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About Shadow_

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    Fireteam Leader

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  1. Hey everyone. This has been a bane of my personal Squad experience for a while and I haven't been able to find any conclusive answers on the forum. Basically starting up squad can take up to almost five minutes. This isn't an exaggeration as I've timed it from clicking play on steam to getting into the Main Menu. Loading into games takes almost just as long and what really makes me want to tear my hair out is the inconsistency as it doesn't always take this long. When I got back into Squad and downloaded V11, the first time I loaded up the game with the new update and joined a server the load times were absolutely fine. Yet starting it up the next day the dreaded waiting times returned. Despite this, once I've eventually loaded into a server and the round ends, changing maps takes a quarter of the time that it takes to load up the game or join a server. It's this inconsistency which drives me mad. I was just wondering if anybody else has this problem/inconsistencies and maybe if anyone has any remedies to deal with this issue?
  2. This seems to be a recurring problem with Squad. There always seems to be a point in the year where people just get burnt out with the game and all that literally boils down to is the painstakingly slow pace of development. Let's be honest, the last really big update was v9, which came out 7 months ago.
  3. US Marines Faction!

    Would make much more sense when amphibious based maps are eventually implemented.
  4. When are the British coming?

    Probably not for a while. They still have to make all the vehicles necessary for the British as well as alter a few maps so that they fit in. I would probably expect to see them maybe half way through the next cycle.
  5. My only real gripe with squad at this point is the lack of maps and the lack of variety in them. I'm pretty tired of fighting in the same old afghan mud huts and the featureless rolling hills of western russia. I would really love to see some interesting environments like the super mountainous terrain of Korengal or the Jungles of South East Asia. Oh yeah and the Community is terrible.
  6. The long awaited "monthly recap hype thread"

    This is turning into a bit of a habit these days. I really hope we see some more consistency soon.
  7. Dedicated Squads

    Chess isn't a video game. Ironic how those supposedly "nanny rules" are enforced on Mumblerines and yet it still stands to be one, if not the most popular server on Squad.
  8. Dedicated Squads

    Just a quick example: http://www.mumblerines.com/articles/news/unknown/6/server-rules A couple of extra articles on locked squads would fix the problem OP is talking about. Lol you've obviously never administrated a Squad or PR server then.
  9. Dedicated Squads

    That's not a game problem. That's servers not updating their rule-sets around locked squads. You should be complaining about the servers, not the features in this case.
  10. The point is that the Binaural Head gives the most accurate representation of the sound through a human ear for the HRTF system to process and then adjust accordingly. That's not even taking into a account recording mutiple copies of the sound at various angles to further enhance and provide the best audio footprint. If it were as simple as just flicking a switch and turning on HRTF for binaural audio then don't you think developers would have included that as a standard option already? The reason why it doesn't have widespread use is because it is primitive technology. Here is an example of why HRTF is not in widespread use: It sounds like shit on recordings not designed for it. It's just a mess of EQ curves desperately trying to emulate real hearing. Now compare that to something recorded with proper Binaural recording techniques: The difference is clear. The point that I'm trying to get across is that after a while you won't even notice that it is in Binaural once you get over the initial shock. It's exactly the same as going from 30FPS gaming to 60FPS gaming, the initial change is massive, but after a while it just becomes "normal" and you no longer notice the difference. The same can be said when you go from 1080p to 1400p. Again the initial change is massive, but after a while it just becomes the norm. This is exactly the same thing with music and sound will be the same when games eventually start implementing binaural audio as standard. 5.1/7.1 does not take distance into account as accurately as true Binaural audio. Surround sound is a simulation using volume changes that is sent to multiple speakers. The point that I'm trying to convey is that Binaural audio is different as it accurately presents distance, placement and depth rather than just sending a sound to a back left speaker. Again that's fine, but if someone with Binaural hearing can hear you pulling the pin on a grenade then that's a pretty bigger advantage than someone playing on a set of $30 headphones who can just about make out the difference between an AK47 and an M4 at a distance.
  11. HRTF =/= Actual Binaural Audio. HRTF is a process, not a physical recording and is used to Emulate Binaural audio by making complex calculations. Unless it is a piece of very powerful and high quality software then there are going to instances such as volume drops and bugs. It won't be as good as if you were to record it with the real thing and then process that using HRTF. There's also the problem that some of the sounds in Squad may actually be mono sources. In which case would be impossible to process using HRTF. That's not how game audio works. The point of using a Binaural head is that you are getting the most literal representation of the sound due to the ear moldings, the torso and the head density. Combined with HRTF and inputted into a Sound engine, you will get the most accurate representation of the sound. If you just slap a load of stereo recordings into HRTF then yes it will work, but will have varying quality and won't act anything more than a more fancy 3D panner. It's like setting your TV to 7.1 Surround when you're only using stereo speakers. I said you wouldn't notice it after 20 minutes, not that it isn't important. Watch any film or listen to any Gameplay without watching the screen and tell me it's exactly the same as what its like to play the game or watch the movie. Furthermore, the crux of that paragraph was that it would be more hassle than it's worth to get it into the game properly. I would say that is a pretty massive advantage. Again, that puts folks using standard stereo speakers and a disadvantage. Some people don't like using headphones.
  12. As someone who has extensive experience in this field in both doing sound for games and films there are a whole bunch of issues regarding binaural audio in games (and films) currently. Firstly and most glaringly is doing everything in Binaural for Squad would mean that the team would literally have to go out and re-record every single sound in the game in Binaural audio. Having certain things in Binaural and some in standard stereo would just sound weird and would totally break immersion. There is technology out there that can simulate Binaural audio, however to really get the effects that are seen in those example videos, you need to record everything with what is known as a Binaural Head. Which is literally a plastic head with molded human ears and high quality microphones stuck inside said ears. This would be a painstakingly time consuming process considering how many environments there are and how big the game is getting. If the developers did decide to take this on, it would have likely be decided at the start of the development process, or will be done at the very end. This is not to mention the whole deal of getting the sounds in game. It's one thing to just record you walking down a street in Manhatten, It's a whole different ball game implementing all the individual sounds into a sound engine and making it talk to the game engine. Secondly, not everybody uses Headphones. Some people use speakers, hell some people probably use the speakers on their TV. The point being is that Binaural audio would require multiple individually mixed modules for players to select depending on what you are listening on. You can find examples of Binaural audio working for Speakers, but the moment you put on your headphones it sounds like shit. This is because Binaural audio is very much Dependant on the source that you are playing it from as distance plays a large factor in it. Now compound that with the balancing aspect of making each module exactly the same in sound levels as to not give a person on Headphones a distinct advantage or vise versa. It would be a minefield. And finally, and the biggest reason why Binaural wouldn't work is simply that the benefits are totally outweighed by the amount of messing around that would need to be done in order to implement it. On top of that, after about 20 minutes of playing Squad you probably wouldn't even notice it anymore as you will be focusing on the visuals more than the Audio. This is exactly the same thing that happens in films; You can have the most fancy audio techniques possible but what it comes down to is what the player is seeing before what he is hearing.