- User Since
- Mar 6 2013, 1:28 PM (491 w, 4 d)
May 10 2016
You misunderstand me. I thought I was pretty clear. I said in the previous ticket that other applications (games) work fine with FreeTrack protocol programs, regardless of who made the FreeTrack protocol program, not that other FreeTrack programs work fine with Arma 2/3.
The problem I encounter with Arma 2/3 is exactly the same regardless of whether I use FreeTrack, FaceTrackNoIR or my own program. These crashes occur with all of these programs and Arma 2/3. My program is not the problem. There are many forum posts that show other users with this problem. These crashes do not prevent me from using FreeTrack with Arma 2/3, as is reported by other users. As I stated before, the crash occurs upon the *first* attempted use of Arma 2/3 after starting a FreeTrack serving program. Upon trying Arma 2/3 again, it works fine. If FreeTrack is started after Arma 2/3 is loaded, it works fine. Please just read more carefully.
Dump now uploaded. the part01/part02 rar files are one archive split into two pieces to allow it to upload. I have used WinRAR to archive the dump.
I've given the issue numbers. Use the issue jump button at the top right of the page.
Or if that's too much trouble, here's the URL: http://feedback.arma3.com/view.php?id=1353
May 9 2016
@Nicolii You are not thinking of the same AA. You are thinking of AA on the shadow map. This report is about FSAA in screen space of the screen shadow pass. In most game engines this type of AA is almost always present, and is indistinguishable from normal FSAA. Arma 3 is anomalous in not having this feature. Look at the attached screenshots to notice the problem this causes. You can see the light artifacts on object edges it causes.
Assigned? That's brilliant!
Please could you make sure to fix this with supersampling in the fragment shader using per-sample fragment shading, so that not only are the white edge jaggies gone, but distant oblique shadows (whose artefacts are not caused by edge aliasing) are also fixed? Or if that proves too much of a performance hit could you add it as an option?
I realise this is all quite fiddly in a deferred pipeline (due to the deferred MSAA surfaces), but it does have a large impact on the graphics quality.
@RuecanOnRails Yes, those screenshots demonstrate one of the most noticeable artifacts (the edge highlights) caused by this problem. Another is that distant shadows of distant objects are jaggy.
BTW, this problem also applies to Very High and Ultra shadow settings.
Thanks for reopening.
Both of the issues reported in the links you have provided are not anti-aliasing issues, just a shadow resolution and mapping issue. However a comment in that first link does hint to the object/shadow edge jaggy issue caused by the lack of anti-aliasing.
This problem does not present itself on the surfaces of nearby surfaces, because the sampling rate (the resolution) of rendering is higher than that of the projection of the shadow map. It occurs when the projected shadow has a higher projected screen-space resolution than the rendering resolution. It also occurs on object edges where the surface discontinuity is not multi-sampled. The solution of enabling MSAA will only fix the latter effect (edge AA). Super sampling of shadows (but not the geometry) is required to fix the entire problem, which is easy to implement by enabling per-sample fragment shading with MSAA.
Please delete this, I was a bit hasty - it is in fact an issue in general with shadows, not cockpits. Shadows (and hence edges of shadowed objects) are not anti-aliased consistently (with just 8x AA, no PPAA).
I have not at any point suggested there is a huge cartoonish explosion. What I am reporting is that there was NO trace of ANY effect whatsoever, no smoke or sound or loss of control or anything else other than the helicopter falling out of the sky. The explosion I refer to in the report is that of the RPG hitting the target, not the helicopter exploding. There was no sign of the RPG impact at all.
To be specific, there was no smoke, sound when the RPG hit the helicopter, or any other effect or sound. It just fell out of the sky. Surely there would be something, even if Michael Bay is not involved? Your description of hitting the tail rotor and loss of rudder control is a lot more realistic than what I experienced.
By the way it was a direct hit on the main body of the helicopter.
All of the settings were on at least high. Quite a few on very high and clouds on Ultra (I love the new clouds).
Oh, you mean the Amazonian no-clip-aconda?
Perhaps the easiest way to fix this is to align snakes to the surface they are on. This could also apply to other animals.
I had a crash exactly as you described by the mortar isle. According to the Windows error log it crashed in PhysX3_x86.dll. So either the game has used undefined behaviour in PhysX or PhysX has a bug.
Here is the log:
Problem Event Name: APPCRASH Application Name: arma3.exe Application Version: 0.5.102.571 Application Timestamp: 512deb6a Fault Module Name: PhysX3_x86.dll Fault Module Version: 184.108.40.206 Fault Module Timestamp: 50f68ef3 Exception Code: c0000005 Exception Offset: 000d6dd7 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Also if you cannot reproduce it "always" as stated, the report should be changed.