I'm not saying that they're all the same issue, or all relevant to performance, i'm just saying that there are multiple issues with the engine, and from what i've gathered, a lot of these problems have been present in previous Arma games. Which disappoints me. Don't get me wrong, it's a great game, just
No it's not, i'm dive bombing the town, so i'm flying over the explosions...note that smoke itself doesn't cause issues (i believe they're not using particle effects for smoke, just dust, water spray and explosions). 2200m objects and terrain. And this is less than 500m anyway. But i actually think it's...ok, see, what happens is, if you fire a few rockets, it slows down a bit. Fire a lot of them in a large burst, and framerates drop like stones in water.
The town ALWAYS causes a performance hit. Its like the engine has to render more objects but...*sigh* they're doing something wrong with threading. The GPU can't render stuff because it's being held back. I'd say my processor is too slow or whatever if it would be at >80% utilisation, but currently only one thread is. Rest hang around 50 +/- 10%.
If object distance = view distance then the objects should only pop/fade in at that line. I see stuff popping less than 100m in front of me. Again, neither the GPU or system memory has hit its limits.
There exists a ticket for this issue.
Terrain warping too. There is a ticket, but i doubt it'll be fixed. I've reported on the vanishing bullet trails.
I think you're misunderstanding me on the water layer thing. You can see the sea floor from just below the surface as if there wasn't any water.
Also documented (6 months ago) but hasn't been fixed:
Another thing: building destruction. They just fall through the floor. You can see them doing that.
The only games where i've seen CPU-bound performance issues are console ports.
Heck, even NFS Shift does better picture-in-picture and surface reflections (we don't even have them in ArmA 3).
Programming the right way is much more slow, but it's absolutely required, especially of a PC-based studio. And in the long run, it benefits the studio making the game, as they have a solid base to iterate upon further.
I respect BIS for what they're trying to do, but they must do it well, it's their job, we are paying customers, and while i can't (and don't) expect the world from them, this is a pretty basic expectation for a game. I *hope* they fix this going forward.
But on topic, i honestly believe that if you're making a PC game, and your game is under-performing and simultaneously under-utilizing resources, you're probably (definitely?) doing something wrong.