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- Jan 28 2014, 4:47 PM (564 w, 3 d)
May 10 2016
Can confirm.
The first image shows the issue pretty well: the wall is indeed overly complex while the ground to the left is extremely lowpoly.
I'm not sure it's the amount of polygons that is a problem for the DayZ engine, but without knowing the sourcecode that's hard to tell.
Also, remember those fps drops in cities? Anyone here with more than 25 fps in cherno? That kind of proves the point, too.
And there already is a LOD system in the game...
Can confirm.
Can confirm. Also happens outside of airfields.
For me it stays longer, but you are right, it has a low priority.
But it belongs in the bug tracker, I think it was not reported yet.
"Graphics: "god rays" could cause overloaded post-processing and graphical corruption"
from the patchnotes: http://forums.dayzgame.com/index.php?/topic/169526-pending-changelog-experimental-branch-033114782/
Is that related to this bug report?
Try switching the language to english, that worked for me (had it on german first, too).
You do realize the game is in alpha stage and you know what that means, though?
I agree to your "report", but this will most likely come sooner or later anyway...
Happened to me and a friend. The unconsious body was sliding over the ground in a straight line, even uphill, and could not be stopped.
I guess this has also to do with server lag, but it's extremely annoying that you continue bleeding and only the bandage is "lagging".
The fps on the client are _not_ depending on server performance...
In Arma and DayZ the CPU is more important for fps than in other games. There are also lots of settings that depend on the CPU apparently which can reduce fps.
Can confirm.
Same with AMD 7970 GHz and Phenom II @3.5 GHz.
There are lots of duplicates of this bug report btw.
Something about the Buildings/loot and many objects in one place is really badly implemented.