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Posts posted by Fushko
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On 12/7/2017 at 4:10 PM, Redphoenix said:Please post your feedback here! I need to know if there are still issues with it.
Also, please tell me if anything changed on your performance.A bit late to the party, but here's a zoomed in recording on dev branch:
Look at the plant in the center. I can count at least 8-9 LODs. Isn't that incredibily overkill?
If there's absolutely nothing more that can be done, I'm ready to put my mind at peace BI
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17 hours ago, R3vo said:After todays update, the wind noise is pretty loud in some main menu scenes.
Honestly, I'd be more careful of tweaking these things based on opinions that don't even specify their sound configuration. One day the wind is quiet and the other it's too loud.
Here's my experience on the latest dev branch: with Logitech speakers, Windows sound at 100, effects volume maxed out, and wind and gusts maxed out in the editor, If I want to hear wind and environment sounds at a realistic level I have to put the speaker knob at about less then half, at which point gunfire sounds ear-shattering loud (like, actually painfully loud).
If I turn the knob left to make my MX acceptably loud on my ears, wind at 100 becomes exceedingly muted, almost unnoticeable.
The only conclusion I can get from this is that, rather than the wind and enviroment being wrong, weapons in this game are too realistically loud. So instead of costantly tweaking enviroment audio, maybe the audio team should look into weapon loudness. (Before someone goes realism and yadda yadda yadda, that doesn't mean my ears should be in pain when playing this game. If you want realistic gun loudness, try firing a gun IRL without ear protection and see how fun it is for your ear health).
One thing I like to do to test sound balance in games is to use Windows equalization, which does a good job of increasing quiet sounds and reducing loud ones. With it on, firing a weapon in this game makes all the other sounds go virtually silent for a good 6-7 seconds, which doesn't happen in any other FPS I've tried (e.g. Battlefield, CS:GO).
There are many examples of loud sounds in this game, worst offenders being the coaxial gun on the Slammer (which has been mentioned a few times in this thread), or even worse, the minigun on the Blackfoot. Firing that thing is painful even with equalization. This, to me, is indicative of something being quite wrong with the overall loudness of the game and maybe needs some looking into.
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Quotein MP you could (!) have your personal terrain (!) viewdistance with the landmark buildings being rendered, while AI netcoding and general PvP engagement ranges for the netcode (optionally also object draw distance) would be set by the mission designer with the Dynamic Simulations manager or a seperate netcode setting.
This I think is a good idea.
I play on 12 km terrain distance no problem in SP, I hate it so much when a server imposes me an ugly 2 km view distance in MP. In cases like this, client preferences should come above server-enforced settings.
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25 to 30 FPS from 1.46 until now, GJ Bohemia
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54 minutes ago, Brisse said:They need to know for certain that 64-bit is stable first.
Yeah, and the way you do that is by making 64 bit the default in the development version, which is meant specifically for testing new stuff until it breaks.
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Playing at 12k terrain distance and 1.2k object distance. Stutters when zooming in are virtually non-existent now (finally!) and performance feels smoother all around.
By the way, I think the default option in the launcher should be 64-bit not 32. People will certainly miss this otherwise.
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11 minutes ago, Greenfist said:And I assume 32bit will still be around, even forever maybe.
Speaking of that, do you guys also plan to ditch 32 bit support sometime in the future? I'm no expert, but I imagine that having to manage 2 .exes could get troublesome. And considering that 90% of Steam players are on 64 bits, I don't think there's any real point in keeping it, once the 64 bits version is nice and stable.
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Now that the LOD switching is mostly much smoother than before, putting object quality to LOW seems to result in much lower impact on graphics quality, given that the lower poly LODs are better hidden by the new tech.
This setting can result in a very high amount of stuttering/frame-pacing issues, especially on HDDs. I think the devs have a chance here to make the game run smoother across the board by tweaking the object quality settings. Ultra doesn't seem to be needed anymore, at least to me.
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Muzzle flash in zoom mode eat 35-40 FPS
With equip silencer- MAGIC
Make 100+tests
I tried all settings in game . nvidea panel. all possible settings(realtek 41khz and other)
Rendering flash from every bullet make game unplayeble especially when use zoom mode
no matter where/ tested in aresenal/eden/missionSP
1.64 with all DLC .no mods
What particle settings and what GPU?
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I've seen AI squad leaders making a stop sign with the hand when there is a contact nearby.
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In current Dev I've noticed that speaking units (not via radio) audio becomes distorted with distance from the player. For example the incessant "Go", "I'm covering", "Cover me", etc when moving in danger mode. I don't remember having this issue before now.
Does anyone else have the same issue?
Pretty sure it happens in stable too. To be honest I'm not sure if it's really an issue or it's intended to simulate signal losing power over distance, because I found it pretty cool.
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Some lods seem worse than others. Bushes in particular seem to like to rapidly swap up/down lods for no raisin. But perhaps some lods are just more noticeable than others:
Like with quadbikes:
I hate when the game can't decide whether to use a LOD or another for a split second. Honestly if they fix the flickering they have already resolved a big part of the issue.
