• ARMA Series (I, II, III) - v. Update Your Repo
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nvm
Ditch me from the list. Can't play on Servers with BattleEye enabled since it Refuses to launch with BE enabled due to some driver or something triggering BE's genious Whitelist Blocking.
[QUOTE=ExtReMLapin;48552199]Occulus rift does have Head Tracking 6DOF TrackIR = Occulus rift without the screen (so 3d view) and without the neck ache.[/QUOTE] Oculus Rift is also hot garbage for Arma 3, thanks to the terrible resolution making it impossible to aim at anything over far distances. Pretty much the same problem as with DCS.
[QUOTE=kaukassus;48552367]Ditch me from the list. Can't play on Servers with BattleEye enabled since it Refuses to launch with BE enabled due to some driver or something triggering BE's genious Whitelist Blocking.[/QUOTE] BattlEye quality, rip. I'll put you back into unsorted on the assumption that we may go to a non-BattlEye server. All depends on the official ones actually being up instead of down.
I'd like to join in on that, so I guess me put me in for if some people don't show up?
Orwell you should join blufor it will be great [editline]27th August 2015[/editline] Mods that should be in the base game #22 [url]http://www.armaholic.com/page.php?id=29413[/url]
[QUOTE=kaukassus;48552367] Can't play on Servers with BattleEye enabled since it Refuses to launch with BE enabled due to some driver or something triggering BE's genious Whitelist Blocking.[/QUOTE] this is also me. does anyone know a fix?
[QUOTE=Reyjr43;48548378]Something is very wrong then, there shouldn't be a reason for that much to be networked, I'm going to guess they're predicting quite literally every entity on the map if that's the case.[/QUOTE] i dont know if this is still true but back when it first came out of beta there wasnt any netcode compression like in arma 2
[QUOTE=Holt!;48552464]Orwell you should join blufor it will be great [editline]27th August 2015[/editline] Mods that should be in the base game #22 [url]http://www.armaholic.com/page.php?id=29413[/url][/QUOTE] I'll go into BluFor then.
[QUOTE=Dark RaveN;48547878]Dwarden, will Bohemia ever start on optimizing the engine for fucks sake?[/QUOTE] there're optimization efforts going all the time, that you don't see or can't feel the +50 FPS effect is something I'm sad over too ;)
[QUOTE=Dwarden;48553270]there're optimization efforts going all the time, that you don't see or can't feel the +50 FPS effect is something I'm sad over too ;)[/QUOTE] Did you add the extra frames in your brain?
Imagination~
examples of some not clearly seen optimizing: 1. netcode needed cleanup/optimization because since characters got attachments and vehicles got FFV (firing from vehicles) those message types were sent from/for characters and vehicles (with and w/o AI/players) as engine handles those as entities so since 1.50, those often redundant and empty/useless messages aren't sent anymore 2. there was bug recently (1.46-1.48, where if you looked up or down while flying copter/plane or driving speed boat or ultra fast car (f1) the FPS dropped to less than 5) while analyzing it, it was discovered we had flaw in the pre-caching system for land surface and thru the optimization some more bugs were discovered like when push esc/view map, it cached surface content from edge of map (even e.g. 20+ km away) for no reason causing issues with memory resources and so forth, so while fixing bug(s), we also optimized this even more, so smoother/better fps etc. this also has noticeable effect while using higher view distance so it's even more noticeable in such case [editline]27th August 2015[/editline] [QUOTE=Thomo_UK;48553297]Did you add the extra frames in your brain?[/QUOTE] my brain isn't using frames, closest would be quarks oscillation rate :)
[QUOTE=Dwarden;48553270]that you don't see or can't feel the +50 FPS effect[/QUOTE] [video=youtube;ztVMib1T4T4]http://www.youtube.com/watch?v=ztVMib1T4T4[/video] You're kidding me, right? The game runs terribly when I'm inside shrubbery, if the +50 FPS you speak of is true, then I would be getting -26 FPS before that update. (Hint: I was getting 24 FPS in ArmA 2 OA while flying a jet at 2500 view distance...with an AMD Phenom II x6 @ 3.37Ghz and a Radeon HD 6950, yes, my specs were that old. I get absolute SHIT FPS with my i7 4790k and 760) I for the life of me, cannot be inside of shrubbery or large wooded areas because it absolutely destroys my FPS to the point where the game randomly stutters and crashes, this is even w/o a lot of mods, playing rather basic ArmA. EDIT: You know, I'm even kind of disappointed that I willingly defended you, and your team of developers, I know for sure that it's not easy to make a game (and an engine) run well, especially when there's so much going on in the world, calculations constantly being done, bullet physics being handled, and etcetra, but the fact that you're just going to sit there and give me that smug ass smiley face and be delusional enough to believe that your game is running perfectly fine...is kind of amazing, actually.
