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Your DayZ Team
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Everything posted by St. Jimmy
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Well his beard is very cool :D
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Well if you can try to tune up anti-aliasing and 3D resolution if it helps somehow to get those pixels but I doubt it. Well you shouldn't lose anything if you try that.
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I want to see people running around with welding mask. You can't see literally anything through unless you're watching something VERY bright. It's pretty much the same if you tie your eyes so you can't see and try to go anywhere. Though I don't know about high quality masks/glasses but normal welding masks glass is too dark to see through anywhere clearly.
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OK I observed a guy running over 600m away with zoom and without zoom. So I don't have this problem. You don't even have scenecomplexity which is much related to how far you can see people. default is sceneComplexity=1000000;
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OK I'll now try to go do some tests to see if I get something similar. Just need to hope that nobody wants to snipe observing freshspawn :D Well I found pretty quickly good spot. where I observed players in town. 320m is at least possible to see even without zooming. Need to find further place. I though that I was further than that.
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Be in big towns like Cherno, Elektro, Berezino and even smaller coastal towns and I bet you'll find players constantly. People spawn there so you find them more often there. I see players in coastal towns at least every hour if I'm there. You can make the map small for you and friends easily but don't force us in a smaller map.
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Would you like to see a snow zone and a radiation zone?
St. Jimmy replied to HEV's topic in Suggestions
Yeah maybe not snow or radiation zones but something similar that requires some effort and risk. Disease zones with even bit harder zombies? And snow as a seasonal weather or as a map. -
Hmmm I know early days having this problem if objectcomplexity and/or object detail was set too low (they're pretty much the same thing) but if it happens with those set at max then this needs to be investigated more. Could be a low memory issue also so if you set things high you still don't get everything. Try to lower your object view distance something like 1500m and also maybe bit of view distance down. What are your specs especially GPU and the amount of VRAM?
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How to optimize DayZ town fps and see what impact each video option has on a high end rig.
St. Jimmy posted a topic in Gallery
Just testing different video settings to see what impact they've on my fps. You can see my fps and rig usage on the upper left corner. In the end I came in conculsion that object detail, shadows, ambient occlusion and anti-aliasign. You can pretty much see that already on the first 3mins of the video. Naturally 3D resolution and resolution could have some impact also but I'm not going to lower from 1920x1080 because the game would look horrble on my 42" TV screen :D In DayZ.cfg file view, object and shadow distances can also help some. You probably want to set Shadow distance 50m max. (you can go to 2000 if you like and kill your fps...), Object distance max. around 1000m because you'll very unlikely shoot any further and view distance couple hundred meters more than object distance so you'll see every object fully and they're not in a "fog". Remember that in DayZ mod those view distances were much lower by default than in Standalone (1000m and down depending on weather). Generally my fps would be 5-10fps higher when not recording and without stuttering. Specs are in my signature. -
Let's talk about client optimization
St. Jimmy replied to [email protected]'s topic in General Discussion
Hopefully stencil shadows will be taken out and replaced with more GPU friendly like Shadow Maps. Stencil shadow is so old, not that good and CPU hungry solution and you really don't want to have anything CPU hungry in this game if you can move them in GPU. http://forums.bistudio.com/showthread.php?154493-Stencil-shadows-vs-Shadow-Maps&p=2388851#post2388851 -
Minimum FPS or minimum viewing distance? Help me dudes!
St. Jimmy replied to Chapinet's topic in General Discussion
Shadows disabled, AA disabled, Post Processing disabled and you can play with other settings as much as you like to get them optimal for your GPU. Object detail has HUGE impact on fps but it also has impact how far you see other players so you either keep it high to compete with other players (and having low fps) or lower it to get lovely performance. Also you can lower your view distance down to like 1200 and object distance 1000 -
People getting motion sickness in games. Check this topic and try to take few tips.