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Hi, Please tell me which one is 1.58 and which one is 1.60 (same location, same time, same weather conditions, etc). Tell me which picture gives you natural lfe feeling...
Tell me which picture has an official map
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Another example for ugly lighting, the military containers that are scattered all over the islands: 1.60 shows them ugly as hell and there you can't hide anymore how indoor lighting goes wrong with 1.60....the container has only one little window, it should be quite dark in there (and it was much better with 1.58)
HBAO+ was perfect before the visual update, now it sticks out way too much, both in interiors and exteriors. I switched back to the old HDAO and it's just better right now.
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I doubled my view distance from 6000 to 12000 and my object distance from 1500 to 2500 and the FPS has stayed pretty much the same if not somewhat better. GG Bohemia.
Only problem still lingering is the small FPS freezes when loading objects. HDD is costantly working when playing this game.
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Hi, just look at two screenshots below. Before (using reshade) and after (new light engine). The old maps look like s..t, why they never give us option to turn it off or on ? Do not tell me to check post processing options because I spend hours on it and NO GO.
after:
Can someone tell me which one is better ? I think we all new , which one... BIG FAILURE...
Holy shit the nerve of some people.
1. The lighting was tweaked to look good on the only officially supported maps and not on old maps from previous games. Bohemia doesn't have to make sure modded in maps look good, modders have to, and if you think otherwise you're completely out of touch with reality, so you coming with this "I diserve attention!11" attitude makes you look like nothing more than a fool.
2. The changes are not something you can turn on/off at the flick of a switch.
2. You cannot honestly believe that the extremely washed out sky in the first pic looks any good in comparison to the sky in the second pic. You even failed to take the second pic at the same location and time.
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The problem isn't just the aggressive LOD switching but also the LOD flickering. When you approach an object at a certain speed, sometimes it can't decide whether to use a LOD or another, resulting in fast flickering between different LODs for a second. I notice it a lot with rocks and grass.
I sincerely hope Tanoa won't have as many noticeable LOD issues as Altis and Stratis. The reveal video left me hopeful because I couldn't notice any serious LOD switching with the grass.
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Can confirm that HBAO+ doesn't look good now. It was perfect pre-upgrade, now it seems that it hasn't been tweaked for the new lighting and it darkens way too much.
I actually get an overall better looking image by switching back to the old HDAO.
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Sometimes the task "Upload Schematics" doesn't appear the first time you pick up the schematics. Just happened on EndGame Selakano.
The task appeared once the schematics were dropped and picked up again.
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Explosions are still muffled inside buildings (when you are inside as well). Same with glass being shattered by gunfire and AI talking.
I'm making an indoor scenario, and those three issues are really noticeable and immersion breaking.
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Bad examples of roads to compare as those are constructed from Tarmacadam which has a semi glossy/smooth surface in between the size of grain used in its construction , I live in Thailand where we have strong sunlight in abundance, and have both concrete and dirt roads outside of my house, and not once have I ever seen it "shine" or have any sort of sheen, other than when it's been raining and then the sun comes out.
Rough Concrete structures rarely shine either unless they have been given a smooth coat where sunlight can naturally reflect off the almost flat surface,
It all comes down to what would reflect natural light better, tarred roads do, hence why get that optical illusion that the road is wet, when it isn't, it's how the light bends to reflect the light, concrete roads dont, dirt roads don't, as there's very few objects that would cause the light to reflect off them. Granite reflects the sun well, due to the natural crystals.
Still, I don't think 0 specularity is any realistic. What I'm asking is just a very slight reflection at least, because what we have now is none at all with some objects. I don't think there's any object that is able to absorb all specularity.
I get what you mean, when there's a dirt road I don't see a huge reflection like in the examples, but I can still clearly make out little pebbles that reflect the sun.
Same with the sand, it's not a very reflective material, but how many times have we noticed little grains of sand reflecting sunlight as we walk on the beach..
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Right now my pet peeve with the visuals is the lack of specularity with certain objects.
Things like roads have absolutely no specular, which holds back the graphics a lot. I think it's a very important effect in giving the scene a more believable 3D look.
You can see this problem in the official comparison:
Compare the brightness of the in-game road and the real one. Not very visible, but you should notice how much more bland and poorly shaded the in-game road looks.
What's not happening right now in the game is this:
Most objects in the game have specularity, but not everything for some reason. Look at this video shot in Kavala pier:
The video is a bit compressed, but notice how the pier properly reflects the sun through the shadows, giving a nice 3D feel, but once you get to the sidewalk and road, there is not even a slight hint of reflection. Which leads to situations like this:
The sun is directly shining on the road, but does it seem like it at all? It's like the road is almost shadowed, when it really isn't. Big problem in my opinion.
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The sea doesn't reflect sky color and clouds at all.
Bug/known limitation?
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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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Why so many useless fences and crappy tank gravity ?
in ARMA 3 - GENERAL
Posted
Annnd queue fanboy rushing to defend his game by labeling criticism as trolling attempts...
OP may be hyperbolic, but tanks flipping out for no real reason happened to me quite a few times and it's annoying as fuck. But improvements to tank physics are most definitely being made since they are currently developing the tanks DLC. Hopefully they are going to look into the occasionally wonky collisions.