Nvidia is spreading some more love for this game now that they implemented HBAO+
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Maybe because there really isn't much to discuss when it comes to positive threads like this.
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Yes, you answered your own question. Basically all NVIDIA technologies for games fall under the Gameworks category. HBAO+ is also part of Gameworks, which is why they changed the logo.
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I'm not sure if it's intended or still WIP, but I don't get why some weapons seem to have pretty much no tails in the open and some do. E.g. MX and Katiba don't seem to have any echo when heard from far away. You just hear a "pop". This video is a great example of that. Probably WIP or who knows
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Here's some feedback on the latest update, based on the CSAT faction showcase. -The sniper rifle being fired in the demonstration sounds awesome from far away. The low frequency boom and tails sound pretty damn believable. The sound overhaul is starting to shape up really well overall. -Which brings us to our second point. The difference between the sniper rifle tails and the tails of the automatic HMG firing in the shooting range is rather weird. Now, I'm not sure if you haven't got around to adding tails to the automatic HMG yet, but I've noticed that sniper rifles and LMG/MMGs are the only ones where tails are clearly audible. The other weapons (MX/Katiba, etc) have much more subtle tails for some reason, which is not good. -The sniper rifle tails sound great until you get closer to the weapon being fired. Then the tails become much more subtle after the shot for some reason. I'm not sure if it's because of the actual gun sample being too loud and drawning out other sounds, or just the tail not being loud enough, but I believe it needs to get looked at. -The same behaviour applies to first person firing. Tails don't sound loud enough in first person, especially when firing in an open, non forested area with something like an MX. Maybe it's also because of guns in first person being too loud? (Especially MGs like the Mk200, I have to lower my speakers' volume when firing that weapon, I'm not kidding).
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Shooting through a window plays the glass breaking sound even after the glass is broken. Noticed in dev but don't know if it also happens in live. http://feedback.arma3.com/view.php?id=27581 And by the way HBAO+ is great. The result is more realistic and the FPS didn't change a bit between it and HDAO. No more weird halos around stuff :)
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Moving on the right direction on weapon tails. Not quite there yet (understandable as it's WIP) but raising the volume has gone a long way of making the soundscape feel more believable. A zafir shooting down a valley from a distance sounds a lot better now. On sonic cracks - they still don't sound believable yet. Not gonna provide suggestions, because I don't know how they're supposed to sound like, but I'm sure you have something good in the works. The fact that they are affected by the speed of sound now has already made the soundscape much less weird.
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The gate disappearing in your view specifically is not dependent on the place, it happens with ALL the gates like that on Altis.
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There is no new lighting engine unfortunately, it's just an improved lighting configuration (colors, contrast, etc).
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Notice the obvious lack of kerning, especially visibile between the U and L in "DIFFICULTY". Not to mention the massive aliasing. These are the reasons why the old font was considered bad, and by changing it, the problem doesn't just magically go away. Fix aliasing and kerning and you might as well go back to the old Purista font, which had a much better military feel than this one. For people that don't know what kerning is: https://en.wikipedia.org/wiki/Kerning
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I believe it's the game's font rendering being the culprit. The previous font also had aliasing/kerning issues just like the new one.
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Blame lack of smooth LOD blending, alongside with unnecessary amounts of LODs. Have you seen between how many LODs grass blades switch? It's insane. (Tanoa video didn't seem to have this problem, at least) Also, object culling making tree shadows flicker/disappear very often. This would be an ideal improvement:
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This is great. There are many people that put shadows on low thinking that it will improve performance, when in reality stencil shadows actually make everything worse.
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This is a massive problem. Absolutely breaks the soundscape in any kind of firefight. I wonder if the developers are planning to address this issue.
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That's funny, because everything is loud as shit right now and it goes completely against megagoth's philosophy on sound (which is a similiar philosphy of some random unknown sound team that makes the sounds for Battlefield). What you are complaining about is exactly the bullet cracks being too loud and drowning out everything else, which ironically is what megagoth addresses in his lowered bullet cracks mod. That's an issue with the sound falloff, but the volume itself is very high. Listen to a couple Mk200s firing in close proximity at appropriately high volume and tell me if you don't want to rip your ears out.