yep ive noticed that too in some arma 3 preview videos. And i really hope, they can fix this.
yep ive noticed that too in some arma 3 preview videos. And i really hope, they can fix this.
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It may not be something they can fix, at least not till after release.
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we still dont know. In my eyes it is not so important either. you dont recognize it too much when playing...
What's interesting is that there's no reason for this redrawing because clouds are far away and they should look the same from the same position anyway.
Yup, I noticed this bug too! But it's not only present in ArmA 3. Nearly all games with volumetric clouds have this problem, because these kind of clouds consists of many surfaces which are always facing in the direction of the player.
So while the player moves, these clouds keeps adjusting to the players position. The effect is that clouds seems to be turning. That's the reason for the problem. The complete Flight Simulator series (e.g. FS2004, FSX) has this bug as well...
I think the same effect can be seen on trees in TES 4 : Oblivion. It's simply SpeedTree turning the leafs in the direction of the player to save resources and still have nice trees and vegetation.
P.S.: I think this bug can't be fixed. Even with todays top GFX card (e.g. GeForce GTX 680), we would still have a laggy game. There aren't enough memory resources.
Last edited by CriminalMinds; Aug 4 2012 at 18:00.
Yeah I was thinking the same thing. I noticed this with FSX, Crysis 1, and other games, even OA with their volumetric clouds. Only difference is TOK and A3 clouds have that detail to the particles that give them that nice "tattered" look. So when they shift about, it's much more noticeable.
I haven't really seen the effect you guys are talking about (the example vid could be a bad combo of wide FOV and poor video encoding) but it sounds like the same problem ArmA generally has with large particles. Aside from the scaling bug there is also an issue where large particles don't stay still in the scene as you turn your view. They seem to move off the screen faster than they should, and I assume this to be a workaround to stop particles from popping out of existence at the edge of the screen as it's culled from the rendering pipeline.
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then why not make it blurry at the clouds edges or soemthing?
@DMarkwick
The effect can be seen at 3:00 min:
Look at the clouds when Jay is moving the camera and keep an eye on the upper half of the screen.
so its just sophisticated particles, they will always look fake from some point of view