User Details
- User Since
- Mar 8 2013, 12:11 PM (614 w, 13 h)
Feb 2 2019
I started receiving this error today, I did not play the last couple of days so I do not know which specific day it started for me. I can no longer play ARMA3 for more than ~5-20 seconds.
Jun 7 2016
I have not tested this since 2013 and as such I cannot acknowledge if it was ever resolved, however as requested I have bumped up the severity of the issue, as I do agree that it will impact on the quality of play-ability in Tanoa.
May 10 2016
Reproduced (was actually here to report it but using search found this).
Attached further screenshots and updated tags.
The performance was actually quite good up until the release of 0.54, I posted about it here: http://feedback.arma3.com/view.php?id=7430
It's probably better if you keep adding notes to your existing ticket, rather than making multiple tickets for the same problem.
What are your system specs? Video card? Driver version?
This issue seems all but resolved for me since we hit Beta, I believe all I experience now is SLI micro-stutter which I'm sure already has its own issue ID.
In the helicopter showcase on versions <0.53 I received a solid 60FPS with vsync on. With the latest dev build (104268) I still see my FPS fall as low as 12-23fps when there is any activity, for example firing rockets on the mortar crew.
Lowered my draw distance from 3800 to 2800, FXAA from Ultra to High, Clouds to standard, Shadows to standard, object, terrain detail etc all down from Very High to High. Still no significant increase in FPS.
The game is now unplayable for me, even with my more than reasonable PC specs (as listed above in additional info)
Were you having the problem with the latest stable release or only the dev builds?
I am sure there will be NV scopes in the full game, or even perhaps the beta if we are lucky. Nothing to worry about really.
It'll happen, once they try it for themselves I am sure they will be hooked just like the rest of us! I would rather they spend time on projects like this than making the game streamer friendly... LOL
@TraxusIV You do not see any opposition because the user deleted all of their comments, see the history at the bottom of this page.
As stated many times already, this game already has full support for positional 6 degree's of freedom head tracking, as did arma and arma2.
The occulus rift is certainly no different, if anything it could be considered a hinderance, extremely low resolution display, non-positional head tracking and creates a disorientating immersion.
The only difference between the Occulus Rift and the existing head tracking implementation is that essentially rather than turning your head while trying to maintain eye contact with your fixed screen position, you can turn your head without trying to look at the screen out of the corner of your eyes.
When I am not using my TrackIR in game, I still frequently use the ALT key to be able to look around.
Implementing Occulus Rift support would certainly not create any sort of advantage or provide any features that give any sort of advantage to users without the hardware, it uses the same features that are already available in the game right now.
Having played with FreeTrack back in the ARMA days and buying TrackIR5 Pro for ARMA2 when it was released, I can entirely see the value of adding support for the Occulus Rift.
With the games existing head tracking support, slower, more realistically paced nature and scale environment it is a given that BIS should be investing in a kit to experiment with.
This game is a PERFECT match for the Occulus Rift :)
If you create your descriptions.ext file in the appropriate mission folder under your My Documents directory, then whenever you export the mission it will automatically pack the file(s) into the PBO.
I dont see why you would be exporting it unless it is complete, or you wanted to upload to armaholics etc?
This isnt a bug nor a helpdesk... you should really be asking for help in the forums :)
I think to say it surpasses is a little rash, given the scope of ARMA. The level of realism the OP is seeking would be better found in VBSII.
The ARMA franchise is a great military "game". If you want a full blown simulator you should be looking at BI's flagship product, the "simulator" called VBS. (The very product this game is derived from).
http://products.bisimulations.com/
Regardless, the OP's ticket made for an interesting insight.
Reminds me of americas army...
50m was an estimation, i cant remember the exact distance, likely closer to 80m though they were definitely arming and detonating.
I noticed this also, at the airport in a TDM server I had an enemy unit about 50m infront of me, he was inside a hangar and I launched 2 or 3 40mm grenades at the ceiling above him causing no damage.
I then threw a single frag grenade which immediately killed him and also knocked down the entire hangar!
Those 40mm launchers are super weak
The speed boats pretty big, I am sure if it had adequate power you wouldn't require a push button.
Unless your brought the hulk with you on your mission I doubt you would be able to move it ;)
There are already several other tickets related to this issue, I will add tags to yours so they are connected :)
http://feedback.arma3.com/view.php?id=521
http://feedback.arma3.com/view.php?id=2212
Why does this even matter? holy crap, talk about nit picking and time wasting!
May 9 2016
I doubt there was much thought involved..
If the hardware doesn't meet the required minimum specifications for the product, why should they invest time fixing it?
Your right, my bad, though mine does contain further information regarding the new stances. I have attched the same tag's to the above post so that BI can relate the two.
Just to expand on this a little further, I have tested this with passengers whom are also able to survive. In the video, I myself am a co-pilot (passenger) but have taken control for the purpose of the test.
I agree, abandoning large missions in multiplayer using suspend will cause a lengthy delay while it saves the mission. This is very annoying.
I have always assumed that this was a feature, by design. As you stated, to allow you to adjust your aim without moving your entire body and potentially giving away your position. I have not tested this but if you enable an aiming deadzone it will likely only snap back to the extreme of that setting.
If I recall correctly, this was actually a feature of ARMA1 and by default it even had an aiming deadzone set by default out of the box, this allowed you to adjust your aim without your body moving.
Try turning up your aiming deadzone in arma3 and you will see what I mean.
Was your password a single word/string of characters, without spaces?
Note: this also works on some rock formations...
I noticed this too, also, when I was shot down, crash landed in the ocean... I was unable to 'get out' or 'eject' and went down with the... bird
I was lol'ing at this the other day when I noticed my speed boat tail gunner would seemingly on occasion be completely submerged under water for long periods, even in milder waves.
To control the speed boat in big waves is almost impossible, until you get it moving at 50km/h or more, then you are able to effectively steer it a little better.
I can sprint, then jog for far too long before becoming fatigued, even whilst encumbered with lots of gear.
If anything the soldiers should fatigue sooner given the weight they are carrying.
Voting down.
To imply that the games success relies on streaming is ludicrous. Definitely not a 'high priority'.
Agree'd, I find it very annoying I can essentially use my vehicles as gliders, launching off cliffs and floating down to the ground without any damage.
Have you tried enabling UPNP in the router?
Far too much recoil when proned.
Proned is the only position where I would expect to be able to fire at a higher rate with more accuracy. at the moment you have to fire the weapon in single shot's much like a sniper rifle.. this isnt what LMG's were intended for!
bipod as mentioned might be a good solution.
I completely agree, it would be nice to see some proper wheel and pedal support, clutch and shifter would be nice too ;)
Its also frustrating that you do not hear the engine rev's and/or load effects when driving the speed boat. It just hums along the same at any speed.
I also have a ticket on this item, didn't see yours. Mine lists a few other issues, luckily they are linked with the tags :D
Just to add to the above notes, you cannot use the new sub stances when using your binoculars.
My ticket: http://feedback.arma3.com/view.php?id=3894
+1 I just upgraded to a GTX690 and now suffer this same issue (previously not present with my old GTX570)
As long as the hud/indicator is an optional feature for newbs, I don't see how it could hurt.
All of the vehicles are far too light, the way they physically behave when airborne is very unnatural, they glide though the air as if they weigh nothing.