I haven't played it for a while, because my processor cannot handle the game even on low settings. I'll probably try it if I get a new PC anytime soon, but I was wondering if it is dead.
Never,ever in your lifetime use anything below "Normal/Medium" in a Bohemia game,it will just put more stress on the CPU on most settings. As for playing,i check it out for 10-20 hours after each patch but it can`t get me hooked with all the things missing/not working but thats just me
there is nothing though wrong with today and stressing out a cpu of worth.. There is plenty of room on a i5/i7 and amd fx series cpu's to manage, the problem is more that the visuals that use CPU to draw and render in stuff is a stupid move unless very well optimized. Leave that shit to the gpu please I say force everything else to CPU. Crappy ai wont help either like u get in some mods regardless of cpu specs.
All down I think most that have problems in these games are just victims of shitty coders that think they can sit on their laurels.
there is nothing though wrong with today and stressing out a cpu of worth.. There is plenty of room on a i5/i7 and amd fx series cpu's to manage, the problem is more that the visuals that use CPU to draw and render in stuff is a stupid move unless very well optimized.
its just not a good idea in any BohemiaInteractive game as performance will not get better if you go lower
paxsali wrote:
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
there is nothing though wrong with today and stressing out a cpu of worth.. There is plenty of room on a i5/i7 and amd fx series cpu's to manage, the problem is more that the visuals that use CPU to draw and render in stuff is a stupid move unless very well optimized.
its just not a good idea in any BohemiaInteractive game as performance will not get better if you go lower
Oh for sure, I find it tough to offload enough to gpu as well, one has to start to push the card by upping resolutions etc just to stop it dropping its clock rate. The better way as long as you don't suffer input lag is to up the frames ahead rates.
... As mentioned before, for the arrival of the new renderer, the aim has been at visual parity with the old renderer, and all the guys on the team have worked hard in order to make sure that the launch of 0.60 makes an impact both in terms of performance as well as visuals, and ...
As for known issues, please have a look at the following list:
Server and Client crashes occur.
Client: FPS may drop to zero when clouds are enabled.
Indeed its an impact, but more in the other direction...
Here the Complete Message
Spoiler:
Quote:
Experimental Update: 0.60
It's been quite a wait, we know. Still, we hope you'll enjoy taking 0.60.132867 through the wringer as it's released.
Please keep in mind that 0.60 contains the first iteration of the new renderer and as such you will encounter loads of bugs. In that regard; we highly value your feedback as always and even though our new tracker is not quite ready to go live yet, you can file all the bugs you come across in the following sub-forum and we'll make sure to sweep them up: (http://forums.dayz.com/forum/151-060-experimental-bugs/)
As mentioned before, for the arrival of the new renderer, the aim has been at visual parity with the old renderer, and all the guys on the team have worked hard in order to make sure that the launch of 0.60 makes an impact both in terms of performance as well as visuals, and what we hope that you'll focus on for the 0.60 Exp. version will be subjects such as performance issues, visual bugs, U.I. functionality bugs, as well as bugs for the Central Loot Economy (loot zones and items spawns for example).
As for known issues, please have a look at the following list:
Server and Client crashes occur.
Client: FPS may drop to zero when clouds are enabled.
Error Message: “Cannot open object dz\plants\dead\d_fagussylvatica_fallen.p3d”.
Error Message: “unable to load WoodTwinOpen from CfgActionSounds”.
Animals: Some animals can get stuck in obstacles.
Character: Freshly spawned character can be visually naked.
Character: Pistol on 'Hip' slot is placed under feet on the characters model.
Environment: Character is able to look through walls when wielding a ranged weapon.
Infected: Infected can hit you at a distance when you go from prone to stand.
Infected: Infected can lose their texture.
Infected: Infected run through walls after getting stuck on stairs.
Infected: Hits registering with a delay when infected attacks player.
Infected: Infected attack at a distance for the first couple of attacks.
Items: Dropped items can disappear after reconnect.
Items: Items swapped in the in hands slot during action can disappear permanently.
Items: Suppressors have no effect.
Loot: count gets low after the first clean up and respawn.
Menu: Server browser - Missing "icons" for servers (Passworded, Bad version).
New Renderer: Paramedic infected are visually disappearing at a certain distance.
New Renderer: Some damaged, badly damaged and ruined items have texture as pristine.
New Renderer: Attachments on weapon are twitching.
New Renderer: Visual bugs - shadows, textures (flickering, missing for example), light.
Server: Items are not persistent after server restart.
Server: Ammo/magazines are not peristent after server restart.
Server: Corpses are frozen in their last pose after reconnect (standing/kneeling for example).
Server: Desync: Player sees another player in climbing animation.
Server Browser: Remote tab doesn't work properly.
Throwing: If a weapon is thrown after swapping (weapons), it can get stuck in hands.
UI: New UI: Player is not able to dress another unconscious/dead/restrained character.
UI: Redundant Action "view content" is present.
Vehicles: Global Issue: Vehicles suddenly stop moving.
