@SharkkBaztard
The tracker is for collecting issues, but there is (as arma 2 tracker also has) a "feature" request option for ideas like this one.
@SharkkBaztard
The tracker is for collecting issues, but there is (as arma 2 tracker also has) a "feature" request option for ideas like this one.
If the developers could create som way of rendering some kind of grass vegetation without the enormous performance hit it would be amazing. It has alway been my worst gripe with arma.
"I don't see anything about i can't create issues if the same was already created."
You kinda changed your argument since then.
But no Colibri, there are multiple tickets with this performance issue for both intel, ati, mixed. Doesn't help to keep posting more of the same issues.
Thats basically it. If you look at the arma 2 tracker posts like these were locked down if they resembled another post in this fashion.
Lol Kid18120 this is indeed far from the BI tracker from Arma 2.. So many duplicates. You all know that its the same performance issues you are experiencing and that 1 single post is better than creating 100.
100 posts about the same problems only create more work to filter and more overall confusion.
@Colibri is not about everyone creating their own tickets. It's more about clearing what are the major single issues.
What is up with these bug reports? BI must have a load of work filtering through all this nonsense..
Alot of posts about the same issues. Check the current issues.
Is it confirmed that TOH will be the flightmodel? I can't find any confirmation on that?
I think the pedals seem to work a bit too well too. Flying at 140 kmh there is too much response from the pedals.
Yes this should be added. Lowering movement speed to the like of walking with ironsights while switching weapons would be ideal.
This not already adressed in the original rework of movement seems like an oversight in my optic. This implemented would make cqb scenarios much more realistic and enjoyable.
I think a lot of the weapons have dodgy animations. Since ofp the animations haven't really been state of the art of it's time.
More problems are the like of missing magazines, magazines appearing out of the blue, model clipping and a lot of technical errors as already mentioned.
Would be nice to see even better/sharper animations.
Note: I know it's harder to make the animations look good since the models are an actual part of the player model and not just a fake client only model of hands and gun, but in this day and age of gaming, better animations should be possible.
@Phobosares stop already with the "Bluefor is IDF" I have nothing personal against the IDF, but what you are starting is simply not true. And it is not going to be true just because you staten it here AND in a ticket you create yourself.
Why don't people just create the models themselves? It's a game open for modding so it's entirely doable to create and implement if you feel so strongely for the subject.
Also, stop abusing the tracker by creating concerns like these and going them a high priority. It just makes you look like someone who is only focused on making a splash.
Why not just focusing on game mechanics. Create your own mod for female models if you want to.
As @Laqueesha and @chechenin said.
To start off. What about taking the canned/static animations from A2 and use these to try out a new system based on what the two suggested.
Start the A2 animation and then at 0,5 sec (or whatever seems to work) engage the physx. Keep physx for explosions, falling etc without a delay.
Would be great to see how this turns out.
http://feedback.arma3.com/view.php?id=4766
http://feedback.arma3.com/view.php?id=152
http://feedback.arma3.com/view.php?id=5017
http://feedback.arma3.com/view.php?id=2807
http://feedback.arma3.com/view.php?id=2837
http://feedback.arma3.com/view.php?id=226
http://feedback.arma3.com/view.php?id=1119
http://feedback.arma3.com/view.php?id=3123
Thats my point
@TicKByT, and it is not possible for anyone to use the search function before posting the same bugs. The tracker is meant for reporting issues, NOT already reported.
Concerning the grenade thing not active I did kill my whole squad because of this bug. Had by bindings to 2x"t" and whille misstyping I also threw a nade.. : /
Well it is for the tracker. People should close down their tickets if they didn't search beforehand and just created "yet another" ticket of the same subject.
If the issue is the same as already reported then it has no justification being here just because someone "feels" like it.
It is that simple.
I think this is a duplicate
As far as I've read BI would LIKE to include TOH, but said that it is a great investment in time to incorporate it. Dunno if it has been easier since that University student who works on simulators has talked to them (If they have talked), but I don't think BI has confirmed that it will be in release.
Physics are neither tuned nor final.
It is wrong binding of keys. Remove bindings of helicopter keys and start from scratch.
Very annoying, but could hopefully be fixed easily. I almost wiped out my own team because i accidentally hit "t" twice, which at the time also was my throw grenade bind...
