Title.
Tested Low and High particles setting but same result.
Description
Details
- Severity
- Minor
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- Particles
Execute this and watch it.
_PS1 = "#particlesource" createVehicleLocal getPosATL player ; _PS1 setParticleParams [ ["a3\data_f\ParticleEffects\Universal\HitEffect.p3d",4,0,16,1],"","BillBoard", 1,8,[0,0,0],[0,0,2], 0,1.277,1,0, [1], [[1,1,1,1]], [1/8], 0,0,"","", _PS1,0, false,-1 ] ; _PS1 setDropInterval 0.5 ;
Event Timeline
This is still intact even latest Dev Branch.
Maybe GPUs did this so here is my GPU: AMD Radeon HD 7800 Series.
I can confirm this. Config, #particlesource and looped scripted drop commands all have the same problem.
When some vehicles are smoking, I see very "thin" pfx for them. When I look away then look back, they are full pfx, but often most of the particles just pop out of existence again after half a second or even less.
Actually they're not popping out of existence - because they reappear when I look away for a while. So they are still "there", just not rendered.
The visual impression is NOT good. When I'm looking at some scene, I see smoke pfx popping in & out of render, often the dead vehicle is generating particles that "live" for a fraction of a second before being culled, looking terrible. Moving around the battlefield is hugely distracting when columns of smoke just disappear, or reappear.
It happens to all pfx it seems, I see it happening to smoke grenades too, which is definitely NOT cool. I see milky thin white smoke that covers nothing, I look away for a second, look back and the proper thick smoke is back again. After a few seconds it gradually turns milky thin again.
Maybe the AI is still affected by the non-rendered particles, maybe not, but I might imagine for MP players this is a huge problem.
It's affecting me personally because I'm trying to get some nice smoke effects going but I am unable to. The arbitrary nature of the render cull makes it impossible to get any kind of reliably reproducible effect.
For information, I have the options/video/particle quality set to high, but I've also tried the other settings.
Confirming exactly the same problem no matter video settings.*
Particle "disappear" 1 second after spawning and "reappear" when zooming in...
GPu : Nvidia GTX 860 M.
I'm back on Arma 3 after six months, and did not believe my eyes when i saw the disaster on my precious dust script that took weeks of developpment...
Please guys , this really impact immersion in the game.
I am having the same problems with custom config particle effects.
Tested on Windows 10 64bits with Titan X, 1070 GTX, 870M.
Tested on the following branches:
Development (1.71 141852)
Stable (1.70)
Oldest available branch (1.64)
The result is the same for the three branches tested above, you will find in the following link: https://i.imgur.com/WVObhoc.jpg an image demonstrating the problem encountered.
Tested with:
I7 5820k
GTX 1070
SATA SSD
and in multiple screen resolutions (1920x1080, 1920x1200, 3440x1440, 3840x2160)
The lastest diagnostic executable from the developement branch (V1.77.142935) seems to resolve 'most' of the particles 'holes' here a before/after :
However, this does not fix the problems that POLPOX cited in his post from Mon, Sep 11.
This is also weird that the 'main' executable from the dev branch doesn't fix this problem like the diagnostic executable does.
More info here: https://forums.bistudio.com/forums/topic/210329-particles-disappear-problem-on-dev-branch/
I've experienced this on all smoke effects since using 64bit
64bit -
https://youtu.be/c8Y20sg8Xf4
32bit -
https://youtu.be/RYFQBcziXvk
I'm Running :
Intel G3258
NVIDIA GeForce GTX 960
8GB Ram
https://forums.bistudio.com/forums/topic/202663-annoying-with-vanishing-particles/?page=2
Since the latest update I'm having this kind of problems with particles and effects in some of my missions with sandstorms.
The bug is similar to the one in this video from another user: https://www.youtube.com/watch?time_continue=1&v=662Vsf3ai0I
Fix is already in progress, unfortunately it did not make it into the latest hotfix, we will do our best to include it as soon as possible.
So, progress was made, a fix has been prepared and should be available in tomorrow's [development] branch update, so please, try to take a look there and if you can, report back whether it was fixed or whether the fix is still a bit lacking :)
yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?
Is it pushed to development branch... i cant find something in the changelog (https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241357)
Should you find vanilla particles that still do this, feel free to send it here :) should you have some repro please send it as well :) thx
The problem was on my end. My custom particles were rescaled in the p3d for some reason (there should be 1m^2) ...
Big up for the dev team for the fix !
in fact big particles still disappear when the camera come close to them, but only when getting really close. It is not a big issue in most cases but is limiting some use of particles, when you need to "surround" the player by particles like in a sandstorm for instance.
With big particles there is still some weird displacements following the camera view (that were always present I think). You can see this in this video:
https://www.youtube.com/watch?time_continue=2&v=sl4k5Dd0UtE
To check both issues (disappearing when camera gets close and camera issue), you can use the following vanilla particle: "\A3\data_f\ParticleEffects\Universal\smoke.p3d"
For instance, put an object near the player named "emmiter" and "Local exec" this in the escape menu:
_source = "#particlesource" createVehicleLocal getpos player; _source setParticleCircle [0, [0, 0, 0]]; _source setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 10], 20, 0.25, [0, 0, 0, 0.1], 0, 0]; _source setParticleParams [["\A3\data_f\ParticleEffects\Universal\smoke.p3d", 1, 0, 1,0], "", "Billboard", 1, 50, [0, 0, 1], [0, 0, 0], 0, 10.1, 7.9, 0.075,[30], [[0.45, 0.45, 0.45, 0.5], [0.45, 0.45, 0.45, 0.3], [0.40, 0.40, 0.40, 0.1], [0.35, 0.35, 0.35, 0.01]] , [0.08], 1, 0, "", "", emmiter]; _source setDropInterval 0.1;
I can confirm that the "holes" in the particles are fixed in the latest version of the development branch.
However, as Super-truite said, this bug ( https://youtu.be/yFt-OvXQnu0 ) is still here:
a related issue: , zooming with right click tend to deform the large PE (rotates particles, decrease their size and make them disappear sometimes). In the exemple proposed above with \A3\data_f\ParticleEffects\Universal\smoke.p3d, you can see clearly this effect if you watch the smoke column and zoom on it.