Configuración óptima de Arma3

Todo lo relacionado con el Arma III

Moderadores: 3.-Sub-Oficiales, 4.-Oficiales

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Chip_Iron
Cabo 1º Infantería de Marina
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Mensaje sin leer 10 Jul 2014, 15:44

Me pasa esto Prien ya que no puede postearlo (le han capado el foro en el curro. Por qué será xD). Sí, seamos claro: soy su esclavo.

Dice que lo ha sacado de un desarrollador de Arma3 y del twitter @battleRoyaleMod. Ahí va y a ver si nuestro traductor Yun le da una vuelta.

Sampling

This sets the rendering resolution of the game to something other than your native window. Settings lower than 100% are upscaled (like games consoles), and settings higher are downscaled.

Lower range systems can use settings below 100% with FXAA to gain frames at the cost of bluring out the screen. At 50%, you could potentially double your FPS - though the lower rendering resolution will make it harder to spot targets at range. Only lower this if you're not getting any luck with other settings though.

Mid and higher end systems should leave it to 100% with FXAA or low AA. This will make sure you don't put yourself at a distadvantage.

Enthusiast systems should experiment with >100% in conjuntion with AA. This is called supersampling, and it's one way of getting very accurate AA and very high image quality. If you're finding that Arma 3 is not using enough GPU power, then this is the setting you can change to force it to work harder without losing frames.

Texture quality

Generally won't have much of an effect on frames, but higher settings will hammer your video RAM. If you have it set too high (in combination with other settings), you'll run out of VRAM. This stops more textures/objects loading in properly, and stuttering performance while your hard drive and VRAM swap things around.

Only use ultra if you've got VRAM to spare, and a fast enough hard drive (SSD is ideal) to cope with the swapping - or in combination with shorter object draw distances.

Objects

As above, this is a memory hog. Objects deals with LOD settings - i.e. how detailed world elements are. Lower settings will cause a lot of LOD popping, but will lower memory usage. Higher settings will also have a considerable impact on framerate as well.

Even on higher end systems, 'standard' tends to be adequate. Higher settings will render the highest quality models further out - but by that point their resolution is so small on the screen it doesn't make too much of a visual difference given the performance costs.

LOD is also affected by 'object draw distance', and with this setting combined it effectively creates a 'curve' of quality.

Terrain

Annoyingly, this setting actually controls two different things - Terrain tesselation quality, and grass render distance. This sucks.

If you've ever looked through a scope at objects in the distance on a mountain top and noticed they're floating off the ground, or you snipe somebody only for the bullet to hit invisible terrain, you are a victim of lower terrain tessleation quality.

This can be fixed by using higher terrain settings - but then you also end up with grass render distance set further out, lowering your FPS. This is a pointless connection between two unrelated settings, and I have no idea why the connection even exists, but hey, whatever. Terrain tesselation doesn't have that huge an effect on performance (evident in previous versions of Arma where they were seperate settings), but grass render distance really does.

It's not really that much of a problem unless you're a fan of anti-material rifles or tank gunnery.

Shadows

Here's a quirky one. Some of the settings in this menu are rendered by the CPU, some by the GPU. I think it's 'Very High' and 'Ultra' that are rendered on the GPU, and everything else (apart from 'disabled') is rendered on the CPU though feel free to correct me. This may mean that - depending on your CPU/GPU - you get better performance with the ultra settings than you do with the lower settings!

Particles

I'm under the impression this one is the same situation as shadows - i.e. the very highest settings are GPU particles, and the rest are CPU. Lower settings may help your FPS in situations where there's a lot of smoke or dust.

Cloud

'Standard' all the way, regardless of your machine. Visual quality difference between 'standard' and 'ultra' is neglegable at best, and this will gain you frames on stormy/cloudy days.

PIP

Depending on your horsepower, this setting can either make no difference at all or be a huge performance saver if you turn it off.

PIP isn't actually that useful as it stands unless you play in no third person servers. Most of the PIP gun screens aren't zeroed correctly (or even line up with the barrel) and are too low resolution to be practical. The car mirrors are nice, but redundent if third person is on.

Broken in SLI/Crossfire, as it seems that only every other frame is rendered correctly.