That bind is now changed to "ctrl+2xt", but all the same it would be nice if it gets fixed in time.
I vote for a priority just below high.
IT would be cool if you had the ability to attach explosives to all the different vehicles. Otherwise the community could prob create it, but an actual developer implementation would be great. Could add great subject for mission ideas.
I think this is a valid ticket.
We all know this is alpha. So please stop saying "It's alpha so the game is not final" because WE ALL KNOW.
So if it's alpha we should just not report designs that we do not like and just wait for BI to fix everything so its like we THINK it should be. All without them ever knowing what we think.
The whole purpose of this tracker is to report bugs/design flaws and suggestions for new or current systems.
So if you keep saying, "It's alpha don't create topics about these things" we should just stop using this tracker all together, and what would that do to help BI (And in the end each and every one of us)?
Isn't this problem engine based and basically the same from the latter games?
I get great fps when playing TvT (NO AI), but as soon as the server has to handle AI calculations my game starts crawling.
I thought the headless client setup would change things for the better by making BI somehow integrating that setup into the engine. Or maybe somehow delegate AI calculations to the connected clients to offload the server.
In the end I don't know anything about programming or engine development, but I'm afraid A3 ends up with exactly the same problems in online play that we have had in Arma and A2OA.
@jurrasstoil Yes same prob. Good find. Was wondering what happened. Maybe open a ticket about that if there isn't one already?
Isn't all of this related to the server <-> client relationship? If I play coop i usually get somewhat horrible fps, but with same settings and setup when I play on SWECLOCKERS pvp server I always have rock solid fps (Except for sudden slowdowns to 0% GPU for 3-10 sec and then back to 89-99 % GPU, which is strange)
I thought the coop missions limited client fps because the (increased) server load (because of the cpu use for AI) directly affects the clients ability to render frames.
I guess it is because of all the AI calculations. How does the engine utilize multicore cpu? I thought the headless client showed that you could at least "trick" the engine to use multicore setups more efficiently for coop/ai intensive games.
Playing on a server like e.g. "Sweclockers" which is TvsT I have no problems with fps at all (Apart from a weird and sudden slowdown where gpu drops from 85-99% to 0% and then back up in a matter of 5 seconds). Although when playing coop games with a lot of AI the game starts to crawl and I am only being allowed to render much fewer frames, which is indicated by the low gpu load at around 20% gpu.
It seems like the same problems with the engine from Arma and through arma 2 is still being carried over to Arma 3. Granted it is much better than the awful rubber banding of AI in the first Arma game, but I really hope that the good deal of attention that BI is still experiencing since Arma 3 release will force a good way to get the engine working properly with coop scenarios.
I have yet to see really well working coop games in Arma 2/3 and I even have been playing in different communities in Arma 2 for a long time.
Only time I've seen a giant leap in performance and thereby also gameplay (Server is able to play the game a higher fps which also gives the enemy AI a much faster response time and flexibility) was with a headless client setup.
I really REALLY hope they will be able to get Arma to run fluently online. It has never really been a smooth experience online.
Hopefully the influx of players and greater attention of the Arma series will help fuel the development on the performance side.
On the other hand, I'm worried that the engine that is being built upon has to be altered too much to make it really work. The headless client setup had some good performance progress though.
Robb213 what kind of performance does that give you ingame?
I think Spacefish is completely right. The amount of calculations bog down the frame rendering.
I just hope the greater publicity and attention ARMA 3 is getting will make the developers really recreate some of these (from arma, arma 2 ) persisten problems.
Without knowing it I think what you are experiencing is the inability to "turn" the helicopter with the pedals at high speed. Remember that the helicopters, especially the Ka-50, will only be able to turn around its own vertical axis with the rudder pedals at stationary to low speeds.
This is somewhat how a real helicopter should behave. I say somehow as the current flightmodels are not "flightsim" precise models, but do capture some of the real life implications of flying helicopters.
Well if it isn't implemented it's not the end of the world. ACE did a perfect job and I'm sure well get a mod just for that mechanic. Id rather see a better camouflage system as NordKitchen actually has contributed ideas for.
This is working very well in ACE. I set my shortcut for bipod to "shift+spacebar". Works flawlessly.