

Usually a new shooter cannot keep all rounds on a dinner plate at 15 yards let alone 60 meters. The short sight radius of handguns makes them an unforgiving platform at range. And the 357 magnum in game has dispersion that is reflective of an untrained shooter off hand at 60 meters.

357 magnum in game or likely worse at 60 meters. Hip shooting would give you accuracy equivalent to the. The fact that hip shooting is that tight is absurd. From a prone position, even better, something approaching the games mosin is definitely possible ADS prone with an m4 and decent marksmanship and a slow rate of fire.

A trained shooter would be able to achieve a fist sized group at 60 meters off hand with an M4 if they kept a slow rate of fire. A RDS helps immensely and even an untrained shooter can get something like a 15 inch group at 60 meters, though it depends on the shooter (I've seen men and women who can't hit the broad side of a barn and a few "naturals" who immediately can keep a decent group right out of the gate). They usually can't keep all their shots on a dinner plate sized target at 50 yards.

As someone who has shot an AR15 extensively and introduced a lot of new people to shooting, the accuracy in the game is fairly reflective of a persons accuracy ADS without any formal training. I don't disagree the video reveals serious flaws in dispersion for a game that strives for "realism." However, I would say the problem with your argument is that you are discussing only mechanical accuracy. This isn't call of duty, this isn't battlefield, this is large scale combat, we're attempting to kill people 400+ meters away, I repeat, having that much RNG past 60 meters is not acceptable. Those weapons should all be pin point accurate to 300 meters atleast. It's a problem with how the community is going to interupt the results. If you want to alter the way the CHARACTER uses the gun, be my guest, but a perfect shot, should be a perfect shot. These guns should be design to behave EXACTLY the way we expect them to work from ArmA2/ArmA3 which tries it's best to simulate more 'realistic' gun behavor. The plastic you put on a gun has NOTHING to do with dispersion (in reality). We've had these discussions hundreds of times, it's bullshit. Instead, you can't even hit a bowling ball consistently at 60meters with perfect player aim? WHAT THE?! The M4 can hit a penny at 400 meters if fired by a robot. I don't even care about what plastic you put on the gun. You can join the discussion on DayZ getting large performance gains when using DirectX 11 on the OC3D Forums.ĭayZ getting a DirectX 11 version which offers huge performance gains. It is great to see that Bohemia Interactive are continuing to work on the performance of their standalone version of DayZ, though at this time we do not know when the game will be officially updated to DirectX 11. With DirectX 12 games becoming much more common we often forget that many games are still running on much older graphical APIs. 60 development build between Direct X 9 and Direct X 11 Enfusion Rendering. This new DirextX 11 version of the game is still experimental, but the performance gains are no doubt impressive.ĭayZ's Creative Director Brian Hicks goes over some examples of the current performance comparison (with frame rate monitor) on the latest. These demanding areas are mostly in city areas of the game, with the new DirextX 11 renderer offering around a 20FPS performance gain, increasing the average framerate on their system from around 20 to a much more playable 40FPS. DayZ getting a DirectX 11 version - Huge performance gainsĭayZ getting a DirectX 11 version, offering huge performance gains over the current DirectX 9 version of the game in demanding areas.
