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integ3r
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User Since
Mar 8 2013, 8:40 PM (579 w, 5 d)

Recent Activity

May 10 2016

integ3r edited Steps To Reproduce on T64006: General anti-cheat thoughts.
May 10 2016, 1:09 AM · Arma 3
integ3r added a comment to T63980: The watch should display AM or PM.

AM/PM, don't like it.

Digital watch? Hell yes.

May 10 2016, 1:08 AM · Arma 3
integ3r added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

Everyone thinks you're trolling because this is silly. If you don't understand that this is a video game, maybe YOU shouldn't be playing them.

May 10 2016, 1:01 AM · Arma 3
integ3r edited Steps To Reproduce on T63777: AI lags behind when travelling across cluttered terrain.
May 10 2016, 12:58 AM · Arma 3
integ3r added a comment to T62611: Make votekicking easy.

@kid
The current system can never work because "the masses" can't be expected to figure it out or do it even if you tell them to.

Yes it is in fact that hard for them.

May 10 2016, 12:08 AM · Arma 3
integ3r added a comment to T62611: Make votekicking easy.

Just another note.

If it is successful, it should obviously work as a temp ban lasting until the end of the match. I don't know if this is how it currently works, I only know that I've been kicked and been able to rejoin immediately afterwards.

If you cannot add an elaborate UI system, change the required votes to 40% and votes from same team count as 2 votes.

May 10 2016, 12:08 AM · Arma 3
integ3r edited Steps To Reproduce on T62611: Make votekicking easy.
May 10 2016, 12:08 AM · Arma 3

May 9 2016

integ3r added a comment to T62236: Need some way to discourage team killing.

It is possible to votekick using the "#vote kick [userName]" command. THIS IS NOT COMMON KNOWLEDGE HOWEVER.

May 9 2016, 11:50 PM · Arma 3
integ3r edited Steps To Reproduce on T61306: Client performance bottlenecked by Server performance (simple solution).
May 9 2016, 10:58 PM · Arma 3
integ3r added a comment to T61302: Low Usage.

It's bottlenecked by the server.

May 9 2016, 10:58 PM · Arma 3
integ3r added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Might not need to use PIP. I mean, this has been done in multiple games, might actually be simpler way to do it.

May 9 2016, 10:20 PM · Arma 3
integ3r added a comment to T60420: Picking up enemy weapon.

What is annoying is that I need to pick up the weapon in order to simply snag an attachment from it.

So basically, in order to take an optic from a weapon and put it on the one I have, I need to:

  1. Drop my weapon
  2. Drop all my ammo
  3. Pick up the other weapon
  4. Remove the optic
  5. Pick up my old weapon
  6. Pick up 1 magazine
  7. Wait for it to reload
  8. Pick up my other magazines.

Why.

EDIT: I think a better inventory system would simply be a copy of the current inventory screen, except two windows. 1 dedicated to the corpse/other soldier (trading?) loadout and the other dedicated to your own.

May 9 2016, 9:44 PM · Arma 3
integ3r added a comment to T60414: [Feature request] Select underslung grenade launcher via menu / key (not via fire mode selection).

I have to say, I'd much prefer it if firemode was bound to the weapon and not the soldier.

Often I've expected to fire on full auto only to find that the firemode had been reset after I used my binoculars...

I'd also prefer a separate button for the underslung GL.

May 9 2016, 9:43 PM · Arma 3
integ3r added a comment to T59777: No option to set Field of view degree in options. 1st person view FOV.

You can change FOV, it's just not neatly presented.

Firstly, set your aspect ratio correctly.
After that, go to your documents/arma 3 alpha folder, open the .Arma3AlphaProfile folder and look for fovTop. That value should let you change FOV.

Beyond that, it's default to be a bit zoomed in, you can double tap Minus in order to lock the view to a zoomed out view.

May 9 2016, 7:12 PM · Arma 3
integ3r added a comment to T59083: Low CPU/GPU Utilization.

matt_gold, please provide numbers and statistics instead of empty rhetoric.
"I get great performance" is meaningless.

May 9 2016, 5:47 PM · Arma 3
integ3r added a comment to T59083: Low CPU/GPU Utilization.

Maybe you can separate rendering threads into distance without too much work.

Just detect the amount of threads and split under render distance.
Distance / Threads = Renderarea per Thread.

If max distance and 8 threads, then:
12km/8 threads = 1,5 km processing for each thread which is then sent to GPU which can now render at max speed unless a single core is being overworked which considering this split is much more unlikely to happen.

Considering LOD, an equal distance split is probably sub optimal, so it should probably split according to some formula which I currently can't be arsed to think about. But basically, items within 1-2km require more processing than objects far away. So say you start out:
thread 1 0km - 1km
Thread 2 1km - 2km
Thread 3 2km - 4km
thread 4 4km - 8km
or similar. Maybe even lower in the start considering how resource heavy cities can be. Thread 1 0m - 500m.

May 9 2016, 5:47 PM · Arma 3
integ3r added a comment to T59083: Low CPU/GPU Utilization.

If you're reading this BI, I want you to know:
This is pretty fucking abysmal, but I found the solution:

Use the boatload of cash you got from DayZ sales to hire more than 1 programmer so you can actually make an engine that's not a fucking trainwreck of 15 year old spaghetti code.

Disgusting.

May 9 2016, 5:45 PM · Arma 3
integ3r added a comment to T59083: Low CPU/GPU Utilization.

I may be wrong, but here's what I see:

Only a small, specific part of the GPU is used for rendering objects.

With longer view distances (and consequently more objects) this means highly inefficient use of the GPU as the small part of the GPU must finish rendering objects in a 12km radius before any sort of other processing can be done and the frame finally pushed out.

You can see this by steadily increasing the amount of objects to be rendered. At VERY LOW view distance, GPU usage is 99%-100% as you'd expect with a high amount of FPS. As you add more objects, frames will first start to drop as you'd expect. Then as you add even more objects you'll see that along with Framerate drop, the GPU starts to drop in Usage%.

This would mean that object rendering is HIGHLY inefficient and is probably topping out at around 30% of the GPUs potential. This means that roughly 30% of the power is being used to render thousands of objects, and then 100% is being used for the remaining tasks (shading, post processing, textures, etc.) before the frame is pushed out.

If 100% of the GPU could be used to render objects, there would be a great increase in potential view distances and performance overall as this seems to be the bottleneck.

May 9 2016, 5:34 PM · Arma 3
integ3r added a comment to T59083: Low CPU/GPU Utilization.

The issue is the server, any other remedy than joining a better server is probably just placebo.

May 9 2016, 4:29 PM · Arma 3
integ3r added a comment to T59083: Low CPU/GPU Utilization.

There is a leak of sorts the longer a game goes on. Scripting errors? Bodycount? Ragdolls?

May 9 2016, 4:29 PM · Arma 3
integ3r added a comment to T58799: Deploying a weapon / proper use of bipods.

Functional bipod and other deploying would be neato. Upvoted.

May 9 2016, 3:36 PM · Arma 3