I guess you failed to get the point, the server max FPS is 50+ hence me talking about 'absolute smooth gameplay where both server and client are on 50fps' contrary to you I want the clients and server to never drop under minFPS 30 (or better 40) ... with avg fps being 50-60 and no drops under 20-30 range ... same goes for MP, I set my own goal to try get 128 players / server this year on smooth gameplay level maybe next year 255 ;) who knows , if all goes well anyway there is more optimization and tweaking in progress did I mentioned that Linux and Mac ports are underway to public 'beta' ? [URL]http://www.phoronix.com/scan.php?page=news_item&px=Arma-3-Linux-Beta-Soon[/URL] that will reveal some additional areas we need to optimize / tweak
ok, all team slots for End Game are filled. There's still two extra slots for RWDM, but otherwise all we have to do now is wait for saturday. Get them mods if you plan on playing RWDM and get shit set up bros.
[QUOTE=Dwarden;48553353]I guess you failed to get the point, the server max FPS is 50+ hence me talking about 'absolute smooth gameplay where both server and client are on 50fps' contrary to you I want the clients and server to never drop under minFPS 30 (or better 40) ... with avg fps being 50-60 and no drops under 20-30 range ... same goes for MP, I set my own goal to try get 128 players / server this year on smooth gameplay level maybe next year 255 ;) who knows , if all goes well anyway there is more optimization and tweaking in progress did I mentioned that Linux and Mac ports are underway to public 'beta' ? [URL]http://www.phoronix.com/scan.php?page=news_item&px=Arma-3-Linux-Beta-Soon[/URL] that will reveal some additional areas we need to optimize / tweak[/QUOTE] You should be worrying about the game (and engine) running properly, and decently now, rather than later, don't set yourself for goals that are going to be hard to achieve (if even possible), 128 players I have high doubts for, and 256 is an even more insane goal for how terribly the game currently runs at 30 players. You have priorities, I understand that, believe me, I honestly do understand that it's easier to throw in a script function that people would enjoy alongside doing all of your engine optimizing and upgrading, but please also understand that you can shoot for the stars but if you fail you should land on a cloud, don't be shooting for 256 players in the NEXT YEAR when we're having problems running the game with 32 PLAYERS CURRENTLY. The cloud you should be landing on is knowing that your game can support the current max of 100 players at an FPS that should NEVER be below 30, no matter where you are on the map.
