Introduction & Disclaimer
Hey everyone, I’m a long-time Arma fan (often pegged as a “hardcore milsim” player), so naturally I’m passionate about getting the most out of the visuals. I know low-end rigs can struggle—my own Intel CPU has rough days—so these ideas are a mix of personal observations, community feedback, and a few inspiration videos (see sources at the bottom).
Visual Glitches & Fixes
- Rain puddles sometimes flicker or disappear unexpectedly (see bug T190666).
- Forest pop-in on hillsides: low draw distances can make tree lines abruptly end, letting players peek through (e.g. around 1:13 in this clip).
- GPU utilization in Task Manager doesn’t reflect actual load—some players report 0 % GPU while suffering low FPS (see Reddit threads and bug T188542).
- CPU issues, I've also seen some people talking about CPU issues especially on Intel, maybe a bad compatibility ?
Handy Tweaks
- Bump up the default object draw distance (especially noticeable in helicopters or when spotting aircraft while on foot).
- Raise the minimum grass draw range so distant fields don’t look patchy.
- Extend flare visibility (grenade launchers, mortars) so light sources stay visible at range.
- Distance shadows barely impact FPS nowadays—consider always keeping them on (or at least locking via server settings). This ensures consistency and avoids players unknowingly crippling their visuals.
Feature Requests
- Server-aware UI hints
- When you tweak client settings (draw distance, shadows, etc.), show a note like “Max allowed by this server: 3000 m.”
- Server-settings preview
- Add a button in the server browser that spills all the key graphics rules (ideal for spotting milsim vs. fast-action PvP servers).
- Additionnal settings for client & servers
- LOD multiplier (client + server)
- Size multiplier (client + server)
- Grass draw distance (Add a low limit for servers)
- Distant shadows (Add a low limit for servers)
- Zoom-adaptive rendering
- When looking through scopes or optics, auto-extend draw distances (with matching grass/shadows) based on zoom level—optionally toggled via settings. (client + server)
- Vegetation dithering
- Apply a subtle fade or dither to characters partially hidden by foliage at long range, smoothing out LOD transitions.
QoL Presets
- Offer a few “one-click” graphics profiles (e.g. “Low-end Friendly,” “Balanced MilSim,” “Max Visuals”) while still letting power users fine-tune every slider.
In other words adding Consoles presets to PC and servers while keeping customization.