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Predator.v2

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About Predator.v2

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    Fireteam Leader
  1. What is wrong with V12 loading time?

    Have you cleared your User Data Cache? The option can be found under settings on the bottom of the screen (you will have to select new settings and control bindings). Also make sure to deselect "Fully load textures" under graphics settings, which will increase your loading times significantly .
  2. the speed of animations

    Tbhs the animation for prone and jumping over low height walls is a bit slow. Especially to lie down, when you are under fire, is excruciating. Even PR had a instant prone "animation. Maybe increase the animation duration afterwards, so it takes about the same time to be able to fire, just let us get in cover faster.
  3. air assets??

    When i think back to PR plane flying, the best part was getting to know your jet (mainly how to land it with near 100% chance) and once you have achieved air superiority, helping your team with 20 mins of undisturbed close air support (20 mins was the respawn time for planes). Especially the communication from infantry squadleader with their soflams to either the commander or CAS squadleader to the bomber pilots, was one of the jewels of PRs teamwork/communication. The dogfighting itself unfortunately wasn't so glorious. You had no radar, so most of the times you would fly through dense fog (viewing distance was a real pain as a jet fighter). Then you hoped that by chance (or good pattern flying over the map) you would spot the enemy fighter before he spots you and get in a comfortable position behind him (which he wouldn't notice 95% of the time because no radar). Then you could either abusing the fact, that every missile fired after the first one had an autolock thanks to BF2s limited engine, or you kept a lock on him and followed him, until he wasted all of his flares. By this time the "chased fighter" usually had only two real choices. First was to fly full speed through the sky ceiling (which let you pass the "ceiling" but you and your chaser lost control over your planes and you hoped he didnt have you in his sights for a cannon run. Once you dropped below the ceiling you usually lost your opponent. Or you could fly low over an area of the map, where you had anti air support and hoped either your ground forces or your partner jet pilot would help you, before you ran out of flares (which you had to constantly spam to avoid a missile lock). Tbh i would really really love seeing jets in Squad at some time in the future, but they would have to put a lot of time in the flight model and the different jet systems to make it realistic, convincing and worthwhile.
  4. PR Vets, vote here.

    This map only worked due to armor/inf/CAS (/transport) crossplay. To make this work in PR, inf would at least need the TOW or a suitable HAT Kit (don't get me started about tandem rpg...).
  5. I am using 1,5 Super Sampling Antialiasing, SMAA and around 1/3 Sharpen. Works pretty good for me. Not quite as good as with Reshade, but what can you do..
  6. Reshade

    @Gatzby: I know a lot of people who don't like Squad's general blur, especially combined with TXAA (the only AA that helps with pixelated vegetation). Since the ingame "Sharpen" isn't strong/good enough (even on 1 and i suppose it is the old luma sharpen filter?), could we either get a sharpen update (adaptive sharpening filter) or at least the option to set it higher than the current max value?).
  7. Reshade

    Mainly i used Reshade to apply some Adaptive Sharpening, since the ingame sharpen is way worse (i suppose its the old luma sharpen and waaay too weak even on max setting to counter TXAA Blur). Maybe Devs could open like a poll, ask for the favorite Reshade effects and integrate them into their game?
  8. Mini-map

    Just came here, to say exactly that. Something to kinda simulate a gps, driving with the map open is extremely annoying.
  9. Re-makes of classic bf2:PR maps?

    Please ... gimme ... Muttrah!
  10. MSAA broken

    Not sure, but have you set your game to run in borderless or windowed mode before installing SweetFX? And did SFX ask you DX version? Should be 10/11.
  11. MSAA broken

    If someone wants to use my SweetFX setting with SMAA and slight LumaSharpen: https://www.dropbox.com/s/xy4iclkc1wcn9ns/Squad%20SweetFX%20SMAA%26Luma%20Sharpen.zip?dl=0 I have quoted Melbo in the Readme for the SweetFX installation.
  12. As of 4.0 my MSI Afterburner Overlay isn't working anymore. Does anyone have an idea why that might be? Steam Overlay for showing my fps is still working and i can still use SweetFX.
  13. Post Process Feedback

    Bruno asked me to open a pp thread with my feedback: I really like the new effects this far and did tons of testing on the firing range. But i got some questions and feedback. Motion blur: I really like the motion blur effect. With high fps it is one of the best motion blurs i have ever seen, subtle and really smooth. And i usually don't even like motion blur. But i found 2 little things about it that bug me. With motion blur, your weapon gets all "blocky" when looking around fast. http://oi64.tinypic.com/2yl8wup.jpg And in your sights the red dot and scope arrow blur out heavily http://oi63.tinypic.com/255l8yg.jpg http://oi68.tinypic.com/vo1ncp.jpg AO looks really nice. Bloom settings helps a lot. I don't quite like the effect on epic on some forest maps, so i am running medium and am really happy with it. Subtle but immersive. Eye adaptation, had difficulties to actually see the effect. Maybe if i had a little more insight, but most of the time (on firing range) it only increased the brightness inside and outside of buildings. Couldn't find any difference between Effects, Auto Exposure and Lens Flares on or off. I know some effects can't be enabled and disabled ingame, without restarting the game/map, so it was kinda difficult to create comprising screenshots. Could you give us a bit more insight on these effects and maybe a screenshot or video about how they work (and where you can seen them)? Have you disabled fxaa and temporal aa? I am using SweetFXs SMAA which creates far superiour results then fxaa or temporal aa, maybe you wanna look, if you can introduce it into squad. So much about my feedback. Keep up the good work!
  14. Pixelated 1P character when moving

    it is motion blur.
  15. VFX Feedback for Bruno :)

    I really like the new effects this far and did tons of testing on the firing range. But i got some questions and feedback. Motion blur: I really like the motion blur effect. With high fps it is one of the best motion blurs i have ever seen, subtle and really smooth. And i usually don't even like motion blur. But i found 2 little things about it that bug me. With motion blur, your weapon gets all "blocky" when looking around fast. http://oi64.tinypic.com/2yl8wup.jpg And in your sights the red dot and scope arrow blur out heavily http://oi63.tinypic.com/255l8yg.jpg http://oi68.tinypic.com/vo1ncp.jpg AO looks really nice. Bloom settings helps a lot. I don't quite like the effect on epic on some forest maps, so i am running medium and am really happy with it. Subtle but immersive. Eye adaptation, had difficulties to actually see the effect. Maybe if i had a little more insight, but most of the time (on firing range) it only increased the brightness inside and outside of buildings. Couldn't find any difference between Effects, Auto Exposure and Lens Flares on or off. I know some effects can't be enabled and disabled ingame, without restarting the game/map, so it was kinda difficult to create comprising screenshots. Could you give us a bit more insight on these effects and maybe a screenshot or video about how they work (and where you can seen them)? Muzzle shockwaves are really impressive. As already mentioned maybe tone down the white particles, but really immersive already. Smoke grenades are definitely one of the highlights in this update. The smoke collisions with walls... damn impressive work. Have you disabled fxaa and temporal aa? I am using SweetFXs SMAA which creates far superiour results then fxaa or temporal aa, maybe you wanna look, if you can introduce it into squad. Doesn't look like you have already implemented truesky. I saw the sneakpeaks and wondered when we can "roughly" expect this in the game (weeks, months, years)? So much about my feedback. Keep up the good work! edit: Bloom updated
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