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#1 Posted at 2014-04-15 02:33        
     
This happened to some extent in ArmA 2 but in ArmA 3, its horrible for me.
Every time I fire a cannon of some sort, not usually a one shot like a tank cannon, but anything automatic or with fire in rapid succession, this includes AA cannons, GMGs, but oh god, espically the cannons on planes, my FPS locks up for a second or two when firing plane cannons, it just makes this horrible sound glitchy lag crap, really it is terrible.
It is not just a FPS drop, I am talking somthing like going from smooth 50-40 fps down to a total 3 second freeze and then 3 fps for 10 seconds, but then after the cannon rounds explode, i get a fps increase for about a second, then the residual sounds just glitch out and the FPS dips again at the end of the explosions "cycle", then after a few more seconds of lag it is ok again.
Specs:
AMD Phenom II 2.9 ghz 6 core
Gtx 560 ti 2gb
8gb ram
A regular HDD, nothing special

This happens with sound mods, without, with any type of mods and without. I am currently running the latest dev build but I am pretty sure this happened without it before.
I have been playing Arma for a long time, and this happened to some extent in arma 2, espically when my friends fired minigun tracers out into the sky, but nothing like this.

-MikeTim


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#2 Posted at 2014-05-15 10:01        
     
I also have this issue, when i am engaged in a firefight and my oponent uses any of the pointed out cannons my game entirely messes up, It completely destroys the fight as i can not at all react and is entirely unfair as my oponent will often not have the issue, Will someone find out what is wrong please


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#3 Posted at 2014-06-09 20:39        
     
I have read somewhere to drop the number of sounds at the same time to 16, this might resolve the lags, I'll have to try it myself.

This post was edited by arziben (2014-06-10 11:52, ago)


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#4 Posted at 2014-06-09 21:12        
     
Same here ,
looking at configs and my own messing , it seems there is a problem with Simulationstep = on the ammo and the engines core design of Render and simulation being tied in holy matrimony

I think its final sign the Engine has finally met its limit :) /:( .

THere are som tips to reduce as noted above along with Particle quality setting in configutrations in the game sliders.

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#5 Posted at 2014-09-09 17:49        
     
I've had the same problem for a looong time now. Tried to shoot with Cheetah AA in the editor and gradually lowered my number of voice samples to 32, which stopped the stutter/lag.

# arziben : I have read somewhere to drop the number of sounds at the same time to 16, this might resolve the lags, I'll have to try it myself.

Oh yeah and thanks to you for giving the idea to drop the sound samples #... tho 32 is fine by me atleast.

This post was edited by Quantti (2014-09-09 18:06, ago)