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d=====( ̄▽ ̄*)b
lossless scaling 2.3 had severe glitches and artifacts
but after 3.0 update, i didnt notice any glitch or artifact in none of my gameplays
i run chernarus 2020 with 80 bots and 8000 render distance in antistasi at 60fps with a ryzen 5 1600 and a rtx 3060
usually, chernarus 2020 without bots runs at 30-40 fps to me
if we talk about AI it may sounds like bullshit, yeah i hate AI too, but lossless scaling is fucking fire, sounded like bullshit when i saw it first, but it isnt.
I know many people are focused on Arma 3 PVE, but we are making this map for PvP. We have played games up to 200 people. The map is very "heavy", and the AI makes the game lag even more. The AI can't handle so many objects, so the approach is aimed at PvP.
Arma 3 Profiling version slightly improves the FPS situation, as well as using a mod for dynamic draw distance.
Also, reducing the draw distance of shadows will help a lot.
We aim to build the most detailed map possible, but eventually we will start removing "unnecessary objects" for optimization. But only after finishing the main work.
Due to the scale of the city as you know FPS is bad, I don't know what can be done to improve it, but I think its the biggest drawback. Arma 3 is PVE focused so players will use AI and performance will only get worse.
More dense detailing of the city is probably not possible without sacrificing even more FPS. I don't know if you can improve FPS without shrinking the size of the city. As this map expands and you add more I imagine it will only get worse.
IMO shrinking the city down just a bit like maybe 20-30% and lowering the density of buildings as you get further from the centre would be worth it.
I love how you have residential / outskirts areas and then dense city blocks, if you can manage to keep the same design with a smaller city this map would be perfect. Or something to consider for a future terrain, less impressive size city but more performance friendly alternative.
Боюсь вопрос к рхс... и из рхс домов не выстрельнуть из рпг
Чтобы отыграть карту пришлось банально маркероровать карту чтобы не пропустить все поселения
(c) Прижгений Евгожин