Players will not be able to run 64-bit Arma 3 on 32-bit Operating Systems, or 32-bit only CPUs. The amount of data to cache is rather large in this case and the game will benefit greatly from an increased amount of available RAM." Naturally, such a great change comes with some limitations. Rather than introducing a miraculous framerate increase, an improvement in the performance will be most visible when playing the game with a long view distance. This translates into less work for the game to do and ultimately into more fluent gameplay. With the ability to cache a huge amount of data, less loading is required. Richard Biely, one of the programmers responsible for the development, throws some of the facts on the table: "Being able to utilize virtually all your system's memory, the performance of Arma 3 should become a lot more consistent. While we plan to publish a separate OPREP on the topic closer to its Dev-Branch release, some details can already be shared now. In our recent Roadmap 2016-17 blog, Creative Director Jay Crowe briefly mentioned the 64-bit client of the game.
Feel free to use our official Feedback Tracker to post issues you find, visit the Reddit post for discussing the update with others and follow the RC forums thread for the Release Candidate overview and its updates. To get more Intel on Update 1.66 in general, we've started our usual communications channels. Unfortunately, as we've expanded on its implementation quite a bit recently, the feature requires more testing time by our QA experts and we've decided not to include it in Update 1.66. Many of you got excited to see Dynamic Simulation in the Release Candidate build.
As a result, sounds of on-foot movement now provide a significantly larger diversity: chances of hearing the same footstep sound twice in a row are minimal." Additionally, a Wet layer is being triggered depending on the humidity level, which, naturally, raises when it's raining. Using the SoundSet architecture, each footstep sound is now dynamically mixed from several separate sound layers being played on each step players make: boot, surface, or a random additional sound (branches in the forests, creaks on wood and others). Most of the sounds were recorded again and were placed in separate layers. Senior Audio Designer Tomáš Bayer expands on the Footsteps Audio Overhaul: "We've recreated footstep sounds and their implementation basically from scratch. While it focuses mostly on maintenance and stability fixes, there are some improvements which affect every step you make in the game.
Be sure to check screenshots of Faces of War and download the mod via the forums post.Īs we've already mentioned, testing of the upcoming Update 1.66 has started. The authors are also looking for some talented members to join their team. The package includes a terrain, weapons, and vehicles - and more is yet to come.
Faces of War, a new World War II community mod, has reached its Alpha milestone and was released through the Bohemia Forums.