- User Since
- Mar 6 2013, 3:35 AM (369 w, 7 h)
May 10 2016
Passing on code of a hack onto the BattleEye crew in a game where erratic updates are possible would be a waste of time. With each update, the "hack" would have to be updated accordingly, meaning the hack they targeted to begin with...well no one will be using it since it doesn't work for the version.
BattleEye is far off from being implemented I bet too. We may see it in the beta.
You shouldn't be shocked about this...within the first week or so of any game release, free/paid hacks come about. I doubt it will be given attention during the alpha, maybe even not during the beta, since the purpose of the releases are for error finding and lack of features, etc.
Since the Alpha should normally be updated on a frequent basis, they'll have to rework their coding for each new patch.
But there's nothing to be done if people are using Proxies, other than banning their key or over Steam (first don't know of BIS does, second isn't a feature implemented). But yeah, it's a fight we should keep fighting.
May 9 2016
I thought of this for a moment in the vehicle showcase. I rammed a pickup truck with the vehicle you capture, and after a moment it flipped over like a milk carton, with my armed vehicle climbing over it.
This is the wrong thread. This thread is for usage in which the CPU is throttling to 100% and staying--harming performance over time. This is not concerning low usage for the GPU/CPU.
Post your issue here:
Try to disable all non-essential processes in the background and try it out, including anti-virus. I know it probably won't do anything, but may be valuable information to the development team.
There are times (been a long, long time myself) where a process can react to another process running, and cause erratic behavior on part of the second process (in this case Arma 3).
Did you also try 314.07 official and this happened?
No, I explained in depth. I already deal with on a daily basis with people who take only one meaning out of something, and ignore all others + being in the tech field, it's grown on me to think like that.
Did I say exactly that the feature was implemented and is not broken?
I said it is likely that it has not been implemented in, which means there is a possibility that it has been added in and is indeed not working. Since I'm not on the development team, I, nor any of us, can be certain whether this has been added in yet and is broken, or hasn't been added in yet.
Yes, I could've left out that first bit, but I would bet the feature has been withheld for the time being.
And everyone keeps forgetting what an alpha means. Many graphical and technological features have not been implemented yet, or are a WIP that was withheld for ease of specific "trouble finding". Just like the lack of decals threads floating about, it's extremely likely they're not all implemented yet.
^ Exactly. There will be no compatibility issues. The only ones that could occur is if you force modifications to the game (i.e. profiles intended for other games). Example: I set an anti-aliasing flag of 0xF0C1. Well that flag is for OpenGL primarily, and idtech4 and below. Either performance of the game will suffer immensely, or nothing at all will actually happen...it may actually work better than the ingame anti-aliasing too. You will not incur more instability and crashing than what already exists. The only time inspector is running is when you open it up, it takes up no resources. When you close it, its closed and finished.
Like tet5uo said, everything in inspector is already in the driver, so I'm telling you to do that. I can assure you it works fine. Many of us do this--I even set it up time to time for my non-tech friends who are pains, and won't try to learn this themselves. My reason is the same as tet5uo as well, I have a 120Hz monitor, and a lot of games the extra frames aren't needed, or drops can be drastic.
Anyways, driver side is always more effective than what a game can do.
It may actually be better to render it with no quality at all. If the area is given a slightly higher detail, than the very little detail of the bland ground, the person may still stick out since one will look for a detailed patch of grass.
Actually looking forward to see how they figure all of this out.
"Can easily avoid the Hiding effect by turning down the object render distance :P"
A part that may be worked in is in one of the pictures. Instead of actual grass rendering and covering the target from far away, its just the color and shape, with no detail. I would imagine there would be 0 performance loss from doing that, hence it wouldn't be an editable feature without modding.
"@Zombo: I guess there already is an indicator if there is grass at the position the soldier is lying, as the current "sinking" method only applies if there is grass."
I would agree. I would assume it would be easy to add in a "trigger", if one doesn't already exist. This trigger will just apply to character models, at long distances, in which grass doesn't render. If it's a patch of land designated somehow, a sector which doesn't grow grass, the trigger won't activate.
You can edit the colors. Go to Options > Game > Colors
Make sure ingame is selected. Edit the colors. Warning (which I believe is default white) I think is the one that controls waypoint colors. I'm probably wrong. But find which one it is, edit it.
Basically, my waypoints and crosshair are the colors traditional of the earlier games, a darker yellow, with slight orange. A restart is required after each apply however.
Does using the bind work at all? I think default its 2xV. May have to change it though since many 2x binds don't work.
It "has stopped working..." for me only on first launch, literally right after install. Since then, it hasn't repeated it. But its ironic it happened on your first launch too (let alone the later ones).
I assume you verified the game cache?
I liked the old "2xW" for sprint--so did it for myself. Correct, they don't work.
Post here. If everyone will concentrate on 1 huge ticket, rather than tons of tiny ones--realistically, more attention will be placed on it since it will stick out more.
