AM/PM, don't like it.
Digital watch? Hell yes.
AM/PM, don't like it.
Digital watch? Hell yes.
Everyone thinks you're trolling because this is silly. If you don't understand that this is a video game, maybe YOU shouldn't be playing them.
The current system can never work because "the masses" can't be expected to figure it out or do it even if you tell them to.
Yes it is in fact that hard for them.
Just another note.
If it is successful, it should obviously work as a temp ban lasting until the end of the match. I don't know if this is how it currently works, I only know that I've been kicked and been able to rejoin immediately afterwards.
If you cannot add an elaborate UI system, change the required votes to 40% and votes from same team count as 2 votes.
It is possible to votekick using the "#vote kick [userName]" command. THIS IS NOT COMMON KNOWLEDGE HOWEVER.
It's bottlenecked by the server.
Might not need to use PIP. I mean, this has been done in multiple games, might actually be simpler way to do it.
What is annoying is that I need to pick up the weapon in order to simply snag an attachment from it.
So basically, in order to take an optic from a weapon and put it on the one I have, I need to:
EDIT: I think a better inventory system would simply be a copy of the current inventory screen, except two windows. 1 dedicated to the corpse/other soldier (trading?) loadout and the other dedicated to your own.
I have to say, I'd much prefer it if firemode was bound to the weapon and not the soldier.
Often I've expected to fire on full auto only to find that the firemode had been reset after I used my binoculars...
I'd also prefer a separate button for the underslung GL.
You can change FOV, it's just not neatly presented.
Firstly, set your aspect ratio correctly.
After that, go to your documents/arma 3 alpha folder, open the .Arma3AlphaProfile folder and look for fovTop. That value should let you change FOV.
Beyond that, it's default to be a bit zoomed in, you can double tap Minus in order to lock the view to a zoomed out view.
matt_gold, please provide numbers and statistics instead of empty rhetoric.
"I get great performance" is meaningless.
Maybe you can separate rendering threads into distance without too much work.
Just detect the amount of threads and split under render distance.
Distance / Threads = Renderarea per Thread.
If max distance and 8 threads, then:
12km/8 threads = 1,5 km processing for each thread which is then sent to GPU which can now render at max speed unless a single core is being overworked which considering this split is much more unlikely to happen.
Considering LOD, an equal distance split is probably sub optimal, so it should probably split according to some formula which I currently can't be arsed to think about. But basically, items within 1-2km require more processing than objects far away. So say you start out:
thread 1 0km - 1km
Thread 2 1km - 2km
Thread 3 2km - 4km
thread 4 4km - 8km
or similar. Maybe even lower in the start considering how resource heavy cities can be. Thread 1 0m - 500m.
If you're reading this BI, I want you to know:
This is pretty fucking abysmal, but I found the solution:
Use the boatload of cash you got from DayZ sales to hire more than 1 programmer so you can actually make an engine that's not a fucking trainwreck of 15 year old spaghetti code.
I may be wrong, but here's what I see:
Only a small, specific part of the GPU is used for rendering objects.
With longer view distances (and consequently more objects) this means highly inefficient use of the GPU as the small part of the GPU must finish rendering objects in a 12km radius before any sort of other processing can be done and the frame finally pushed out.
You can see this by steadily increasing the amount of objects to be rendered. At VERY LOW view distance, GPU usage is 99%-100% as you'd expect with a high amount of FPS. As you add more objects, frames will first start to drop as you'd expect. Then as you add even more objects you'll see that along with Framerate drop, the GPU starts to drop in Usage%.
This would mean that object rendering is HIGHLY inefficient and is probably topping out at around 30% of the GPUs potential. This means that roughly 30% of the power is being used to render thousands of objects, and then 100% is being used for the remaining tasks (shading, post processing, textures, etc.) before the frame is pushed out.
If 100% of the GPU could be used to render objects, there would be a great increase in potential view distances and performance overall as this seems to be the bottleneck.
The issue is the server, any other remedy than joining a better server is probably just placebo.
There is a leak of sorts the longer a game goes on. Scripting errors? Bodycount? Ragdolls?