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super pretendo

This game feels neutered.

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Hello there

The view distance is pre set by the server, many folk cannot handle the higher view distances Arma2 can offer.

Personally, I would like a 1-2km viewdistance to enable decent sniping distances (though I've never owned a sniper rifle ingame).

rgds

LoK

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n...no... ruining the immersion an atmosphere because of your arbitrary definition of fair is not fair. In any way shape or form. This is an invalid argument. The entire game should not be locked down and built around players that do not meet the minimum specs for Arma 2.

Find me a game that allows the user to use HIGHER settings to give an advantage of any sort against other players. I can name about 10 that used lower settings' date=' never higher.

[/quote']

If you have a better computer then you can run faster than someone with the minimum requirements. You can drive faster too.

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the view distance cap is for server performance. The higher the draw distance server side, the lower the server FPS will be. with a low server FPS you see things like rubberbanding, hitreg detection errors, and just all sorts of bad juju. The current view distance is a balance of immersion vs performance.

"server fps"? lol what? Draw distance is capped so that players with bad computers don't get sniped by people they had no chance of seeing.

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The patch definitely decreased view distance. Not liking it. To much fog

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"server fps"? lol what? Draw distance is capped so that players with bad computers don't get sniped by people they had no chance of seeing.

Not sure how ARMA 2 engine works in this way, but technically in a network game, the more players / objects you see, the more information the server has to deliver. So if you have a player who has a sight range of 6 km, the server will have to calculate all information this player-client would have to display. If you would look into Cherno and 7 people are running around in the street and 2 guys are on some roofs, then all this information would have to be communicated from the server to the client. Position, velocity, equipment etc. If all these players can see 6km the server first also would have to calculate which player can see what.and then synchronize all the information that is sent out to the players so they all receive this information up date during the same time window (frame).

Although a server does not display frames, it does usually have some kind of timeframe for each action in the game coupled to the network traffic and needs to keep everything synchronized. Thus you technically have some kind of time-frame-rate-per-second. The more information the server has to calculate, process & synchronize between multiple clients and keep up to date, the more processing power is necessary and the lower the update rate creating what some people call low server FPS or commonly known as server side lag.

Also a factor not to ignore is that in DayZ infected are calculated on a peer-to-peer basis. The AI runs locally, but the client communicates its AI actions to all other clients in proximity so that everyone in the end sees the same or similar actions as on the client handling the AI.

Edited by Lukio

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