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[Rework request] Graphics
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Description

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

  1. Server-aware UI hints
    • When you tweak client settings (draw distance, shadows, etc.), show a note like “Max allowed by this server: 3000 m.”
  1. 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).
  1. 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)
  1. 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)
  1. 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.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Additional Information

Event Timeline

Ciberdead created this task.Fri, May 2, 3:46 PM