Can u post that mission? I'm still learning the editor and the camera part is still mystery to me. I'd like to see how my iMac handles it.
That scene didn't actually have a camera - I was in the 3D world as Joe Larkin; the smooth panning is a product of using an XBox Controller!
Best,
RiE
Arma 3 is a unique military game with an infantry focus. Built upon appropriate, useful and engaging elements of simulation, it's an accessible platform for a variety of official and community playable/ sandbox content, based on the principles of authenticity, diversity and opportunity.
Dans son oeil, ciel livide où germe l'ouragan,
La douceur qui fascine et le plaisir qui tue.
I've read all the posts above and I'm wondering how some people come to say that Real Virtuality 3 engine don't make usage of more than 2 threads without any proof of that!!!
Shame on you!!!
Some of you here should google a little bit befor posting such observations that would confuse or misslead other people reading this sh*t!!!
I'm playing games based on this engine since 2001 (OFP) and this are the only games I've ever played (OFP/Arma/ArmA2).
Those are my prefered and that's why I'm at least following all the log changes applied through all the patches out there.
And I can tell you that BIS guys have always done their best to optimize the engine as much as possible depending on ressources (people/time) availble!
Don't forget that such studios like those working on BF 3 or CoD MW 3 have hundreds of people working on those arcade FPS shooters and are not even 1 millimeter close to what have been acheaved by such small Bohemia Interactive Studios in sense of game envirement scale and scripting (actions/scenarios) possibilities and perspectives!!! !!! !!!
Here you can take a look on the latest test using GTX 580 @ default to see how Real Virtuality 3 engine scales on more cores and more frequency!
I've done some more testing, and I've found that this game is quite interesting in terms of scaling. In the first post I was using very low settings compared to what one should play at, mainly because those settings were pretty much the maximum I could afford to use while playing Chernarus at an acceptable framerate (20 frps at minimum).
It turned out that the difference between the XFX 6970 and the GTX 680 were negligible in the benchmark-test. While the numbers itself (min 43, average 71, max 94 for 6970 compared to 40, 78 and 147 for 680) wasn't bad, one should keep in mind that the settings are basically unplayable due to lack of viewdistance and no anti-aliasing, making the game look like flight simulator 98.
This negligible difference between the two cards made me quite disgusted with the game because I literally upgraded the graphics card to improve visual performance in this game alone.
But since then I've done some more testing. It turns out that drastically increasing some of the settings, the GTX 680 performs admirably compared to the 6970. It should however be noted that an overclock of my CPU to 4,6ghz is also a factor.
With these settings: Spoiler:
Visibility: 6780
Objectv: 5268
Shadow: 197
Traffic: 399
FXAA: high
Videomem: default
Texture: Very high
Object: High
HDR: normal
PiP: Dis
Anti-aliasing: Very high
Terrain: Normal
Shadow: Normal
Postpro: Dis
Cloud: Low
3d resolution: 100%
I get these numbers for my 680, albeit overclocked to 1200mhz core, 3086 memory: Min; 36, Average; 58, max; 105.
While I don't have the numbers for the 6970 at these settings, I can say that the 6970 was hit pretty hard while toying with the anti-aliasing settings.
Right now the game looks absolutely gorgeous in Seattle, with the rough edges completely gone and the nasty fog-like slur over the screen disappeared when turning the FXAA to high, making the colors seem clear and crisp.
I could of course increase some settings to make it look even better, but I prefer to fly around downtown with around 50 fps because fluidity while flying is the most important factor to me.
I have to point out though that I can't possibly keep these settings for Chernarus, which still bugs me. But I have a feeling that the imported ARMA map isn't optimized for TOKH. What bugs me the most about having to reduce the viewdistance is the return of the fog-like slur. The vibrant, strong colors of the beautiful island disappears in a grey mist when the viewdistance drops below 4000m.
So I have three questions for the developers;
1. Is it possible to reduce the grey mist effect in a future update, because it ruins the beautiful potential of the game. I know it's there to make the transition between what you can see and what you can't more fluid, but the loss of strong and vibrant colors is greater than the need for ultra-smooth transition.
2. Is it possible to reduce the glass-effect of the cockpit bubble? While a nice detail, it actually reduces he visual quality so much so that changing viewpoint to outside the helicopter reveals almost a different world graphics-wise.
3. When should I expect the update that includes TOKH's official Chernarus?
I would also point out that I would gladly (and THE ROCK means GLADLY) pay 50 dollars to be able to use a map-making editor! You know, the kind where you can insert buildings, roads, trees and elevation/mountains in an easy manner.
If this could be done, the community would wet themselves me thinks
I would also point out that I would gladly (and THE ROCK means GLADLY) pay 50 dollars to be able to use a map-making editor! You know, the kind where you can insert buildings, roads, trees and elevation/mountains in an easy manner.
If this could be done, the community would wet themselves me thinks
You can actually already use the RTE with Take On, with some cheeky tricks during the setup.
Juts lie to it when asking for the A2 install and exe locations and point it to the Take On exe instead, it works a treat in Take On although sometimes the UI may look a little off.
Will be even better when you add A2 content officially, although I have it added as mods at the moment.
I have my settings at fairly high, but i have noticed whilst doing the tutorial that my teacher next to me his baseball cap would start off looking good but later into our training it appears almost soup like (washed out). When i restart the mission or the game it then goes back to normal. I have installed patch 1.05. Any ideas as to whey this would happen? My pc specs are:
Quad core AMD
6gb DDR 3 ram
Nvidia GTX 560Ti Top card
I
Video Memory: Very high
Texture: Very high
Objects: Very high
HDR quality: Very high
Visibility: 3515
View: 2037
Shadow view: 100
Traffic: 921
Antialiasing: Disabled
Terrain: Very high
Shadow: high
Antisotropic: Disabled
Postprocess: Disabled
Cloud: Normal
you have disabled the most gpu-heavy settings: postprocess, antialiasing, anisotropic filter.....try to log the gpu-usage with afterburner to find the ideal gfx-settings.
Last edited by JumpingHubert; Jun 12 2012 at 20:15.