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GotFlavor

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About GotFlavor

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    On the Coast
  1. GotFlavor

    Player Proximity DeSync Issue (Old Topic!)

    Just bumping. I have this issue as well. Have read through all the normal solutions such as defraggining and verifying integrity of cache, disabling of firewalls etc.. Also read some solutions involving dropping all protector cases and any duped gear. I have this issue anywhere on the map. I noticed that far away on an airfield I could see someone run by, however when my friend snuck up behind me later I couldn't even see that he was there standing next to me. I just joined a non-battleeye server and it runs really smoothly and with no desync or ping issues. I think I even have a better bandwidth suddenly. On regular battleye servers the desync and ping issues are so bad (even though ping is initially shown to be around 40 it gets to 600) that I can usually not even load my player list information and have to rely on a friend.
  2. GotFlavor

    Another Quick Update 5 December 2013

    Posted this in yesterdays update before it was closed: "As I understand it you've been working on and off with the Arma team and this can somewhat be considered to run on an Arma 2.5 engine (correct me if I'm wrong). That so, have you guys managed to solve the optimization issues that Arma 2 and 3 face that limit the FPS even in singleplayer without using 100% GPU, RAM, or anywhere even above 70% CPU? - it's not bottlenecked by users system specs. This issue is even worse on servers when servers restrict frames even more (I know you're working on that aspect), but the issue for frames is in the code of the arma engine offline as well. Keep up the good work! (and maybe give a nudge to your Arma friends to gut their codes too…" I got some responses emphasizing that you've gutted the Arma 2.5 engine and essentially created your own, but I still don't know if the optimization issues I described have been addressed. Any word?
  3. GotFlavor

    Quick update for 4 December 2013

    As I understand it you've been working on and off with the Arma team and this can somewhat be considered to run on an Arma 2.5 engine (correct me if I'm wrong). That so, have you guys managed to solve the optimization issues that Arma 2 and 3 face that limit the FPS even in singleplayer without using 100% GPU, RAM, or anywhere even above 70% CPU? - it's not bottlenecked by users system specs. This issue is even worse on servers when servers restrict frames even more (I know you're working on that aspect), but the issue for frames is in the code of the arma engine offline as well. Keep up the good work! (and maybe give a nudge to your Arma friends to gut their codes too…)
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