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About Drav

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    Lead 3D Artist
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  1. Just a wildcard, no idea if it is your issue https://answers.unrealengine.com/questions/318806/huge-performance-drop-when-evga-precision-is-runni.html
  2. thats super weird man, you should be getting a lot better frames than that....like i say, i am on a 770 and i mostly get 50 fps on goro
  3. Alright, we have the fps decrease figured out on zooming in on vehicles, we're looking for a fix for that. @ripgroove did you say you were loosing fps on firing in vehicles or just when zoomed in? As i cant find any firing fps drop, or not a major one on my system, and ive only got a 770, but i defo get the zoom one on certain maps.
  4. Make sure you guys have texture streaming ON not off. We're going to make some changes here as in retrospect, shouldve worded it differently, as most players just assume off = better perf, whereas in this case its defo the other way round. Ill try and take a look at how the streaming is done too, i only have a 2bg card and it works ok for me, but yeah, would be nice to fix this stuff, as i dont think its the game being too heavy, but that we (or epic!) may have set something up wrong. RipGroove, can you go ingame, open the console with the tilde key (its the key to the left of one and above Tab) type stat unit, and then stat fps, and post a screenshot of that? Ah ok, reading through again, yeah, a few people have mentioned fps drops while zooming on turrets. Im actually investigating this right now
  5. the wrench

    Mmmm those tunnels!
  6. but tbh even with realism in mind.....i think being able to split 1st and 3p weapon views is better, as i think everyone agrees our sight pictures are a little too far away from what you see in real life, so its a case of, an unrealistic mechanism, to get a realistic result, which is what video games are all about
  7. from a player pov, nothing has actually changed really. Youll still be able to see your body, it just means we can move things round a bit for first person view. A good example is weapon aiming. When aiming at the moment, we cant pull the weapon closer than now, as the buttstock starts clipping into the shoulder. With the new system, we can have different animations for 1st and 3rd person, so from 3rd person, the guy is aiming one way, but for 1st person we can bring the sights closer for a better sight picture. Same kinda thing for things like vaulting actually make the experience nicer, not worse.
  8. Ah cool man, i havent seen that, ill check it out now. We used small meshes before for the scopes, and that is actually what is ingame now. For anything with multiple zoom levels tho, you end up either having to switch meshes which is a nightmare to align and scale with a new fov, or you end up with a big bulky mesh on the second zoom level. I tried using planes and small one pixel wide textures, but it didnt work well with the post processing, and just looked a blurry mess. This is an overlay, so sort of like a ui texture, and thus not affected by post processing, so it says sharp on your screen. Atm this is a stopgap tho, as i just wanted to get the art and a simple implementation done. I think in a10 we will move this into a postprocess effect.
  9. Yep, more or less Chap, and were using 2 texture now, rather than a mesh, so its quite a bit more clear to shoot with. I still havent got the zeroing perfect yet, i need to take another pass over this at some point, but its a lot easier to see where your shots are landing now. The plan is to start using this kinda stuff on all the vehicles, just depends how much of the conversion we get through before a9. co axial pkt and vehicle weapon selection will come when the inventory system has been finished, so not alpha 9, maybe alpha 10. Its the final step we need to get most of the important functionality into vehicles, like switching ammo types, secondary weapons, smoke launchers etc
  10. Hey guys, I reworked the btr reticle, it zooms and switches reticles as per the feedback left on the exact thread posted above. Something to be happy about at least!
  11. Sup dudes, just dropping in to say, we are still working on optimising the graphics, mainly we have a few new systems we are testing that will reduce the drawcalls. We dont know for sure that it works yet, but its all part of the process to get city maps running in preperation for fallujah. For that we need a more efficient workflow, and hopefully the added bonus of that should be that the game runs a bit better. Until we then fill it up again with loads of buildings Furthermore, ue 4.15 has an improved texture streaming system, so we might find some gains there, as they are claiming it works a lot better than before. Epics features are sometimes amazing for us, sometimes not so much, but that could have decent potential.
  12. greyed out could be an idea, at least for your squad. I do agree its hard to see from the map who is alive or dead.
  13. We'd love 3d scopes, we tried them back in pre alpha, they worked, but they hit framerate super hard. As a result theyre not happening. Thats about it on this front, decision made.
  14. They will, we just need to get round to doing it Same as the logi truck actually dropping visible crates, neither are hard tasks, just everyone is pretty busy on other things atm. Interesting note, the ammo crates for Project Reality were one of my first ever models, i really want to do them again for Squad!
  15. yes. I cant say for sure how he designers will implement them on a class or kit level, but all that stuff is planned.