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May 10 2016

antoineflemming edited Steps To Reproduce on T73674: Suggested improvement of Quad Bike posture.
May 10 2016, 6:49 AM · Arma 3
antoineflemming added a comment to T73115: Indep officer uniform is using the wrong _smdi texture.

NOT resolved... Noticed it today.

May 10 2016, 6:29 AM · Arma 3
antoineflemming added a comment to T71274: Add functionality to allow UGV Stomper (MULE) to follow it's operator..

Second this. The UGVs are not autonomous in the game. They are only autonomous in the fact that the turret moves automatically when you're the driver/operator.

May 10 2016, 5:40 AM · Arma 3
antoineflemming added a comment to T70281: Separate Controls for Parachute Moviments.

Currently it is bound to the Helicopter's cyclic left and right controls, which are left and right by default. They really need to separate it from the helicopter controls. Honestly, they really need to not treat the parachute like it's a vehicle.

May 10 2016, 5:06 AM · Arma 3
antoineflemming added a comment to T64291: Proper glass reflections.

To all those who ever said this would have a major fps impact, you guys obviously haven't seen like every other game out there that has real reflections. If reflections cause problems in this game, just like AI, or anything else, it's a problem with this game engine. When performance decreases simply because there are some dead AI on the island, that is an indicator that something is wrong with the engine. It would be great if BIS, after A3, would step back and actually modernize this engine. Because, regardless of all the neat new features, the engine is still outdated. At this point I'd rather have the Call of Duty IW engine than Arma 3's engine. Why, because they at least reduce whatever resources they can, like using sprites for particle effects. So real reflections are possible in some way that they do not negatively impact performance. Other devs for other games have done it, BIS can do it. And, yes, I can compare other games to Arma 3 because reflections are reflections. Calculations are calculations. I don't care about view distance or AI calculations. If other games can utilize efficient calculations, so can Arma 3. The devs just have to be dedicated to constructing efficient code to get this to work.

May 10 2016, 1:20 AM · Arma 3

May 9 2016

antoineflemming added a comment to T61306: Client performance bottlenecked by Server performance (simple solution).

Well, the game isn't optimized well, but for MP it's definitely the server.

May 9 2016, 10:58 PM · Arma 3
antoineflemming added a comment to T60049: [Feature request] Seperate post-processing settings for motion blur, bloom, ambient occlusion etc..

To this, it'd be good to add separate graphics settings for major features - grass, trees, characters, objects. I'd like high quality character textures, but would like low quality tree textures (high quality eats performance). I'd like post processing for night vision but wouldn't want it for everything else.

May 9 2016, 9:23 PM · Arma 3