PP is kinda killing the performance. By disabling it I gained about 30-40 fps more.
- rotBlur shader (biggest issue, was this improved in OA? If not, any kind of way to disable just it, would be nice.) This is the #1 offender!
Good additions, that people always ask for: (see discussion sources below)
- glow shader (some people have issue with this, perhaps on bad contrast monitors) However, more people LOVE IT. Which is why it breaks my heart that your 'Very Low' setting disables it, tossing the baby out with the bath water.
- LSD or Tired(?) shader (provides 'tired distortion', the issue is that it looks like crap when it turns on suddenly, it looks like it interpolates the framebuffer to 1/2 size. This is most noticable when you have the rotBlur disabled, granted you didn't design it for that situation! )
- radialBlur shader (provides radial screen-edge blur when running, most inconsequential)
Due to the ambiguities of people's complaints, it is a bit confusing to know what someone means by 'blur'. When I say blur, I usually say rotBlur, because I mean that specific, atrocious fullscreen blur shader. I don't think people are complaining about 'being shot at' blur, explosion blur, any of that. Very few complain about the tired blur, and I actually find it useful. However, I use ACE and don't sprint. Other people don't have the same gameplay tactics. When the rotBlur is disabled, you can easily see the Tired shader kick on and off, it looks like 'lower' resolution all of a sudden, I think that is the complaint from all.
http://dev-heaven.net/issues/5932 (rotBlur bug)
http://dev-heaven.net/issues/show/3718 (feature req for bloom + blur)
http://forums.bistudio.com/showthread.php?t=97853 (noBlur replacement shader thread)
http://forums.bistudio.com/showthread.php?t=90414 (older noBlur thread, used pboprefix to override)
Thank you Maruk! Congrats on OA release, have a beer (and many more). I hope you guys have developer release party hosted by BIS! (I have good/hazy memories of previous game release parties myself)
Last edited by oktane; Jun 29 2010 at 05:57.
I can only support the wish for separate switches for the various effects. Although Oktane did a great job with his addon, it is unusable on servers that don't allow this addon, so we need some built-in options, a few lines in the config would definitely be enough.
So far I did well with completely disabling PP effects, because I really don't like the weird bloom that looks like the elite soldier you're playing has taken some bad drugs.
With AO however, I'd like to use SSAO, because it gives the objects a much more realistic look, and I applaud the decision to put this feature into AO. But I won't pay it with said "halluzination sim", so unfortunately I'll have to play without SSAO to avoid the unwanted stuff. Not a satisfying situation.
I also wish to split Bloom and Blur in game config.
MB: ASUS_P9X79_Deluxe | CPU: Intel Core i7-3930K (4Ghz) | Video: NVIDIA GTX 670 | RAM 32 Gb | Sound: Realtek | Trackir 5 | Joystick: Logitech Extreme 3D Pro | OS: Windows 7 - 64bit
I agree separate control would be best and yes, allowing it by changing configuration file manually will be first step in this direction, UI can be second.
Until this can be implemented (which I can not tell but there is a lot higher priority work atm), there is quite good way to customize blur level even in the current version. If you don't like it, you may obtain very good result by
lowering brigthness to 0.8
compensating for it by increasing gamma to 1.1
Marek Spanel - CEO www.bistudio.com
I'd recommend turning the intensity of bloom down if not looking through NVGs. It's too high on Takistan where during the day the ground just shines. But in NVG it's at OK levels and light sources do blind well.
Last edited by metalcraze; Jun 29 2010 at 14:48.
Fix AI in ArmA3
AI knows enemy position at all times, no matter what (incl. video) || AI reflexes are extremely bad in CQB (incl. video) || AI can't see enemies being lit by light at night
Fix realism issues with ArmA3
Sprinting is too fast and instantaneous || It takes 0.1 sec to pull a pin and throw a grenade || The sun is not dangerous (this is NOT for A2 HDR, it's for A1/A2 sun visual) || floating camera when rolling and aiming
I'm sure you understand the limitations of your own engine, being able to load and activate the shader cache file.. What I mean is only ONE can be loaded, the last one loaded overrides all others. This is what drives me crazy, as you can see in this post where I try to explain my issue as the maker of such shader mods, to people that want many options: http://forums.bistudio.com/showpost....&postcount=129 Please do make my mod useless, I will forever be in debt and can spend time on better things.