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1 hour ago, razazel said:

Seems to work just fine, could you do another check with the latest dev branch version?

 

Will do and if necessary make a short demo video.

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3 hours ago, razazel said:

Seems to work just fine, could you do another check with the latest dev branch version?

 

Sorry for the confusion, I messed up.

I had a respawn module synced to the vehicle which was set to "Delete with explosion" :face_palm:

 

The command works as one would expect.

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I have been experiencing an issue with dev branch since x64 was released where dynamic sim would cause the game to CTD with a generic error.

Today, I was finally able to pinpoint and reliably reproduce the crash.

 

Basically, if you use any zoom optics while dynamic sim is set to work on view distance, you get a divide by zero or error or a generic 0xC0000005 - ACCESS_VIOLATION error.  This happens on all maps I've tried, using complete vanilla A3 or using the mods I tend to use.

 

It happens primarily at the very beginning about 3 seconds after I load in.  However if it doesn't happen then, it happens as soon as I try to scope a dynamic sim group with an optic.  I believe the former occurs when the group can see me at game start, and the latter happens when only I can see them.

 

I have been able to reproduce this several dozen times now, with the same results.  More importantly, when I turn limit by view distance OFF, the problem goes away.

 

I am not sure what info you need to look into this, but if any is needed from my end I am happy to send it.  I am using the latest iteration of dev branch, and update daily.

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Any update on the following issue? If I remember correctly you wanted to look into it, but I haven't heard about it since. It's really atrocious, to a point where I usually disable clutter completely when editing.

 

 

As the video shows, paning or rotating the camera does not cause the clutter to flicker, only moving via WASD and mouse wheel does.

 

 

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17 hours ago, R3vo said:

Any update on the following issue? If I remember correctly you wanted to look into it, but I haven't heard about it since. It's really atrocious, to a point where I usually disable clutter completely when editing.

 

 

As the video shows, paning or rotating the camera does not cause the clutter to flicker, only moving via WASD and mouse wheel does.

 

 

 

Wow, thats really hurt my eyes..... I need to check stable or perf. branch is this still here.

Also Vegetation  (grass to precise) still have poping up shadows 3-4M in front of player. I'll try to record video....

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4 hours ago, Vasily.B said:

Also Vegetation  (grass to precise) still have poping up shadows 3-4M in front of player. I'll try to record video....

Yes please do. This has been a nagging issue for months.

 

EDIT: Here's a REALLY REALLY unfortunately named ticket on the grass thing. I wonder if that's why it hasn't been fixed. I embedded some links of other people talking about it there. This has nothing to do with the GTX 970:

 

https://feedback.bistudio.com/T120361

 

EDIT 2: I found a video for you so don't worry about making your own. 

 

https://www.youtube.com/watch?v=OUI8c94eYNI

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Please do not confuse the general flickering of clutter when playing with the issue I reported. My issue is Eden related.

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Hi,

 

All of these weapons are missing the "baseWeapon" config attribute:

 

"hgun_PDW2000_snds_F","hgun_PDW2000_Holo_F","hgun_PDW2000_Holo_snds_F","SMG_01_Holo_F","SMG_01_Holo_pointer_snds_F","SMG_01_ACO_F","SMG_02_ACO_F","SMG_02_ARCO_pointg_F"

 

Thx

 

Edit: looking further into it, most of them seem to be missing it (Mk20/TRG20/TRG21/Katiba etc etc)

 

 

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Also, geting lots of this sort of thing while playing (then a crash) - 64bit exe

