- User Since
- Apr 6 2013, 3:48 PM (215 w, 6 d)
Apr 20 2017
Apr 17 2017
May 10 2016
Same for me (cf. 0026962).
This has also been reported in the dev branch discussion:
When the issue occurs FPS drop from their normal level to 1 to 5 within a few seconds. They then stay on that low level whatever you do (exiting the mission, exiting the editor, restarting the mission...). The only remedy is ending A3 itself. After a restart of A3 it works ok until the issue comes up again after a few minutes of playing.
Still present with todays build.
Maybe something is wrong with memory allocation: In task manager I observed that A3 is producing _lots_ of page faults, though there is still plenty of RAM left.
Adam: Before I encountered this problem I suffered from 0026881.
That issue seems to be resolved by yesterdays build, where I first encountered the FPS drop.
As a software developer I would first check, whether the fix for 0026881 or something in that area may have introduced a regression.
(Unless of course I simply do not encounter the crashes anymore because the FPS drop now kicks in before the crash can happen ;-) )
As far as I can say it seems to happen in every mission I play. I just played with build 133700, and it happened the first time I played after about 10 minutes in the game.
It seems to happen each time you play provided you take your time to finish the mission.
I have no clue what actually triggers the issue. It does not seem to be related directly to certain player interactions or events.
I always play my own simple scenarios (i.e. without much scripting) in the 2D editor.
Geforce GTX 970, 8GB System RAM, Core I7-2600K, Win7 Pro 64bit
Seems to be better with yesterdays build (133658).
No more crashes up to now.
BUT: Now there is a sudden drop in FPS after playing for about 10 minutes.
FPS drop to 2-4 within a few seconds. They stay low until the whole game is restarted. Unfortunately no dumps, since the game does not crash anymore.
I don't know whether this is related to the potential audio CTD fix?
Will test some more and create a new ticket.
Yet another crash dump.
The crash is still reproducible without any mods (except DLC) and with todays dev build.
I uploaded another log archive.
And another crash dump.
This one happened on Stratis without any firefight.
Maybe audio related, since the voice of a command to my AI squad had just started playing?
Sorry, forgot to identify build:
Now it only happens with certain missions. I will upload one more log and the test mission.
You may try the mission I uploaded. With that mission I can reproduce the crash consistently:
- Start the mission by previewing in 2D editor
- After the mission has started press 'F1' or another function key.
This is not mod related.
It is 100% reproducible. Pressing either a function key or the '^' for selecting your whole team crashes the game.
The bug appeared with the dev build from 19. Nov. 2015, and is still reproducible with todays build.
GTX 970, Nvidia driver 350.12, A3 dev branch:
Starting with the dev branch version from May 11 or May 12 I am experiencing frequent crashes of the graphics driver, usually within 15mins of running the game.
Eventvwr logs messages that the driver 'nvlddmkm' has stopped responding and has been restarted.
This happens in A3 only! (I have stress tested with Unigine benchmarks and other games.)
No such crashes before May 11!
I think you are right, but I could not find a bug report and it does not hurt to have one ;-)
And then I think we have the same problem in A2, though there are much less doors which can be opened.
Something similar to what tpw_fall does, but implemented in the engine with smoother transitions between animations would completely make my day.
This would really increase immersion and give the player some tactical options.
But I am afraid the effort required for reworking the house models would be significant.
These insects are probably cicadas. I have had to suffer those in southern France, and they are LOUD. Really. Cannot be compared to crickets in any way.
Actually they made us leave the garden.
So, its probably quite realistic actually ;-)
You are welcome as long as you don't try to spoil my mouse control ;-)
I understand the problem you want to handle with that feature request (players not caring for their virtual self when facing a virtual bullet storm).
But then I have also experienced implementations of player suppression in A2 like e.g. tpwcas. Tpwc made those effects optional which I highly appreciate.
As I said before to me effects like screen blur and especially an overdone increase in weapon shake are real immersion breakers. They disrupt the connection to my virtual self in a very rude manner by making my mouse behave like there was grease on its sensor, and my screen suddenly looks like I had the wrong video drivers.
I think the suppression effect in the game should be achieved by (virtually :-) ) the same means as in real life: Letting the player know that there are lots of bullets around with his name on them, and that he would be well informed to do something to avoid imminent virtual death.
For me the sound effects of passing bullets do that job very good. They are much better than in A2 and really scare me. And in addition the particle effects and sounds of the bullet impacts on that house corner give me a good
idea what to expect when trying to peek around it. I _never_ expose my avatar to virtual death or extreme danger unthinkingly (unless it is very late and I want to go to bed). And when I do so I usually pay the price immediately.
BTW, like my alias may indicate and to my personal regret I am no 'kiddie' anymore :-) though I must confess I have played CoD. In my opinion what makes a good 'simulator' game is the complexity of game play and the freedom the player is given. It is not a mandatory key feature to make game play as difficult and painful as possible.
In general the BIS games have kept a good balance there and I like the gradual evolution of the ArmA series. (Otherwise I would not have spent all those months of my lifetime playing OFP, A1, A2,... )
The overall immersion of the game is rather good, so that you are stressed enough by the rather impressive sounds of bullets flying by.
Imho artificial effects like screen blurring and increased weapons shake tend to brake immersion and increase frustration.
Whatever the final effects of vehicle destruction will be:
There should be a high degree of randomness in the effects. Not each and every disabled tank needs to light up in a big explosion.
Besides the tactical options functional doors would provide it is simply an important aspect of immersion. Watching soldiers pop from vehicles with no animations of doors and hatches is very annoying and an immersion breaker.
May 9 2016
If implemented this should be an option. (Take into account TrackIR and other head tracking or VR devices.)
Its all about shadows.
Edges in front of shadows or shaded surfaces are not processed by anti aliasing.
No, I am pretty sure that's a different issue.
This one here seems to be caused by the architecture of the rendering pipeline. It is independent from specific hardware or drivers.
could you please provide a small indication, whether you are intending to fix this?
Imho, this is THE one bug affecting visual appearance which really needs fixing. Altis and Stratis could look so great in bright daylight, but the flickering edges are really spoiling my holidays in the Mediterranean...
Currently I only play with overcast weather, which tends to be a bit depressing on the longterm...
Can anyone else confirm that there has been an improvement with one of the latest dev builds?
Antialiasing still is not applied correctly to shadows and edges in front of shadows, but the flickering of the jaggy edges seems to be reduced. But maybe its just my wishful thinking...
Edit: Sorry, no improvement visible. Hope dies last ;-)
It took a while for me until I realized that this bug is responsible for a lot of the flickering in bright daylight scenes. Disabling shadows yielded a rather surprising improvement, but this is not my preferred option.
Given that I would also suggest to raise severity of this issue. Imho it has a significant impact on visual appearance.