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SpudGun (DayZ)

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Everything posted by SpudGun (DayZ)

  1. SpudGun (DayZ)

    Update Rev. 0.36.115535 (Experimental branch)

    Graphics: Adding lights to currently rendered scene changed Graphics: Spot light culling fixed Does this mean flashlights don't shine through walls/ceilings now?
  2. SpudGun (DayZ)

    Issue running through walls

    My friend has it on a crappy PC which I thought it might be a bandwidth issue as it struggles with even downloading stuff yet is on a 60Mb line...
  3. SpudGun (DayZ)

    Need help figuring out what is causing such low fps

    This engine brings top end machines of today to their knees and you want to know where to look to see what's holding you back? Hate to sound like a dick but the whole system is slow dude. If you want more performance the best thing you could do is get the fastest intel i5 you can afford + mobo + ram and if you can stretch an ssd, then look at replacing the rebadged 8800GT....
  4. SpudGun (DayZ)

    Random You are Dead

    Once had it happen eating rice. Best not get attached to alpha stuff....
  5. SpudGun (DayZ)

    Very low FPS on a solid PC

    He's trolling, more cores won't help for DayZ, right now it's all about single core performance which means high clocked intels are winning (but still not getting the performance you would expect).
  6. SpudGun (DayZ)

    Graphics setup advice pls...

    Glad it helped you out. I found myself still tweaking the settings constantly to find the best framerate/visuals for any given situation. Since you have so much GPU horsepower you could try playing with Rendering Resolution cranked up (downsampling) really improves image quailty, especially at 200%. It can have a big impact on performance depending on what's being rendered though. Shadows on can be a tactical disadvantage but the game looks so bland without them. Have fun.
  7. SpudGun (DayZ)

    The concept of killing has changed in SA

    A lot of the problem comes from the fact that there is so much of everything for testing purposes. Pretty simple really, give people guns and lots of ammo (and not a lot else at this stage) and they will kill each other. I think they will make ammo extremely rare when it comes closer to release and the QQ threads will flow.
  8. SpudGun (DayZ)

    Low FPS issue

    Yes, I used (parts of) the guide when first getting DayZ as the first thing I noticed was less than stellar framerates at times. The view distance and scenecomplexity seemed to offer the largest fps gain for me. the -winxp command just made the client crash when alt-tabbing and no fps gain, ymmv.
  9. SpudGun (DayZ)

    Graphics setup advice pls...

    As I don't have ARMAIII to compare I'll just compare your settings here to my DayZ ones. I see you use SMAA in there which I use myself in a lot of games but for some reason in DayZ it blurs the hell out of the image, regardless if Low or Very High, compared to FXAA (which is usually the opposite). Having said that FXAA Very High has the same blur and I can notice no diference from Low to High (they are all nice and sharp) so I just use FXAA Low. Post Process in DayZ adds a horrid (imo) radial motion blur/dof when running so I have that disabled, although that is also the health indicator (more fullscreen blur=lower hp). Ambient occlusion looks okay but seems to be a real performance hog in DayZ. Textures = VMem: Auto, Detail: Very High, Filtering: Very High. Object quality seems to have the largest effect on framerate when looking at or being in built up areas so adjust to taste - this setting is tied to scenecomplexity in the config file and is CPU intensive, there are also reports of this effecting the distance at which players are rendered.... Terrain while adjustable on the start screen, is fixed at Normal server side for now. Clouds have varying effects on performance and also visibilty depending on time and weather situations, again adjust to taste. Shadows Very High - with adjusted z distance of 250 in config. View distance - config only adjust, defaults to 3000 for me, I changed to 1750 same for objects.
  10. SpudGun (DayZ)

    Update Rev. 0.36.115535 (Experimental branch)

    Experimental, I kept the jacket for a while even though it was badly damaged, as it had a kind of camo effect to it, but ditched it when I found a ttsko jacket.
  11. SpudGun (DayZ)

    Server filters

    you can already do all of this -there are no private servers yet but if you want to search experimental just click Version -click Time -click Mode
  12. SpudGun (DayZ)

    Update Rev. 0.36.115535 (Experimental branch)

    I also found a badly damaged riders jacket but was unable to use the sewing kit to repair (said cannot be patched up or whatever), sewing kit was pristine....
  13. SpudGun (DayZ)

    Low FPS issue

    Your game sounds messed up tbh but BSODS are a sign of system instability though. I have had the loud static a couple of times but not recently, never had the other issues you describe. I would try a verify integrity (if you haven't already) then delete the configs before launching the game (it will create new) and then finally if none of that worked, a re-install.
  14. SpudGun (DayZ)

    some graphics card advice

    I managed to grab a new 650Ti from fleabay for 80 notes which is a little better than the base 650. That being said this game is really heavy on the CPU so if your main framerate issue is in towns/cities then I wouldn't bother.
  15. SpudGun (DayZ)

    Low FPS issue

    OP: The only thing I can think of would be to make sure any changes you made to the config like view distance or scene complexity haven't been reset to default. Depends, if core engine and editing are written properly in the first place, it should be easier to add or make changes to it. If you wait too long, you can end up being unable to add or change certain things as they become reliant on others, or having to completely re-write one thing just so something else works/doesn't bug/crash etc. Dean wants to add Bullet™ physics to an already CPU intensive engine, if they do that before any real client side performance gains are made; no-one will be getting "playable" framerates (not mentioning the extra server load). If that were true they'd have removed it from steam. This sentence is kind of contradictory of itself. After a bit of research one can easily see the issue is the engine and has been the main downfall of BiS releases for years. They (BiS) have tried to "spread the load" ala multithreading in ARMAII but we can see the same problem once again plagues ARMAIII. Whatever performance was gained, was then lost agian as they tacked on more features to RV3 to create RV4. Don't get me wrong, I really really hope Dean and co can optimise this where BiS have failed to, but I can't help feel like it should of been the first thing to nail down. It's all well and good getting reports from Intel/AMD etc on where the engine sucks, it's another thing entirely being able to fix them.
  16. SpudGun (DayZ)

    FPS Lag Spikes.

    Running the game from an SSD provides faster loading for the textures which may or may not eliminate the issue you're having. I'm running the game from one and not experiencing any stutter but there are noticebale frame drops when looking in certain directions (mainly built up areas).
  17. SpudGun (DayZ)

    Low FPS issue

    I don't understand why client optimisation isn't top priorty as I'm sure a lot more would be buying/playing it if they could actually get a playable framerate. Unless it just simply isn't possible with this engine and "what we see is what we get". The main issue seems to be the way the engine handles objects with so much work being run on a single CPU core. Cities with High object detail for me is ~20fps, Normal ~25fps, Low ~30fps, Very Low ~35fps. GPU load does not change much if at all, CPU load changes a bit. What's worse is things that should only really effect GPU like AA or downsampling are still at times limited by CPU, example; looking into Chapa with around 30fps - disable AA and jumps to 35fps yet GPU load is still the same ~ 35%. The only time the GPU gets to stretch it's legs is out in the woods using downsampling and/or ambient occlusion. >:( This is with an [email protected], 1866 RAM, game installed on SSD, GTX780 etc, feel sorry for those with not so good PC's.
  18. SpudGun (DayZ)

    In-game sound needs to be re-worked

    No, it really isn't in it's current incarnation. Chirpy birds appear to be random point source sound, so you can potentially move right ontop of where the sound is played from. I have witnessed this on multiple occasions, even running through an open field; The sound begins to play and the volume (thus proximity) gets louder as you run right into the source, at which point it sounds like the bird is literally in your head (far too loud/close). I agree with pretty much everything else though.
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