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zerocrack01

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Posts posted by zerocrack01

  1. Next Steel Beast Update probably makes my mod obsolete or changes my focus, but besides that, I am looking forward to hear it. Let's see

  2. Using my flight stick for gunner/TC controls, but palm switch with shift+P seems only to work for some TCs. Gunners have a palm switch, which is inverted for keyboard+mouse users, if not mistaken. Pressing it locks the turret movement. What I am doing wrong, because I can't invert it.

  3. 18 hours ago, zerocrack01 said:

    Want to finish up the Marder 1a3, but i cannot find out the 3rd person cannon sounds of allied IFV's. 1st person and player's 3rd view is known. 95% of my spent time in trying and the rest actually editing audio. It is so frustrating without proper documentation and a lot of shared sound, so it is essential to know which vehicles use it. Relying just on a list with inconsistent naming (from older versions of the game) such as: "unldBrch" (unload breach) or stbuclnk (don't know specifics, but it is used for fast elevation mechanics for the leo2) is difficult to understand as a non-native English speaker. It makes me tired..

    20mm rh202 cannon external uses files named extcal50, makes sense to me and would not suprise that a cal50 shares sounds with an actual cannon 😒

  4. On 2/14/2023 at 11:51 AM, Oubaas said:

    I just turned everything up to maximum, then watched the frame rate for a while. It stayed right around 60 FPS, give or take (58-65 FPS, depending), so I said, "Good enough for me!" and left it that way. Everything looks nice.

     

    I have a decent machine, but it's not some awe-inspiring gaming monster. Just a good, mid-range machine with enough grunt to get most things done.

    What resolution and aa do you use?

     

    When I max out every thing it stays at 60 FPS when nothing is going on. In small battles around 45 FPS and when extremely busy not less than 30FPS. I think it is not bad for what we have right know. Maybe 1080p or lower would give it a huge boost but this is a no go for me and more a engine limitation. My junky RX6950xt should handle 2k or even 4k with no difficulties, under normal circumstances.

  5. Want to finish up the Marder 1a3, but i cannot find out the 3rd person cannon sounds of allied IFV's. 1st person and player's 3rd view is known. 95% of my spent time in trying and the rest actually editing audio. It is so frustrating without proper documentation and a lot of shared sound, so it is essential to know which vehicles use it. Relying just on a list with inconsistent naming (from older versions of the game) such as: "unldBrch" (unload breach) or stbuclnk (don't know specifics, but it is used for fast elevation mechanics for the leo2) is difficult to understand as a non-native English speaker. It makes me tired..

  6. Installed RTSS just for that already maddening issue, which is of course a "driver issue", made a profile for SB with a framelimiter with 60 FPS. At least i can see my mouse courser while printing out the breifing via PDF soo i can zoom in and actually read it. I know, i know version 5 will fix many things.

    Oh man, sorry for that. It really drove me mad already. 😅

  7. 6 hours ago, Ssnake said:

    Have you tried googling this?

    There seems to be a fairly large number of hits, e.g.

    https://answers.microsoft.com/en-us/windows/forum/all/mouse-pointer-shows-in-fullscreen-gaming-when-it/3f57108a-3f59-4ea1-8b7f-36c66c28706d

    https://superuser.com/questions/1151217/windows-10-screen-flicker-only-on-certain-apps-when-full-screened

    https://answers.microsoft.com/en-us/windows/forum/all/mouse-cursor-flickering-on-windows-10/1ac2f0be-188d-4404-aa43-28a203dc1f48

    https://www.thewindowsclub.com/pointer-keeps-flickering-on-windows

    https://appuals.com/pointer-keeps-flickering-windows-11/

     

    Since nobody else has recently reported such an issue, I'm rather confident that this is a configuration or driver issue on your local computer. I don't think that we could help you directly with this, there's just too many variables involved.

    If you have a backup mouse from a different vendor, it might be worth trying it out to see if the matter is related to your mouse/mouse driver (assuming that your backup mouse uses a different driver).

    I tried to TS this issue since quite a while, clean reinstall of drivers, install lagency driver etc. Also unpluged all usb devices, uninstall the mouse, tried another mouse and other usb ports. Changing mouse options etc. It get's more and more trivial and frustrating.

     

    Most threads are about flickering when you use windows normaly and one thread with fullscreen apps with no solution. I dont have this issue anywhere else, only with SB so far.

    I found out that is correlates with the FPS, at least for me. Maybe not directly, but when you are close to reach the maximum "sustainable FPS" of SB. Sorry for suspecting the application with such quirk.

     

    Issue starts 1-2 seconds later, after loading up SB. There I have close to 65 FPS

    ingame Vsync on or off + fullscreen --> Issue

    With windowed mode I have close to 63 FPS --> no flickering

    Limit via GPU driver the FPS to 60 -->no flickering in fullscreen, (seems not super smooth, but you would not suspect flicker)

    Tried 30FPS --> mouse seems more smooth in fullscreen, but that is very subjective

    Changed GPU max clock from 2800MHz to 500Mhz GPU to a very low frequency --> also no issues.

     

    They reason why I say that it might be not directly corelated to the FPS count is that, between windowed mode and fullscreen, i get similar FPS around 62-63 on a taxing mission on the map UI. But in window mode a tiny little bit less + the stutter in 3D.

