Equally as important is that those who encounter issues file proper bug reports on the Feedback Tracker () Like anything within the development builds, bugs are both possible, and almost certainly will occur. It is important to understand that this feature, just like all of the Early Access has no guarantee of bug-free behavior. 0.55 saw this roll out to Public Hive servers, with Private Shard support soon to follow. Be it long-life persistent objects such as those used in base building, or more short term such as items dropped on the ground and spawned by the central economy. Per-Instance-Persistence: Part and parcel with the core design of DayZ is the global persistence of items (loot) in the game space.The design and programming teams will continue to iterate, and balance the infected across the coming months as well as address core functionality issues such as positioning during pathfinding, and proper audio alerts. The new system, although clearly in need of iteration and expansion - supports proper stealth mechanics for both A.I., as well as more resource friendly sensors. The most obvious change on stable branch is in the detection, and quantity of the infected. A complete rewrite from scratch on how the title handled this was required. that was deployed with the DayZ Early Access was not robust enough to support the design of the title. Infected & Animal A.I.: A well known fact for awhile now, the original prototype A.I.The initial implementation only defines the location of firearm spawns and types, further iteration will begin to define items past firearms - and later region control across the map. Moving away from the original placeholder system, and implementing this is the first step towards agile, rapid balancing of item spawns within DayZ. Central Economy: The Central Economy functions as the core control over item type quantity, location, and region spawns.For 0.55 lets take a look at what systems had their initial implementation, and how their behavior is as of this status report: It goes without saying that iteration will both be required, and occur as these are merged in. As the Early Access of DayZ continues, more of the core systems that comprise it will be merged into the main stable branch. This build featured the initial implementation of several key systems to DayZ, and in turn their behavior is as expected very early prototype. In that case I think i'll be purchasing the 4690k, any suggestions for a cooler? Not looking into water cooling just yet, perhaps a cheaper heatsink+fan combo, rather than the more expensive.As most of you may know, last week saw 0.55 pushed to stable branch. keep in mind youll be getting a decent bump in performance in dayz anyways here soon and overtime. why dont you upgrade to a better gpu like the 970 for now(if you can, i wouldnt bother with the jump from the 270x to the 960) since that will make a much bigger difference in other games and help you out more in general than just dayz. the cpu makes the biggest difference in that game, keep in mind their releasing their new renderer at the 0.60 update for experimental soon, and thats the first of many changes to go on for improving visuals and performance. Idk about space engineers, however for dayz/arma, your best bet is getting a 4690k(im assuming you dont wnat to spend money on skylake) and overclocking it, you should be able to hit 4.4ghz without to much trouble and ill help you if needed. Is that my best bet for improving frames? 4960k oc to somewhere around 4.2ghz? Is my cpu really the bottleneck? I also struggle to play space engineers, although I'm not sure of how cpu or gpu intensive that game is. Get a 6600k or 4690k, a good cooler and overclock the crap out of it for dayz I am strongly considering the gtx 960 2gb for 230$cdn after rebate (), but pondering the idea of just saving the extra money for an r9 380 4gb. My friend has almost the same cpu but with a much better gpu and he crushes all games pretty much. I'm at about 41% cpu load and 52% gpu load. Do you have any friends you play with that get better performance with different specs? I would need to know your cpu usage while playing and your gpu usage while playing before I can recommend anything that might help, you can find out with software like msi afterburner Thats how pretty much every system I have ever seen runs that unoptimized mess of a game, at least back when the standlaone first relased and I have heard not much was done to improve performance.
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