23:21:48   File read recovery from error 3e6 has failed with error 0: The operation completed successfully.
23:21:48 File read error: C:\Games\Arma3\SteamApps\common\Arma 3\!Workshop\@CUP Terrains - Core\addons\cup_terrains_ca_misc.pbo,ERROR_NOACCESS
23:21:48  at 0000000016ABF000: base 0000000016ABF000, size  1000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000013E20000: base 0000000013E20000, size 10000, state FREE, protect, type
23:21:48  at 0000000013E21000: base 0000000013E21000, size  f000, state FREE, protect, type
23:21:48  at 0000000013E22000: base 0000000013E22000, size  e000, state FREE, protect, type
23:21:48  at 0000000013E23000: base 0000000013E23000, size  d000, state FREE, protect, type
23:21:48  at 0000000013E24000: base 0000000013E24000, size  c000, state FREE, protect, type
23:21:48  at 0000000013E25000: base 0000000013E25000, size  b000, state FREE, protect, type
23:21:48  at 0000000013E26000: base 0000000013E26000, size  a000, state FREE, protect, type
23:21:48  at 0000000013E27000: base 0000000013E27000, size  9000, state FREE, protect, type
23:21:48  at 0000000013E28000: base 0000000013E28000, size  8000, state FREE, protect, type
23:21:48  at 0000000013E29000: base 0000000013E29000, size  7000, state FREE, protect, type
23:21:48  at 0000000013E2A000: base 0000000013E2A000, size  6000, state FREE, protect, type
23:21:48  at 0000000013E2B000: base 0000000013E2B000, size  5000, state FREE, protect, type
23:21:48  at 0000000013E2C000: base 0000000013E2C000, size  4000, state FREE, protect, type
23:21:48  at 0000000013E2D000: base 0000000013E2D000, size  3000, state FREE, protect, type
23:21:48  at 0000000013E2E000: base 0000000013E2E000, size  2000, state FREE, protect, type
23:21:48  at 0000000013E2F000: base 0000000013E2F000, size  1000, state FREE, protect, type
23:21:48  at 0000000016AC0000: base 0000000016AC0000, size 10000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC1000: base 0000000016AC1000, size  f000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC2000: base 0000000016AC2000, size  e000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC3000: base 0000000016AC3000, size  d000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC4000: base 0000000016AC4000, size  c000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC5000: base 0000000016AC5000, size  b000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC6000: base 0000000016AC6000, size  a000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC7000: base 0000000016AC7000, size  9000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC8000: base 0000000016AC8000, size  8000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AC9000: base 0000000016AC9000, size  7000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016ACA000: base 0000000016ACA000, size  6000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016ACB000: base 0000000016ACB000, size  5000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016ACC000: base 0000000016ACC000, size  4000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016ACD000: base 0000000016ACD000, size  3000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016ACE000: base 0000000016ACE000, size  2000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016ACF000: base 0000000016ACF000, size  1000, state COMMIT, protect READWRITE, type MAPPED
23:21:48  at 0000000016AD0000: base 0000000016AD0000, size 10000, state COMMIT, protect READWRITE, type MAPPED
23:21:48   ReadFile error. Offset 11221000, address 0000000016ABF000. Err 3e6 - Invalid access to memory location.
23:21:48   File read recovery from error 3e6 has failed with error 0: The operation completed successfully.
23:22:52 No alive in 10000

 

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13 hours ago, -LUGER- said:

Aiming dead zone still broken in latest Dev Branch

More info please? Are you using some controller? It seems to work just fine (at least with the mouse).

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1 hour ago, razazel said:

More info please? Are you using some controller? It seems to work just fine (at least with the mouse).

I use the stable branch with deadzone enabled and there are problems with it in that zooming in while using a reflex sight moves the point of aim.

If I start here

107410_20170117223547_1.png

and then zoom I end up here

107410_20170117223559_1.png

 

A similar thing happens when switching between the reflex part of a sight and the telescopic part. Sometimes it's impossible to re-acquire your target as you have no idea where the point of aim has shifted to.

 

 

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Becubed, are you using a game controller, and if so, when is the last time you calibrated it?

I tried to reproduce your issue, using the MX and the ARCO scope, aim on the extreme right hand man, shift between the optics, and the POA more or less remains the same, apart from the natural weapon sway, this is on Dev Branch though.

For your issue to almost switch several degrees is quite severe, do you have any other addons running as well ? And what other optics are you having the POA issues?
Does the same thing happen when you use only Iron sights at all?

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1 hour ago, becubed said:

A similar thing happens when switching between the reflex part of a sight and the telescopic part. Sometimes it's impossible to re-acquire your target as you have no idea where the point of aim has shifted to.

Oh I see now, thanks for the info :)

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On 1/17/2017 at 1:28 PM, razazel said:

Oh I see now, thanks for the info :)

I made a video of it a while back. Would love to see this fixed :)

Edited by -LUGER-
https://feedback.bistudio.com/T85764 old ticket made on the feedback tracker
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Yes, I would love to see that fixed as well because it affects the use of TrackIR with deadzone too.

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On 16.01.2017 at 5:55 PM, R3vo said:

Please do not confuse the general flickering of clutter when playing with the issue I reported. My issue is Eden related.

We know, we not confusing anything. Thats not the same issue

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23 hours ago, road runner said:

Becubed, are you using a game controller, and if so, when is the last time you calibrated it?

I tried to reproduce your issue, using the MX and the ARCO scope, aim on the extreme right hand man, shift between the optics, and the POA more or less remains the same, apart from the natural weapon sway, this is on Dev Branch though.

For your issue to almost switch several degrees is quite severe, do you have any other addons running as well ? And what other optics are you having the POA issues?
Does the same thing happen when you use only Iron sights at all?

No controller just mouse and keyboard. I just retried it with no mods at all and the same thing happens. Type of sights don't seem to make a difference even iron sights and binoculars do it..

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4 minutes ago, becubed said:

No controller just mouse and keyboard. I just retried it with no mods at all and the same thing happens. Type of sights don't seem to make a difference even iron sights and binoculars do it..

It's a weird one, for sure, some people have this issue, some don't, which makes me sort of think there's something else at play here.

Does it happen 100% of the time, and on all map locations?

I did the same as yourself, tried it without any mods, and just vanilla, in both 32 and 64 bit, and my POA doesn't glitch, loaded up all my mods, and for me it's till fine, what I am seeing a lot more of now is a slight stuttering of the player, almost like lag. 