St. Jimmy posted a topic in General Discussion
First things first: If you're getting motion sickness in 1st person mode then first thing you should do if you already haven't is to turn off post processing from your graphic options and second thing is to get rid of head bob from gameplay options. Changing field of view can make scope mildots not work properly. I'm not sure about the default values for every aspect but you'll likely find them in the internet or someone posts them here. What I can say that default for me with 1920*1080 16:9 FoV is 90 degrees, fovTop=0.75 and fovLeft=1.3333 but not sure about the fov= which can change everything. Now for the real thing :) -------------------------------------------------------------------------------------------------------------- Here's some quote from rawalanche in BIS forums http://forums.bistudio.com/showthread.php?185063-Why-does-ArmA-3-have-console-FoV&p=2810252&viewfull=1#post2810252 Here's some words from him: My screen is 16:10 1920*1200 24 inch panel, and default is far from sufficient. I even made a picture explaining why FoV in games should never be rigid, and especially in such advanced game as ArmA, which is all about customization. In general, not all people do get motion sick when FoV is not properly aligned with the setting they plan in, but there is significant amount of people who do, and here's why we get sick: First row shows situation where you sit in average distance from your screen, and your screen is of average size, but games you play have variable FoV. On the left is game with too narow FoV, which is not adjustable. You can see how tapered the field of view gets, and if you imagine looking on your screen as if you were through a window, everything behind the window looks as if you were permanently zoomed in. Especially in closed quarters, and looking around makes game world swing faster across your screen than your brain expects, which causes confusion and results to nausea. In the middle is game with FoV that happens to align with your setting, so you have no issues at all. On the right, you can see effect of overshot FoV, which results to that usual "fisheye" effect. Second row shows same situation, but your screen size changes and FoV is fixed. If you have correct FoV for average desktop computer, but you play the game on something fully, like let's say 15" laptop, then you will get fisheye effect. With average screen, you are a happy camper, and with too large screen, you can get motion sick even with correct desktop FoV. Third row shows that it also matters how far you sit away from your screen. Some people tend to sit reaaaaly far away from the screen, and those would tend to complain about fisheye effect even if they got average sized screen with correct desktop FoV. -------------------------------------------------------------------------------------------------------------- This help measuring lens field of view can also help out to get some hint what FoV you should use http://www.panohelp.com/lensfov.html Just imagine your head as the camera and the wall as the screen of your monitor where DayZ is played. That's how you calculate yourself the right horizontal FoV. Counting vertical FoV you just turn calculations vertical (not necessary needed to calculate) Now here's some knowledge about resolutions and aspect ratios just in case if you're wondering later: Then here's how you can use the knowledge of the horizontal field of view that you calculated. Though some very small values like my own 190cm from a 42" monitor gives 28 degrees you should just improvise and go for something that suits your or just move closer to your monitor. Here's a post from ceeeb: http://forums.bistudio.com/showthread.php?173192-Some-facts-about-zoom-and-Field-of-View-%28FOV%29-in-Arma I trust ceeeb's calculations more than the next online calculator but you can try it also out. I at least get different results from both This could be based on radian calculation which ceeeb says is not really the right way to calculate: Just remember the first picture but Fov doesn't necessary need to be 1:1 to your calculations that are based on it but it's likely good to get close if you're really getting motion sickness in the game. The calculations gives you fovTop and fovLeft. You'll set them in your DayZ profile than can be found C:\Users\YOUR_USER_NAME\Documents\DayZ\YOUR_USER_NAME.cfg for example mine is C:\Users\Jim\Documents\DayZ\Jim.cfg fovTop and fovLeft can be found very bottom of the file. -------------------------------------------------------------------------------------------------------------- Now that your fovTop and fovLeft are set correctly you can start to use the in-game Field of View slider. It doesn't alter those values but it's its own value that you can see as fov= in the .cfg file. I've really no idea what's the default so you should adjust that as you like it. Even the default value might not be the best for the fovTop and FovLeft. Also the slider can help you to get better fine tuning if fovLeft and fovTop alone don't feel good. I hope this gives some hints how you should set your field of view in DayZ but especially help to understand how the field of view works and why motion sickness can be a problem. Hopefully some people who have motion sickness can eliminate it with this and start to use 1st person mode more :) //I found better calculator from ceeeb's post. -
What exactly makes Standalone so taxing on your system?
St. Jimmy replied to anderswhk's topic in General Discussion
- Server fps isn't the problem. It should be pretty high compared to Arma - 64-bit servers and multi-core support (not sure are those coming or are they already in?) - Map and map objects aren't the problem. You can run the map in singleplayer with high fps. Though some improvements can come later from this but I don't expect much - New server client architecture should take huge load off from client - Network bubble reduces client getting information from all over the world to around 1km or something like that So what in DayZ is still so demanding that it doesn't let use all the power out of CPU but it gets bottlenecked in cities? - Is it that the client can't calculate things too fast because it's connected to a server? - Are the items eating that much performance from client? - Is it just because of DX9 aand GPU is the real bottleneck even though both CPU and GPU usage are low? - Idle zombie AI somehow kills the fps? - There's too much syncronization that needs to be done in cities like items, their condition, zombies, other players carrying stuff and so on? - Are there still so many scripts running that they bottleneck client? - Is it that one of those improvements didn't realy improve the situation too much? If we could run singleplayer tests and no items/zombies only players tests we should know where the bottleneck is/are. I bet BIS knows something... It shouldn't be that hard to do some tests. -
Do alpha/beta testers get perks on the forums?