HDR

Actually quite a big difference between 'low' and 'high' - you might see about 10 frames more if you switch to 'low' but it also makes a pretty drastic difference to the visual quality. 'low' saps colour and makes Altis look a bit washed out. Oddly, there's no 'disabled' - presumably because it would give a competative advantage.

Dynamic lights

Makes zero difference in daytime hours - dynamic lights are completely disabled between sunrise and sunset even if they're turned on. Might give a small boost on lower settings at night, but may also put you at a competative disadvantage as lights that other players can see may be invisible to you.

Visiblity

These are the big ones. Keep in mind that your visibility settings (except for shadow) are completely ignored in multiplayer if they are higher than the server's settings. If you want to optimise your other settings for MP, set overall and object visibility to 2000 and go from there.

OVERALL defines your terrain draw distance. Even lower powered machines can sometimes cope having this set to far in excess of the 'object' draw distance.

OBJECT defines how far you render objects out to, and also has an effect on your LOD curve (in combination with 'objects' quality). In an ideal world, you want this to equal your draw distance. Some players are happy with it being less, however also keep in mind that it also affects the rendering of units on the battlefield. You might be able to see that mountain, but you won't be able to see the artillery piece on it, even with a scope!

Some large buildings are marked as 'always visible' and will render much further out than your object draw distance distance is. Some examples of this would be the wind turbines and the solar towers.

SHADOW is just your shadow rendering distance. Depending on horsepower and whether it's your GPU or CPU doing the work, you might see no difference between the highest and lowest setting, or you might see a few frames.

Bloom

No affect on performance. Personal preferance, but I recommend 0.

Radial blur/Rotation Blur

Only used when you are injured or turning the camera respectively. On some systems, this shader can cause slowdowns, and it's quite significant too as it jumps on and off. You also put yourself at a tactical distadvantage as it makes it harder to spot targets when moving view/injured. If you're a realism nut, you might welcome the handicap, but otherwise turn it off for a smooth performance and for the sake of gameplay.

Depth of Field

Blurs the edges of the screen and objects deemed 'too close' when looking down a scope. Can cause weird artifacting on illuminated gunsights and point lights at night. Recommend 0.

Caustics

Sun rays and godrays underwater. Seems to have little affect on performance, though I didn't play around with it much when I still had a lower end PC.

AO

Ambient occlusion - simulates global illumination by darkening where planes meet. This is a very demanding setting, and scales linearly based on screen resolution (or sampling). This most obvious effect in Arma is that it makes grass look like it's casting a soft shadow on the ground beneath it.

SSAO is generally faster, whereas HDAO arguably looks better. HDAO is a lot more demanding though. On my system, there is no framerate difference between 'disabled' and 'SSAO High', but any HDAO setting will lose 10 frames.

FSAA

Good ol' fashioned FSAA gets rid of jaggies by sampling triangle data. If you're an AMD GPU owner, you might struggle with higher settings. Nvidia eats AA for breakfast though, and combined with supersampling you can make incredibly smooth edges.

ATOC

Alpha to coverage. It's a bit hard to explain how this actually works, but essentially it allows AA to smooth jaggies on texture with transparency - i.e. grass and trees. There are three different base settings that are tweaked visually differently but have roughly equal performance hit.

'Arma 2' is the sharpest of the bunch, and maintains a lot of detail in edges quite far out. You might start noticing jaggies on trees and grass further away though.

I can't see any visual difference between 'Arrowhead' and the Arma 3 default (unnamed) version though. Perhaps someone with better eyes can point it out.

The big difference here is whether you only apply it to trees, or if you also apply it to grass. Grass is very demanding for ATOC, but the visual difference is quite striking, especially grass on ridgelines that is up against sky.

Does not function at all if FSAA is disabled.

PPAA

Post-process antialiasing. These smooth edges via shaders (i.e. processing pixels instead of triangles). This results in a much lower performance hit in comparison to FSAA, but it typically doesn't look as good, especially in motion.

SMAA gives a result that's visually similar to FSAA and supersampling. Generall smooth and flat, but it can look a little blurry on details.

FXAA gives a much sharper result, but is a little more prone to artifacting.

Using PPAA in combination with lower FSAA settings can be benificial, but with higher FXAA settings and supersampling it can also start adding visual artifacts like pixel walking and flicker.

If you're running at less than 100% sampling, you'll probably need PPAA to help fight the jaggies.