     

    Now I must manually limit the FPS, because limiting FPS does not work with application settings, only globaly and then unlock it every time I use something else where i do not want just 60 FPS of course. Or artifially lower the GPU performance, which is ridicilous in SB, where you need 3 times of the hardware performance for minimal gains FPS wise.

    I wonder what others have what FPS in menues with what GPU.

  8. On 2/8/2023 at 7:00 PM, Ssnake said:

    ...but you wrote that it doesn't flicker in windowed mode...?

    After trying out windows mode for some time I must say that the workaround is insuficient. I have no flickering mouse, but instead of that, very noticable stuttering of the whole application, commpared to exclusive fullscreen. It is quite bummer, because you need the mouse a lot for commanding your troops etc.

  9. 2 hours ago, Ssnake said:

    It'd look nicer maybe, but it would -for some, at least - create a false impression of the level of fidelity that one can expect from a real-time simulation. We're doing it for the HE frag rounds because we want to illustrate fragment distribution and density, and clarity demands rendering hit components semi-transparent.

     

    Images are powerful methods of suggestion. I therefore think that eSim Games has a responsibility to not oversell what Steel Beasts can do.

    That is a very good point indeed.

  10. 54 minutes ago, Ssnake said:

    With Alt+F12 showing the framerate you can observe the effects of the different sliders directly.

    And no, my system wssn't that beefy. Until recently, a GTX980. Yes, it's changed sincase lat summer, but my recommendatios above are still based on the old system.

    Ah, in the case, my memory failed me 😅 Still, ground cover seem to have quite the impact, even on newer systems.

  11. I know it is very gimmicky and probably far from nessesary, but are visualitation of crew, ammo and components planned? HEAT post penetration vectors (blast, shrapnel etc...) are neat, but APDSFS do not show any of that (only the projectile vector)
    HEAT:
    image.thumb.png.f5aa385db4adbf91111a7fbdf5e3c11e.png

    APDSFS:

    image.thumb.png.22c93e87aa5bbd7c115ef89f6371877d.png

  12. 12 hours ago, DK-DDAM said:

    you could disable high detail tracks.. that will reduce the poly count drastically to the rubber band, that is on most of the old models.

    Thanks for the advise!

    11 hours ago, Captain_Colossus said:

    graphics settings will interact with one another so that you will find there isn't a single setting which objectively satisfies your criteria for acceptable frame rates. consider:  the visible draw distance - which is not set in the graphics options but is set in the mission editor- might cripple performance at 18 km viewing area regardless of any other setting. ground cover settings likewise have been known to tax machine resources at higher settings, but won't have as much efect in a scenario where the visibilty is set to under 1 km, or in an urbanized environment (although that initself will introduce heavy calculations for a large, detailed city) - and this doesn't take into account yet your display resolution, which goes without saying will impact perfo brmance depending on how you would scale that (some users may prefer the trade of between higher resolutions and less anti-aliasing, others might go the other way). in sum, if your machine is somewhat older and framerates tend to be impacted, then perhaps a good rule of thumb is to adjust per the type of scenario you expect. generally though urbanized maps tend to have the nost impact before heavily forrested maps, ground clutter is also a setting to keep an eye on, but scenario view distance will modulate either one of these and will be perhaps one of the most influential settings which affects all other settings but for shadow mapping (which doesnt render visible shadows very far regardless) or the size of celestial objects (which is rather negligible as far as i estimate)

    I play with 2k and 4xMSAA that's usually my sweetspot. Maybe adjust aa, but i never every want to lower native resolution, which is 2k.

    7 hours ago, Ssnake said:

     

     

    Yes. Ground clutter objects get rendered out to just about 200m at 100% slider setting. At that setting there's a gazillion of them already, and their number won't increase whether your visibility is 300m, 3,000, or 13,000 - since they aren't rendered at those distances. Of course, then other things come into view that will eventually reduce the framerate even further.

     

    Personally, I usually keep the ground cover slider at around 20%. Looks "nice enough" for my tastes, gives me a clue about the type of terrain, doesn't cost much performance. I keep the "General" ground detail at 80...100% because I don't want to notice "hill popping" and modern GPUs can handle the additional poly load. Road rendering is potentially costly, but also very noticeable if it's too low, so I guess my pain threshold is around slider setting 4 - YMMV. I tend to reduce the high detail tracks to where I can still see them on my tracked wingman (ca. 50m distance), but not more. The rest, for me, doesn't affect performance much. I'd rather sacrifice some detail for a framerate that stays in the 50+ range under most conditions.

     

     

    Good advise, I try to keep it low as well then, because I know that you have a quite beefy system.

  13. Which settings are okay to increase to the max and which ones i must change with caution? Benchmarking is quite a hasle when you do not know if the game engine bottlenecks our your hardware. I know that the SB wont do much more than 60FPS.

    Ryzen 5 7600x
    16GB RAM
    RX6950xt 16GB

    image.png.1e2f3e6adb1430644cea6a16d3da8452.pngimage.png.f057dbd9c6082f0ee3b5dcd4271e1b68.png

  14. 13 hours ago, Ssnake said:

    If you subscribe to the Web Shop's newsletter, you will receive a notification when the update is available. Expect nothing before the end of this new week, and don't be surprised if it takes longer.

    Stupid me cant find the newsletter subscription 😅

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