I run the game through Arma3Sync as well, not sure if that has anything to do with these issues.

I also use a controller but only for flying choppers, I was never a fan of the xbox style of control in any of the ARMA games.

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There are many LOD issues on the Tanoa Island.

 

Not only does the grass pop in and change lod levels constantly around your feet but there are many buildings LOD's that are broken.

 

In one of the town or cities, there are office blocks or apartments with a red section running down one side. These have a broken LOD issue. As you move closer to them the LOD of the building will jump back to a low level lod and be all blurred. It then will jump back to a high level LOD moving closer. Building around them and behind them are fine. A couple over buildings also will have a flicker of its lod.

 

As many of these building are just cut and pasted assets they all have these LOD issues. So all of the identical assets around the map will have the wrong LOD's load in and out.

 

Maybe many of the fps drops and poor performance issues on Tanoa are actually to do with broken LOD's. but since the new lod streaming was added into the game it is causing more troubles than cures.

 

Tanoa constantly has hitches and little stutters, even when the fps is up very high. Even in the editor just using the camera

 

The other maps and even the CUP maps are silky smooth with no stutters at all.

 

I run the game on an SSD and have an i7 6700k at 4.6ghz stable and a gtx 1080.

 

These stutters have been in the engine now since the Apex dlc and updates.

 

Tanoa needs many more quality control passes not only for broken LODs but for the poor cut and paste of assets which are all over the map. The performance of Tanoa makes it unplayable without dropping the distance down to a fog simulator. This is before even adding any AI at all.

 

I have to drop the distance and object distance down to 1000 on Tanoa to keep it above 60fps without any AI on the map. There are still drops down to 35 to 50 fps around the towns and cities. This is just not acceptable for a game that is still being sold in todays games market.

 

On CUP maps I can boost the distance and objects up to 4000 and fly all over the maps and have very smooth high fps, only high density towns bring the fps down to near 60. This is also with the sampling also boosted to 125-130%  On Tanoa I have to drop settings further down  below  what I have every had to before for any of the other maps.

 

The performance and stuttering on Tanoa for me makes it unusable, I don't play on the map at all really only to test it when new builds come out.

 

Also using these builds the missions now perform much worse than they did before.  Armed Assault drops to much lower fps than before using the exact same settings. Once any AI interaction starts the fps drops far too much to for smooth game play. The fire fights bring the games fps down too much, drops from 120fps to 35 are unacceptable for gameplay and make any AI interaction a waste of time.

 

The moment AI change state there are large fps drops. So the moment AI spot you the fps will drop for a few seconds before rising back up once they start shooting. Maybe a more staggered AI state change may resolve these fps too. Instead of the whole group of AI spotting you at the same time maybe one could spot you and then gradually more of the AI group become aware and then their AI state changes. This might reduce the amount of lag caused by the engine processing many AI state changes at the same time.

 

I kind of wish the game just stuck to one grass LOD instead of constantly changing. Each different lod is not any higher fidelity than the last or look any higher resolution, they just tend to maybe have more grass blades or be a different shape. One or two lods would be enough and would maybe help the game engine out a little.

 

I tell A lie both Altis and Stratis have the stutters too although not as often as Tanoa. And these maps have the broken grass LOD's too. It is so bad. the grass and scrub constantly change around your feet and all over the view. So immersion breaking and distracting.

 

These stutters were not there on these maps pre Apex. They have been in every build since. No game should have stutters and be called playable.

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4 minutes ago, HeroesandvillainsOS said:

@Ray Solar That's a good post. Though one thing, the broken grass LOD's happens on every map with grass (including CUP and community made), leading me to believe something is fundamentally broken engine-side.

 

I have found the CUP maps have far less grass LOD problems than the newer maps. The brown long wild grass still pops in more branches but not the whole constant changing of grass and shadow all around your character and in your view. Also the grass problems did get far worse when Apex dropped. Even the Beta had it happen as I remember switching between the two a few times to check. The stutters were there also in the beta build of Apex but not in the regular pre Apex build, again I checked and double checked by switching between them a few times.

 

Your probs right in that it is just the way the engine works, but Apex I think has made it far worse and it makes me not want to play it. Tanoa is a mess really with poor LOD's of grass and buildings and too much copy and paste of textures, assets and design in general. The performance is so bad on Tanoa there is no way you could actually do any play with any AI on the map without putting the vie distance and objects down to 1000 and under which makes the landscapes pointless as they are just in fog. You should at least be able to see the next hillside for any useful gameplay. The triggering of AI states causes too much of a hit on performance, even in the editor adding one blue and one red heli causes large fps drops. I can't see this changing to be honest unless they can find some missed issue in the maps or engine that is causing memory problems due to LOD's for example, or in the asset streaming side of things.

 

Really no work should be done on any new DLC until the memory leak and crash issues are found and removed. Tanoa needs looked at properly and quality controlled again especially looking at the asset lods and streaming. I can't see me buying any more DLC at all as I am not able to use the recent Apec DLC in any useful way.

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