Anistropic filtering

Prevents moire and screen door effects on repeating flat textures.

Every graphics card since the year 2000 has had no problem with AF, and there is no reason to run this at any setting other than 'ultra' unless you're trying to play on integrated graphics or something silly. If you're supersampling, it doesn't make much of a difference either way, but as it causes no real noticable performance drop, it's not even worth the effort of turning it off.


Esto es lo que él (mi amo Prien xD) dice que ha sacado en claro

Sampling

Equipo de nivel medio y alto deberían dejaro en 100% y luego jugar con FXAA y bajo AA. > 100% se llama supersampling.

Texture quality

Se come la RAM de video y empieza a tirar del disco duro. Con lo que solo poner Ultra si tener mucha VRAM y un SSD.

Objects

Incluso los ordenadores más potentes mejor en “standard”

Terrain

Aquí dice que juegan con el nivel de detalle del terreno y de la hierba. Dice que hay un problema cuando vemos con la mira y notamos que los muñecos “flotan”. Eso se soluciona con un detalle “Alto”, pero eso hace que la hierba se vea también mejor y tenga más impacto. Así que depende de lo que se quiera.

Shadows

Depende del nivel usa la GPU o la CPU. Ultra y Muy alto es en GPU y el resto es en CPU. Dependiendo de lo que tengas a veces se tiene mejor rendimiento con una configuración u otra, depende donde calcule.

Particles

Nivel bajo ayuda cuando hay mucho humo y partículas. Niveles altos se calculan en GPU y bajos en CPU.

Cloud

Dice que “Standard”. Ayuda mucho en días con nubes y tormenta.

PIP

Son los reflejos de los espejos, depende de la video puede ayudar mucho o no si los quitas.

HDR

Hay mucha diferencia en FPS desde “low” a “high”, pero modifica el color de Altis.

Dynamic lights

De día no se nota, pero de noche sí. Nivel bajo mejora por la noche, pero te pone en desventaja, ya que veras menos cosas que otros jugadores.

Visiblity

No mucho que decir. Ponerlo 2000 para MP. Esto influye mucho. De todas formas en las Coop de Vulcan y las mías (aprendido de él) se limita por la misión. Influye mucho en los FPS.

Bloom

A 0.

Radial blur/Rotation Blur

Mejor quitarlo, es lo de que se vea borroso cuando te mueves y corres.

Depth of Field

A 0.

Caustics

Rayos del sol bajo en agua… parece que no afecta mucho.

AO

Mejor SSAO que HDAO que consume mucho más. Dice que en su sistema no hay diferencia entre ‘disable’ y ‘SSAO High’, pero si una bajada de 10 FPS con HDAO.

FSAA

Si tienes un AMD GPU, pegate con niveles Altos. Si es NVIDIA, dice que con el supersampling puedes mejorar los bordes mucho. Vamos, no lo entiendo muy bien…

ATOC

No tiene funcionalidad si FSAA está quitado. Pero vamos, no he entendido muy bien que poner. Así que jugar.

PPAA
Dice que usar PPAA con bajo FSAA puede ser beneficioso.

Anistropic filtering

Si tu tarjeta es posterior al 2000 no hay razón para poner otra cosa que no sea “Ultra”
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PrienU24
Cabo 1º Ejército de Tierra
Cabo 1º Ejército de Tierra
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Registrado: 05 Ene 2012, 21:18
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Mensaje sin leer 10 Jul 2014, 15:57

Marica, él móvil me funciona... Luego te acaricio por tu buen servicio.

Enviado desde mi GT-S5830M usando Tapatalk 2
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Yunc4
Soldado 1ª Ejército de Tierra
Soldado 1ª Ejército de Tierra
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Registrado: 16 Abr 2013, 22:10

Mensaje sin leer 11 Jul 2014, 00:04

A ver si mañana o si no ya la semana que viene en españa lo traduzco. Porque el sábado y el domingo entre vuelos y trenes es imposible!
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Si dios me pusiera con este fusil de precisión a una distancia de 1.000 metros de Adolf Hitler, con buena visión del objetivo...a hacer las maletas, se acabó la guerra.

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Iban
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Registrado: 21 Sep 2008, 10:45
Ubicación: Zarauz (Guipuzcoa)

Mensaje sin leer 11 Jul 2014, 02:38

Gracias por la info a los dos!
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