Vehicles: Characters can't get out when the vehicle is stuck between obstacles.
Vehicles: Players driving vehicles will have a delayed view of other players driving vehicles.
Vehicles: Global: Input delay while driving with another car in close proximity.
Vehicles: Driver experience tiny rollback when getting close to another vehicle.
Weapons: Global Grenades: Grenades will do their function only if thrown.
Weapons: Flash Grenade: inconsistent blinding effect.
Weapons: Ranged: Reloading and chambering weapons on the ground isn't registered until character takes weapon into hands.
Weapons: Bolt/pump action, internal mag based weapons can shoot two shots without appropriate action taken.
Bolts/arrows are not being rendered inside weapons.
Sorry, but when i read the notes i have the feeling the game gets worse and worse as more and more bugs are coming. I know they change the engine but hell, this game will never get out of EA. Beta should have started 2 years ago...
My first EA game and my last, thats for sure !
//EDIT
Here is a Video of the Devs playing the latest build and it looks still awful, even performance is still crap.
well its pretty solid now fps wise at least so u fuckers that had bad luck with it should be getting 100+ fps now.
If you have watched some streams of it you should of seen great frame rates, 100 in open and 180 in some areas drop to 150 at time, and here and there a random 70 but no lower. With i7 and 980 card not a TI.
I suppose the whining will carry on from the same folks
The performance is really good, 200+fps in the wild, 60+ fps in cities, drops to 40 in the really big cities ( was like 19fps one year ago ). And I have a powerful rig.
Besides that, its still the same laggy shitfest. It takes up to 5 seconds to open a door or to pickup a Item, the controls are still way to complicated and the new UI is just terrible...Damn...One year passed and the game is still shit. Zombies rubberbanding and glitching around, players teleporting around thanks to desync... Its like, wtf did these guys do to improve the server side aspect of the game?
i took a look at the steam forums for the game. these guys really have a dedicated fanboy base. I don't think i've ever seen anything like it
I haven't looked at the forum for over a full year, and in the first thread I opened titled "will it ever be finished", the same 3 ultra fanboy white knights i saw two years ago paroting dean hall PR statements, are still there, doing the same thing
I had to wipe my monitor clean, as I started drooling and my eyes watered from a laughing fit and eventually it all splattered over my screen.
theresajesu, blaze_mcknight, and Maca, I salute you. that is some dedication.
i took a look at the steam forums for the game. these guys really have a dedicated fanboy base. I don't think i've ever seen anything like it
I haven't looked at the forum for over a full year, and in the first thread I opened titled "will it ever be finished", the same 3 ultra fanboy white knights i saw two years ago paroting dean hall PR statements, are still there, doing the same thing
I had to wipe my monitor clean, as I started drooling and my eyes watered from a laughing fit and eventually it all splattered over my screen.
theresajesu, blaze_mcknight, and Maca, I salute you. that is some dedication.
Seems to be the only good thing about CrapZ.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
what i find the funniest is, how they try to sound rational, objective, and intelligent, except there's this huge elephant in the room. I mean, you could be stephen hawking level of smarts, and have the debate skills of christopher hitchens, but when you are a fanboy, all of that goes down the gutter at the speed of light.
good to hear some progress has been made though. i wonder what happens sooner, dayz out of EA, or hl3.
I started the game up for the first time in over a year and it's nice to see they finally have some proper options menus now with fully visible text selections for your character choices and at least that part is an improvement. I found it funny that the server filter by default was checked to show me only full passworded servers and then they don't even have an option to not show passworded servers on the list so maybe in another year that option will get added.
The brain behind DayZ, Dean Hall, is preparing to start work on a brand new triple-A game.
Speaking to Eurogamer, Hall confirmed that a large cash injection from Chinese gaming giant Tencent has enabled his studio RocketWerkz to begin development on the unannounced project.
While remaining tight lipped on the details, Hall said "What I will say is it's multiplayer... That's where we want to be planting our flag in the ground; carving out new territory in terms of new multiplayer genres, or re-purposing different parts of other genres."
The new project has nothing to do with Hall's other in-development title, Ion, an Xbox One and PC release announced at E3 last year.
He wants RocketWerkz to address what he sees as "a gap in the market," but is being deliberately coy in order to not raise expectations (which became No Man's Sky's Achilles heel) and to "avoid a kind of War Z situation" (by which he's referring to the DayZ copycats from 2013.)
While RocketWerkz have provided no more details at this time, a press release announcing that the studio is hiring says that "the team are looking to announce their in-development projects from early 2017 onwards."
It also seems likely that this new title will be a PC game, given a quote from the release where Hall says his studio is "focused on PC games, new genres, and cooperative multiplayer experiences."
ScamZ still not finished, but let's hire for our next big project boyZ.
Dean "Let´s climb Everest before working on DayZ:SA" Hall left BohemiaInteractive and active DayZ development a long time ago,Horseboy. It´s not his game anymore
paxsali wrote:
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
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