User Details
- User Since
- Mar 5 2013, 6:39 PM (611 w, 2 d)
Sep 23 2019
Got the same issue. Game randomly crashes, sometimes after many hours, sometimes in a few minutes. MP with mods.
May 10 2016
This is probably the number one issue with the Arma series right now. The change needs to happen, it's a must. Hopefully not in the far future, but in the near future of Arma 3.
Please Bohemia, do this.
It seems to be an issue with some of my mods as you suspected.
With these mods active it doesn't work:
- CBA A3 1.06
- VTS Weapon Resting 1.0
- ASR AI 0.8.0.31
- STHUD
- TAW View Distance 1.0
- A3C Map Pack 1.4
Without mods it works.
Yes I was using CBA, I'll try again without it.
I suggest adding an "auto" aspect ratio option that would be calculated from the horizontal and vertical resolution.
I agree that seeing backwards compatibility with Arma 2 content would be nice, but it's not a priority. Get Arma 3 fixed first, then we'll see.
As an purchasable DLC I'd probably buy it, but only if it meant that all profits made from current game sales were directed to developing Arma 3 and it's own islands. There's quite a bit of conversion work to be done for the island which costs money, so it's quite reasonable to expect to pay for it.
Breathing sound is not actually muffled by your bones, it is carried by your bones through resonance to your ear.
If anything, the breathing is not heavy enough.
Keep it as it is.
Something is wrong with your drivers or something. I have PIP with maximum settings and have not noticed any impact on FPS even if I turn it off.
I have the same CPU but a slower GPU, GTX660Ti.
You need to post more info, like dxdiags and game logs if possible.
Take screenshots with fraps, PIP on and off.
This is probably the number one issue with the Arma series right now. The change needs to happen, it's a must. Hopefully not in the far future, but in the near future of Arma 3.
Please Bohemia, do this.
It would actually be pretty cool if object's draw distance was related to it's size. So little bushes would disappear before trees, smaller houses before large warehouses and hangars etc...
Did not happen with the cars I tested, SUV, both hatchbacks and off-road.
Solution with config file editing:
http://www.wsgf.org/forums/viewtopic.php?f=61&t=25408&p=147176
Quote from link:
Documents > ARMA 3 Alpha > yourprofilename.Arma3AlphaProfile
fovTop=0.75;
fovLeft=1.7777778;
The first part is experimenting with fovTop. Then dividing the width of my monitor's resolution by the height and multiplying that number with whatever fovTop is. I tried values between 0.55 and 1.10. Ended up settling on the default 0.75. The best fovTop value may depend on the resolution height of your display.
2560 / 1080 = 2.37037037037037.
2.37037037037037 x 0.75 = 1.777777777777778.
The engine will automatically adjust the number or shorten it. This should work for any of the ARMA games. The trick is to experiment with the fovTop and find out which looks best to you on your display.
/Quote.
These settings work, I use it myself on my ultra wide display. (2560x1080, 21:9)
Now this would only need to be an option in the game, or better yet, not an option at all since aspect ratio should always be calculated from the resolution.
Possible exception to this would be Oculus Rift, but since I'm not sure how Oculus rift works, I'm not sure if it applies there.
21:9 is not unusual, it's fairly common in movies.
Ultra wide aspect ratios are coming, and implementing them should be simple. Many games already support completely arbitrary aspect ratios (a lot of windowed 3d games for example).
I actually bought the Czech Army DLC for A2OA purely because of AllInArma mod, hoping there might be mods available for it in A3.
So the original reporter is right, official support in A3 would increase A2 and DLC sales.
Try with different ATOC settings, set it to everything and set it to none, test both cases.
I noticed a similar FPS drop with ATOC grass enabled and looking through some grass in prone position with a scoped weapon.
ATOC disabled FPS did go up, lowering grass density even more (This is why we need separate grass density and grass draw distance settings!).
I don't have a problem with the explosion effects themselves, just the particle textures. But another feedback thread which focused on them was closed and redirected here, so here I am.
BI Studio, redo the explosion effects from scratch, particles, physics, textures, the works. All of it. Bring Arma 3 to this century.
You can now also customize the positions of HUD elements, so this ticket is obsolete.
Prone shooting position with a heavy launcher:
http://www.raaseporinkomppania.net/gallery/albums/userpics/10_rsk_koulutusta.jpg
Notice the position of the body in relation to the launcher.
On a firing range with improvised weapon rest:
http://www.pirmrt.org/datavee/kuvat/respva205a.jpg
Did you change the aspect ratio to match your new resolution in game settings?
Downvoted since many of ACE features will not be in the game and adds too much complexity.
May 9 2016
Stop using fake 7.1 "surround sound" headsets. There's no noticeable lag with 4.0 speaker setup.
Most, if not all, surround headsets use Dolby Pro Logic which encodes/decodes the audio as a process, which is the most likely culprit for the audio lag.
This is why whe need the wysiwyg editor, so we can place entities on different floors of buildings.
Standard bino's should not have a range finder. It'll probably another item as it was in previous Arma's.
Also, in regular difficulty you can always find distance to cursor by pressing space bar when there's no default action. (This is another issue that should be fixed).
Adding a height map (higher areas brighter, lower areas darker) layer would help immensly as well.
Can you fire them underwater as well?
Our eyes do have depth focus. Try placing some large text on a wall about 4-6 meters away from you, large enough to be readable from that distance.
Then put your hand in front of your face (distance doesn't matter) and try to read the text on the wall while still focusing on your hand.
Notice how blurry the text on the wall is?
Back on topic: It's a shame they funneled all the related feedback threads to this one. Personally I'd like to see every effect handled by the "Postprocess" omnisetting tick box to be handled separately under advanced options.
This feature definitely is required, look at how the original System Shock did it!
If they can't regulate their temperature, shouldn't they then be the same temperature as their enviroment?
IE. should not be visible through thermal in most situations.
Does Arma model enviroment temperatures with day and night cycles?
An example:
Looking through a think batch of grass with the scopes hurts the FPS quite a lot, but grass in the distance has less of an impact. In this scenario, it'd be more efficient to have less dense grass overall, but drawn over a larger distance.
Also since rendering land polygons (opaque, not overlapped) is quite different from rendering grass (transparent, a lot of overlap), it's weird that they are controlled by the same setting.
Something in your settings, I have almost exactly the same setup (just less memory) and I haven't noticed any artefacts. Check Nvidia Control Panel and see if have any forced global settings?
Not just for motion blur, separate settings for every option the post processing adds!