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About JarryHead

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    Squad Leader

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    South Africa

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  1. AMD performance

    My setup is identical, except I have a Vega 56. Setting "Effects" to medium helps the minimum framerate during times where there is a lot happening close to you. You won't notice the difference in a static scene offline, only when being in the middle of action on a full 80-player server. Also setting "Shadows" to medium helps average FPS overall a lot. The rest I have set on "High/Enabled", and on most maps I get decent performance this way. In general Squad is quite a CPU heavy game, so tweaking graphics settings don't seem to help much in general. That's why I'm very interested to see how the new Ryzen 3rd-gen processors will perform considering they have much better single-thread performance.
  2. AMD performance

    I currently have a Ryzen 1600X with Vega 56 and I'm considering upgrading to the R5 3600. Would love to know how it performs if you get that setup.
  3. Post Scriptum Keys

    Sweet! I'm getting really excited after watching recent gameplay videos. Hope this means Post Scriptum's release is not too far off!
  4. [WIP] Samland Peninsula [Vanilla]

    Very nice progress! Looks interesting to play. My only gripe: Would they ever leave any trees/bushes standing around an airfield like that
  5. 40vs40 upgrade 50vs50 v.10 ?

    The performance impact with 100 players are mostly a problem for the servers, not so much the clients. After V10, chances are good that the devs will focus again on optimization in general, but especially on the server side of things. I suspect with many large features still being worked on, like the core inventory system, new animations and so on, it is kind of counter-productive to work on server optimization before those are in. All of those things need to be replicated over clients by the server and will therefore have a big impact on server's performance, so the devs will only be able to optimize it after V10, when they have performance metrics/statistics from people playing V10 on full 80 player servers. So my guess is 100 player servers are still some ways off, but we should have it before full release.
  6. [WIP] Invasion of Uskedalen [Vanilla]

    Hope you can find a server to host it for a play-test. Looking at the area on Google maps, it looks like you made this map almost to a 1:1 scale?
  7. October 2017 Recap

    Man, the wait for V10 is getting intense... but a few goodies before then will much appreciated
  8. The End of Humvees? :(

    Uh... isn't the problem just the licensing of the specific model that they might have bought from somewhere? Or did they make the humvee model themselves? In other words, the creator of the model wants more money, nothing to do with the real-world humvee manufacturers doing licensing, that makes absolutely no sense...
  9. The Road to Fallujah, Part 1

    It's looking bloody fantastic! Can't wait to play it
  10. @Kendo I read the entire thread and completely agree with all your points, you explained it really well. CQ combat is almost perfect in Squad right now, except for snap proning, but we already know that it's fixed in V10. Sight misalignment, as far as I can tell, was implemented from the very start. I'm very interested to see how much it's going to be affected by the new animation system in V10. I have a feeling accuracy at long range will be harder, I'm sure the devs want to make it more realistic than it is now. I also don't like that weapons fire like lasers (except for bullet drop), weapons are too precise. At long ranges, wind and other environmental factors affects the precision of any projectile. So just having a very small random deviation is a way of simulating that, without making it complex. If they eventually can simulate something like wind, it would be awesome, especially with mortars and snipers, making it so much more rewarding to land hits. It's a matter of balancing accuracy versus precision: http://cdn.antarcticglaciers.org/wp-content/uploads/2013/11/precision_accuracy.png
  11. Animation System Update

    Yes! Optics are finally going to work correctly!!! With zeroing!!! Can't wait!
  12. FPS tweak for GTX 9xx users

    I got around to testing the 368.81 drivers on my GTX 1070 this weekend, and to my surprise it also gave me 15 - 20 FPS more in all cases I tested versus 372.90 and the latest 384.94 drivers. On full servers playing maps like Fool's Road/Gorodok/Narva, it really makes a huge difference. FPS would previously drop below 40 at times, but with 368.81 it stays above 50, which makes it much more enjoyable to play. I wonder if any devs are aware of this and whether they could say what is causing this large difference? I think either something isn't being rendered properly with 368.81, although I haven't noticed any difference, or stuff off screen are unnecessary rendered with newer drivers, or there is some other overhead that is causing a bottleneck with the older UE 4 engine version Squad is still using? Hopefully with V10 newer drivers will work as well as 368.81.
  13. FPS tweak for GTX 9xx users

    Yesterday I tested 372.90 versus the latest 384.94 on my GTX 1070. In the same scenes on Fool's Road and Gorodok on local, 372.90 only gave 1-3 FPS more, but that might as well just be because I did a clean install and cleared my game cache. After playing a bit on a full server, I would say it made no difference. I'm on the fence about trying 368.81, as that was released just a month after the GTX 1070, so I doubt it will make a difference. I'm glad it's helping Maxwell owners though.
  14. Need new PC screen

    Just to check, have you at least tried another cable?
  15. Cookers

    Choppers people! When we one day get helos in the game it will be much faster and fun for people to do logistics with them. Since most maps aren't really that large (yet), logistics with trucks are fine for now. The only issue for me is ammunition. I think it would be good if other vehicles could drop smaller amounts of only ammunition points at FOBs, such as humvees and normal transport trucks.Hopefully they'll consider letting soldiers get ammo from vehicles directly later on with the core inventory system, much like Arma.