Results 1 to 4 of 4

Thread: Particle effects issues.

  1. #1

    Particle effects issues.

    I have a system that exceeds the official optimal hardware configuration. Patched and recent versions of video drivers ( Nvidia ). Game video settings are at default levels +/- one step.

    1. When you create a free-floating cloud and back away to some distance, the cloud disappears. But moving back within range does not restore the cloud.

    2. If you have too many (?) particle generators running A2 will begin removing existing cloud effects on a first-in, first-out basis. I was able to reliably create this phenomena with the new version of the ACE nuke. It created the mushroom cloud fine, destroyed about 12 vehicles in the test region ( setting them on fire ). But when sectional damage system was enabled and some nearby buildings collapsed, the mushroom cloud and rising column were zapped. Turning off the sectional damage allowed the mushroom cloud to behave as expected.

    This is not an ACE issue, I'm the author of the graphic effects involved. It just seems like the game is hitting some limit in rendering at some unexectedly low level.
    "You are touched by darkness. I see it as a blemish that will grow with time. I could warn you of course, but you would not listen. I could kill you, but someone would take your place. So I do the only thing I can – I go."

  2. #2
    Yeah I sometimes see the effect too As you might guess, JTD Fire & Smoke is very particle heavy, but not really as much as you might imagine. However, if something suddenly happens that suddenly spawns hundreds of particles in a VERY short amount of time, like another effects addon that enhances explosions & hits etc, , as you observed all the other particles suddenly disappear.

    As ever, the only real option is to strive for balance, look for alternative ways to achieve effects, and to choose what addons you REALLY need
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  3. #3
    Yeh its annoying as the particle limit kicks in even tho theres no massive drain on frames so its sorta like a limit of how much, as said try and find a balance bewteen the two. Another issue ive found is that the billboard particle type moves as its always facing the camera but also moves slightly off of where the emitter is suppose to be, makes making large effects hard as it seems to be more noticalble with the size factor.
    So I've decided to take my work back underground,
    To stop it falling into the wrong hands.

  4. #4
    Master Gunnery Sergeant
    Join Date
    Apr 17 2009
    Posts
    1,043
    Author of the Thread
    Agree with you, OS. Perhaps BI can look at tuning the thresholds more in 1.06 patch.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •