![arma 3 particle effects arma 3 particle effects](https://i.ytimg.com/vi/EOefBQSlCDw/maxresdefault.jpg)
More realistic water fording ability for tracked armorĪdded compass and additional radars for copilot seats Improved handling of terminal ballistics on armored vehicles T-100 commander optics features in line with OPFOR tracked vehicles
ARMA 3 PARTICLE EFFECTS DRIVER
Player tank driver can turn out, while commander is turned inĬivilian (and FIA) trucks have been revampedĪdded: Ability to mount Marshall driver position from right sideĪdded: T-100 recoil animation for main gun Runway lights have new models and configurationįixed: Darker runway at a distance and with overcast weatherįixed: Ladder on hospital building has been reversedĬonfigured power line wires to be destroyed along with power line towersĪnimals should be avoiding roads more nowįashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them The light reflected by the moon has been made more realisticĪdded: New runway parts for left and right airstrip on Altis The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject) Many small Altis object positioning tweaks and other terrain fixes Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it The changelog is listed below, courtesy of Dealspwn.
![arma 3 particle effects arma 3 particle effects](http://i.ytimg.com/vi/M9r6Dahhhoo/maxresdefault.jpg)
ARMA 3 PARTICLE EFFECTS UPDATE
The patch will be available automatically as part of the Steam update process. Those are the most common ways I've seen it implemented in Arma 1,2,3.Bohemia Interactive has launched a major patch for Arma 3 which aims to improve both the game's performance and AI substantially.
ARMA 3 PARTICLE EFFECTS HOW TO
Most decently made missions will at least have some instructions on how to do this in the info on the map screen if it's possible in that mission. It can vary from having a keyboard key bring up a menu, to having to be near a specific ingame object (Flag pole, bulletin board, ammo box, whatever the mission maker decides) which adds an option to adjust view distance to your action menu (options that come up when you scroll your mouse wheel). This can be confusing as it's up to each mission maker how this is implemented. They are instead hard coded by the mission maker or adjustable from within the mission. Multiplayer missions generally do not follow the view distance you set in you video settings. Aim for 2-3k maybe less if your playing in towns or forests for that mission. Anything above about 5km is generally overkill because objects and units don't show up past that anyway. Try reducing that and see if you can get acceptable performance. View Distance is a huge FPS hog in Arma aswell. I do not see any possibility for better performance without a faster CPU, if this is a "real" CPU bottleneck situation. My prediction is that by increasing graphical detail the OP is going to see one of two scenarios play out: better visuals with no apparent framerate penalty (since it's just using the excess GPU capacity that was sitting unused before) or, if he increases the detail to the point where the GTX 970 is starting to struggle, he may see performance decrease a bit as the bottleneck shifts back to the GPU. The CPU isn't doing more work when there's a lighter graphical load it's that with a light graphical load, the GPU is removed as the bottleneck and CPU performance becomes more apparent as it begins to be what limits the game's framerate. The CPU is basically doing the same work either way, and therefore it generally hits the same framerate limit regardless of what the video card's workload is. The GPU is still rendering the game either way. Running games in LOW settings on high end hardware, can sometimes be MORE taxing The 8350 is not the best CPU, especially not for ARMA, but what i said should hold true Agreed, but if the GPU is doing no work then you can offset that by making the GPU work more, thus removing the bottleneck off the CPU (since the CPU is basically rendering the game instead of the GPU)