again there are multiple reasons something runs fine on 64 players and something don't on 30 ... e.g. pure PvP vs coop with tons of AI ... already investigating some reports about recent fixes/tweaks/changes to AI causing performance drop (we fixed the way AI sees thru objects, smoke and so on so that might be source of new bug (damn yet again)) what we plan to introduce for PvP some script command or similar way to disable some AI related tech which atm runs non-stop (for various simulation reason) like line of sight / knowledge detection that might help with PvP case e.g. on my KOTH server I've flat 50fps server up to 50 players and 40+ up to ~70 players but beyond 64 players the client performance starts to degrade due to players being within 2km range due to those 'AI related' calculations and some other stuff it's been on the investigation surgery for while so hopefully we can dig and cut off something there w/o breaking the game and gaining some ms ;) p.s. yes I do run one of the FPS most stable 100-111 player KOTH servers ... even with performance hungry diag/debug enabled ;) in short, well done mission, hardware and server setup helps p.p.s. on other hand improvements to AI vs OA/A3 Alpha are reason they more performance demanding than the older AI (e.g. in OA the squad leader was the whole group brain, members had no own brain, in A3 since like 1.4x Squad leader has group brain and own brain+ each member has own brain)
[QUOTE=Dwarden;48553426]again there are multiple reasons something runs fine on 64 players and something don't on 30 ... e.g. pure PvP vs coop with tons of AI ... already investigating some reports about recent fixes/tweaks/changes to AI causing performance drop (we fixed the way AI sees thru objects, smoke and so on so that might be source of new bug (damn yet again)) what we plan to introduce for PvP some script command or similar way to disable some AI related tech which atm runs non-stop (for various simulation reason) like line of sight / knowledge detection that might help with PvP case e.g. on my KOTH server I've flat 50fps server up to 50 players and 40+ up to ~70 players but beyond 64 players the client performance starts to degrade due to players being within 2km range due to those 'AI related' calculations and some other stuff it's been on the investigation surgery for while so hopefully we can dig and cut off something there w/o breaking the game and gaining some ms ;) p.s. yes I do run one of the FPS most stable 100-111 player KOTH servers ... even with performance hungry diag/debug enabled ;) in short, well done mission, hardware and server setup helps p.p.s. on other hand improvements to AI vs OA/A3 Alpha are reason they more performance demanding than the older AI (e.g. in OA the squad leader was the whole group brain, members had no own brain, in A3 since like 1.4x Squad leader has group brain and own brain+ each member has own brain)[/QUOTE] It's good to know that at least we're being heard and you guys are working hard on this, thank you for the reassurance that you're not delusional or being smug with me. I apologize for accusing you of being smug, but the way you put it (in my eyes) made it seem like you thought there wasn't something wrong with how things are working currently, at least it's clear that we need optimization and I know for sure that optimizing stuff takes time, you have to do a lot of benchmarking to be sure what the actual cause of FPS loss is and it can take time, and a lot of effort, because it can also be very situational or even be on a client to client basis, it's reassuring to know that it's not all just roses and daisies in your world but instead there are things that are broken, there are things that need tweaking, and there are things that need to be optimized. I guess now it's just a matter of figuring out what it is and what you can do to make things perform better than they are currently, as I said in one of my posts a page back, ArmA3 was a great step in the right direction for optimization, now it's just a matter of finding what's the cause of these problems and alleviating them. P.S. I've heard that there has been problems with loads across all cores, and it seems the main core of your PC gets loaded the most while the rest don't, is there going to be some load balancing in the future? That may help a lot.
trust me, if we could release +Moar Free FPS DLC right now, we would do it ;) after all, that would be top seller and certain success of certain mod would look like nothing compared to it :scream:
[QUOTE=Dwarden;48553547]trust me, if we could release +Moar Free FPS DLC right now, we would do it ;) after all, that would be top seller and certain success of certain mod would look like nothing compared to it :scream:[/QUOTE] Hey man, you gotta get paid and that's the way it is, I truly do understand. Thanks for talking with me though, it has definitely shifted my view from "this game needs some fucking optimization good lord what are the devs doing?" to "at least they know there's something wrong and are working on it, but they have to get paid at the same time, they have families to keep up."
Foliage optimization is probably a big deal for Tanoa, considering the terrain type.
I just want the Player Turn axis fix. Finally not glitching into walls and fall down stairs would be amazing.
hey dwarden no one has done anything regarding the HC /bisign issues on linux
[QUOTE=Cuel;48553845]hey dwarden no one has done anything regarding the HC /bisign issues on linux[/QUOTE] honestly not sure, something Linux server related was fixed ... was there A3FT ticket ? I'm gunna hunt the nix programmers if they forgot about it
yes [url]http://feedback.arma3.com/view.php?id=22914[/url]
[QUOTE=Dwarden;48553270]there're optimization efforts going all the time, that you don't see or can't feel the +50 FPS effect is something I'm sad over too ;)[/QUOTE] snip
thanks, forwarded to QA/programming ...
Hey everyone, I was hoping to join you next time there's an open slot for something. I have 200 hours in Arma 3 but I've never actually used ACE or TFR, could someone show me the ropes?
[video=youtube;dM0KkVX1AT4]http://www.youtube.com/watch?v=dM0KkVX1AT4&feature=youtu.be[/video]
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