I know you probably realize this, but I am going to say it. The game is an alpha. Generally, Alpha is the stage of implementation and major fixing. Don't get your hopes down thinking the game will end up badly like ARMA 2 did, utilization wise.
A lot of optimization will occur during the Beta, especially graphically, and with drivers definitely being out by then too. The game currently uses only the equivalent to 2 cores...and VBS is heavily dependent on CPUs, so I am positive, 100%, that this will improve eventually.
EDIT: There's already 2 big of these threads looming around here already. Try posting this all into one place so the dev's see.
They already do state it, you see it all the time:
Used to be plastered on the main menu before the mention of the alpha was up (the current news in the box).
If you've been in alphas and betas, or are in the technology field, this should be common sense. The game is far from a finished product still.
If this is your first play of any game in development, especially this early still, you'll learn as you go ;) We all do.
It could just be a placeholder. I wouldn't doubt that all decals haven't been added yet, let alone most of the graphical features.
How is this a severe issue that requires immediate attention? Please use the tracker correctly so that actual problems get fixed appropriately.
God I pity the devs that have endure this utter lazyness"
Read it again. I had to, right off from the start I thought this was solely recoil related. It isn't, but fits under the genre. This has nothing to do with strength of recoil: recoil could be so insanely strong, but that wouldn't matter in this thread. The vertical climb and relax is what is in question.
sab0t explained it well ;)
Ok I agree. Read it again and it clicked. Although I bet most people will take it as a recoil issue off the bat, its a natural...well...law of gravity. I would imagine this is actually planned, since there are still a ton of features missing, otherwise its annoying without this.
"Please, do not post links to such sites.
Send them via PM to a mod on the forum. "
+1. Or email support.
I've noticed it too. They're Superhuman, perfect accuracy, and see you from nearly anywhere. (obviously difficulty has been lowered).
Click "End Monitoring" above near top. If it says "Monitoring", click it, then click "End Monitoring". That may work.
"decreasing to 30-40 on the helicopter showcase"
It's already know the heli showcase has poor performance issues. Was recognized in the Known Issues page of the site.
The game is likely locked in terms of CPU count. Again, it could be for development purposes. But it may not be. Until we actually see the finished product, that's the only way we'll know.
"cant see my CPU load without downloading something but it stays cooler than it would if it was under heavy load."
Use HWiNFO64. Great tool, lets you watch every sensor in system (= about 100 or so of them). Allows you to tie it into RTSS (including Afterburner, Precision) and its OSD. You can find youtube videos on how to set it up (its very easy)
For OSD, only extra that I watch with GPU usage/fan/temp is CPU usage/temp and used RAM.
"Robb213 what kind of performance does that give you ingame? "
Jumps between 25fps - 40fps. Usually in the lower end. VBS is heavily reliant on CPUs after all--it using 2-1 cores mainly is going to have ill effects.
GPU wise, 99% usage for me on 2xAA | Max settings | Low PP | 3,500ish Vis
Although only about 25% of my 3770K @ 4.5GHz is ever used, so about 2 cores (obviously HT is on = supposedly 25% of octocores, all well knowing it doesn't support HT).
Has duplicate: <a href="http://feedback.arma3.com/view.php?id=2256">0002256</a>
The developer build may never be compatible with the alpha. Reason is, what will usually happen is when the developer build passes through its improvements, it will have some final touches, and be the new alpha. By that point, it's likely a new developer build will be up, which will again make its way to alpha and be incompatible meantime. (different versions)
They will also post a news update on the Alpha Hub.
Its been assigned, so it'll happen eventually. Possibly the next update, or a later one. I assume they'll try to nudge it into the inevitable oncoming one.
Verifying the game cache would fix game corruption issues. It is likely the game is just picky with your setup, as it is for others. Even though two i7-3770K's look literally the same, they are different on the nanometer scale. This applies with all technology.
I doubt its a key error, even though those can act bizarre in the ARMA games.
"I have minimum requirements for GFX Card (Intel HD Graphics) but everything else have is above reccomended (Intel Core i5-3330 CPU 3.00GHZ, 8GB RAM, etc.)"
No you don't. The i5-3330 utilizes the HD 2500 series GPU controller.
Anyone who is below the minimum specifications should not expect a fix to work for them, since the fix will be targeted to those who falls within the minimum and above.
No problem. This applies to any game with an accessable cfg file though. For instance, CoD4 on Win7 loves to crash when changing graphical settings, so I have to revert to this method.
To adjust remainder including texture:
- Open (NAME).Arma3AlphaProfile in same folder with Notepad++ (Notepad may work)
- Edit the few lines on top, such as:
Just saw that Arma3Alpha.cfg didn't contain them all.
C:\Users\(USER ACCOUNT NAME)\Documents\Arma 3 Alpha
Edit Arma3Alpha.cfg with notepad (even better with Notepad++). Change settings as you wish.
Win8 directory of this? Not sure, someone who uses Win8 will have to find it.
I would advise only editing:
Touching anything else can lead to more instability possibly, and there is already enough of that with it being in alpha.