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Yes it does indeed take a while to adjust, this will be changed with the next update.
I'm still trying to find the right balance between having it react quick but not overshoot.
I'm sorry to report that the latest version causes a noticeable frame rate stutter. With the mod enabled in video options movement is not smooth anymore, there is a clear hitching several times a second. With the mod disabled in the video options the stuttering/hitching disappears. Did the recent change cause an increase in per-frame calculations that are hogging the CPU?
Best,
Vleeswolf
But it's hard to bug hunt without any useful information.
Can you share your last *.rpt file from %localappdata%\Arma 3 please.
If it is what I believe then this will be fixed with the next update, where I get rid of even more (useless) functions.
https://pastebin.com/W15vuBDb
That log belongs to a session with just AVD loaded. I opened Stratis in the editor, plopped down one guy and enabled AVD in video options. FPS is around 60, target in AVD is 59 FPS, min distance is 800. The problem is visible if you strafe in front of eg. a building, there is noticeable hitcing (as if gsync is disabled). If AVD is disabled in the video options, there is no hitcing.
Other thing I tried: put min view distance to 2000 and fps target really high. Essentially that means AVD no longer adjusts the view distance after it reached 2000, confirmed with the debug monitor. Then I also observe no hitching anymore.
My hunch: calling setViewDistance every frame causes this (not sure of course that is what you do...).
Hope this helps, thanks for looking into it anyway!
Anyway, thanks for this "tweak" masterpiece!
In the meantime (until the next update) you can increase the minimum viewdistance to increase the visible range in low fps situations.
Now, the mod seems to try to make the FPS as stable as possible so now view distance adjustment is very slow to ensure that. Because of this when I zoom into something, or use a scope the view distance becomes large and it takes SO much time for it to make it back to my FPS target after zooming out. When this combines with there not being a limit for maximum distance causes view distance settings to go stupidly large distances when I need to spend good amount of times indoors. I've seen from the debug tool that it deems it OK to turn it upto 35 km because it doesnt affect my FPS in that few minutes. However when I eventually go outdoors it takes multiple minutes for my FPS to go back upto my target. I can adjust my view distance manually one twentieth of that time and get on with my game.
I don't know if its something on my end that prevents this mod from working as intended. I'm sorry if this feedback is a bit dramatic. I just didn't expect to be this much dissapointed by some changes in a mod that I adored so much.
Edit: This helped finding a bug in my code
Will push an update in the upcoming days that addresses most of the above mentioned issues.
Edit: Version 1.4 is now available, read the changelog here.
I understand you tied the maximum drawing distance to the minimum distance with some multiplier. While it does help a lot, the short comming of it comes up every now and then.
I usually keep the minimum draw distance at 300m, this especially helps if I'm in an urban enviroment where I need the FPS boost. But if I have to watch the surroundings of a settlement or a city, now my draw distance is limited to 1200m. I can't see anything that could be sneaking upon my squad's position, or armored vehicles, fast movers rushing onto our position.
P.S.: I'd still be just happy with the older version of this mod where I could control the majority of the parameters like speed of change of the drawing distance, min-max drawing distances. But that's just me.
Here's a preview: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2548965773
Which perf. binary do you currently use?
I'll have a look and see what I can do.
1. Is is enabled when the button shows OFF or ON
2. Why was the debug option removed. I find it quite usefull and going via the mission is way more effort than having a checkbox
OFF (grey) = disabled
Would a dropdown menu be better, where you can select between OFF and ON?
I will add the debug toggle back in but I couldn't find an easy way to implement it with the new layout so I took it out for now.