St. Jimmy replied to Chamil's topic in General Discussion
Lol I've already forgot that one. -
Turn off head bob and don't use post-process. Also you should tune your field of view up because you're that close to the monitor. Many of the nausea cases likely happen because people don't turn off post process and head bob and likely some of them could be eliminated if they tune their FoV right. Some helpful links for field of view http://forums.bistudio.com/showthread.php?185063-Why-does-ArmA-3-have-console-FoV&p=2810252&viewfull=1#post2810252 http://forums.bistudio.com/showthread.php?173192-Some-facts-about-zoom-and-Field-of-View-%28FOV%29-in-Arma http://www.panohelp.com/lensfov.html Low FoV combined with big monitor that's close is like having binoculars on your face and tryiing to navigate in house. You get dizzy. /I think I'll make a whole new topic for this.
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If there's some balance with 1337 snipx0rz like with M107 you have VERY LIMITED inventory in Arma 2 then why not. Especially if they make it clunky for quick movements, rare and a zombie magnet.
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What exactly makes Standalone so taxing on your system?
St. Jimmy replied to anderswhk's topic in General Discussion
PongoZ probably forgot one 0 and meant 200km square. Also in Bethesda games object loading is ugly compared to Real Virtuality engine. -
I believe the "Zombies hitting you through walls" and "dropped items disappear" bugs are at least partially the same
St. Jimmy replied to Evil Minion's topic in General Discussion
Yes I also believe that both of them are related to that your character is somewhere else in the server than in your client. I've also observed same things multiple times. -
What exactly makes Standalone so taxing on your system?
St. Jimmy replied to anderswhk's topic in General Discussion
There must be something in the server-client sync, item calculations and/or zombies that drops the performance in DayZ. DayZ is supposed to be optimized server-client performance but when you run Chernarus+ in Arma 3 alone in the editor you'll start really doubt that. I can add huge amount of small items in Arma 3 for Chernarus+ and the performance is still great. I was firstly expecting alone in the editor performance because the new architecture sounded so good but currently that performance is not possible to get. Just test it yourself and see. I can max my graphic settings in Arma 3 when playing in Chernarus+ and I don't drop below 50 fps in Novo and 45 fps in Cherno apartments. So either server, items or some simulation is limiting how fast we can render the scene in DayZ multiplayer. The bad fps only in cities could be even because the network bubble is like 1km and outside of cities there's rarely any loot. /Or the engine isn't optimized for buildings that have interiors like Arma 3 but I doubt that. -
What exactly makes Standalone so taxing on your system?
St. Jimmy replied to anderswhk's topic in General Discussion
Disable shadows and Anti Aliasing and then put Object Detail as low as you like but remember the lower it's the closer other players can get to you before you can even see them. Other things I can max without a bigger drop. -
Good post Evil Minion because I agree with you 100% and I've tried to post something similar multiple times before. What I would like to see from stamina system: - The more weight you've, the slower you can jog/sprint. Walking speed isn't affected for a sake of the gameplay. - Basic stamina. You get tired and in the end if you've run too much with some weight you'll be forced to walk. This stamina needs to be more long term thing so going from fully fatigued to 0% fatigue takes really time. Take some hint from Arma 3 except make it more long term fatigue. - Sprint stamina. Can only be recovered slowly when walking or faster when not moving. Use your sprint wisely. This can be kind of an adrealine even when you're pretty fully fatigued you can run some hundred meters.
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Hmm too bad the inventory is still slot based. Cool functions coming but the inventory isn't good enough make me dance in a joy. I would rather take Arma 3 style inventory and make it to work in DayZ. But seems like a bigger overhaul is too late. Otherwise can't wait :)
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dat gamma...
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Does anyone dislike the "no military stuff" agrument?
St. Jimmy replied to stielhandgranate's topic in General Discussion
Lol I would pick the second because the first ones are so outdated. Also the upper Saiga appeals me more because I've never seen the second one. -
Just don't overhelm it with duplicate reports.There's a very high chance that the bug has already been reported. If you think devs haven't noticed the ticket then you should try to comment and maybe give more information.
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