maddogx 13 Posted June 9, 2011 No new changelog. So far I can say this bug (Units stuck in certain animations after death) has not been fixed. Download build 81785 here. Share this post Link to post Share on other sites
SaOk 112 Posted June 9, 2011 (edited) Does the beta work? It shows again 9,4mt size. :S Edit: Okay, pardon me. I really works and good. :) Edited June 9, 2011 by SaOk Share this post Link to post Share on other sites
maddogx 13 Posted June 9, 2011 Does the beta work? It shows again 9,4mt size. :S Works for me. :) Share this post Link to post Share on other sites
danny96 80 Posted June 9, 2011 It works and I see a bit changed logo in menu (I think It's changed)! Share this post Link to post Share on other sites
Coffeecat 10 Posted June 9, 2011 AI is still firing on empty vehicles with dead gunners:( Check the repro in the secound ticket. http://dev-heaven.net/issues/5183#change-92922 http://dev-heaven.net/issues/19860 Share this post Link to post Share on other sites
metalcraze 290 Posted June 9, 2011 So were bugs introduced in the recent few betas fixed? Like memory leaks and undead rocket gunners Share this post Link to post Share on other sites
maddogx 13 Posted June 9, 2011 Like memory leaks According to Suma, that one is fixed, but needs to be confirmed. and undead rocket gunners Nope, that one is still in. :( Share this post Link to post Share on other sites
ginger mcale 11 Posted June 9, 2011 Thanks for the hotfix. Testing. Looking out for of memory crash. Share this post Link to post Share on other sites
SaOk 112 Posted June 9, 2011 For me the performance is still leaking badly. After jumping some few times between missions and editor, I am getting increasing bad stuttering/pauses ingame that arent there when the game is restarted and the same mission again played. Share this post Link to post Share on other sites
Hanzu 10 Posted June 9, 2011 (edited) I'm pretty sure nothing else than that memory leak has been fixed or has been tried to fix since last 81423 because it required so much hard work and time that that this time there was no time for other fixes or changes. This is ofcourse the right strategy stability and crashfixes should always be the highest priority. --- I ran benchmarks for 79600, 81423 and 81785 with minimum and maximum Visibility (and with most of the settings set to Very High). Benchmark 01 with 79600 and minimum Visibility (500) arma2oa.exe memory usage in start 450MB arma2oa.exe memory usage in end 764MB CPU utilization (not checked) AVERAGE FPS: 93 Benchmark 02 with 79600 and minimum Visibility (500) arma2oa.exe memory usage in start 850MB arma2oa.exe memory usage in end 974MB CPU utilization (not checked) AVERAGE FPS: 26 E8: Benchmark with 79600 and minimum Visibility (500) arma2oa.exe memory usage in start 1057MB arma2oa.exe memory usage in end 1215MB CPU utilization (not checked) AVERAGE FPS: 78 --- Benchmark 01 with 79600 and maximum Visibility (10000) arma2oa.exe memory usage in start 812MB arma2oa.exe memory usage in end 1167MB CPU utilization with i7 2600K varied between 19-28 AVERAGE FPS: 23 Benchmark 01 with 81423 and maximum Visibility (10000) arma2oa.exe memory usage in start 866MB arma2oa.exe memory usage in end 1227MB CPU utilization (not checked) AVERAGE FPS: 21 Benchmark 01 with 81785 and maximum Visibility (10000) arma2oa.exe memory usage in start 863MB arma2oa.exe memory usage in end 1229MB CPU utilization (not checked) AVERAGE FPS: 43 --- Benchmark 02 with 79600 and maximum Visibility (10000) arma2oa.exe memory usage in start 1251MB arma2oa.exe memory usage in end 1346MB CPU utilization with i7 2600K varied between 25-30 AVERAGE FPS: 11 Benchmark 02 with 81423 and maximum Visibility (10000) arma2oa.exe memory usage in start 1350MB arma2oa.exe memory usage in end 1483MB CPU utilization (not checked) AVERAGE FPS: 10 Benchmark 02 with 81785 and maximum Visibility (10000) arma2oa.exe memory usage in start 1279MB arma2oa.exe memory usage in end 1445MB CPU utilization (not checked) AVERAGE FPS: 9 --- E08: Benchmark with 79600 and maximum Visibility (10000) arma2oa.exe memory usage in start 1539MB arma2oa.exe memory usage in end 1650B CPU utilization with i7 2600K varied between 22-31 AVERAGE FPS: 38 E08: Benchmark with 81423 and maximum Visibility (10000) arma2oa.exe memory usage in start 1591MB arma2oa.exe memory usage in end 1715MB CPU utilization (not checked) AVERAGE FPS: 37 E08: Benchmark with 81785 and maximum Visibility (10000) arma2oa.exe memory usage in start 1597MB arma2oa.exe memory usage in end 1713MB CPU utilization (not checked) AVERAGE FPS: 37 --- Conclusions Every new beta seems decrease performance if judging from average FPS values. If that is the direction, my now powerful hardware will be obsolete for Arma2 CO sooner than expected. ;) Visibility set to 10000 instead of 500 consumes much more memory. As we all pretty much know it also has serious impact on performace for me it was as much as averages of 23 FPS versus 93 FPS. Also note that running all 3 benchmarks one after another seems to increase memory usage cumulatively, but not unlimited way. Since with 81423 I ran six benchmarks in a row (01+02+08+01+02+08) to see if I could manage to make the game ran out of memory, but I could not get higher memory usage than 1700MB, but its only a benchmark, so with some multiplayer traffic, savegames, warfare elements, enemy corpses and lots of other stuff I could undestand why it could go to 2000MB. Weird thing was that when benchmark end to black screen where it shows... ARMA 2 BENCHMARK AVERAGE FPS: 23 [ Press Space to continue. ] ...the memory usage still kept increasing with slow speed. I waited about 5 minutes in that screen and still saw it increase, can't understand why game would need to eat more memory in such a passive screen with absolutely nothing happening. Have to still confirm check if it does that with newest beta. Note that I'm running dualview so I see Task Manager realtime in the second display. Not sure if that affects average FPS. Probably not. My AToC is left to default 7. So it may have an impact on average performace as well. Some specs: i7 2600K + Asus P8P67 Deluxe + 8GB RAM + GTX570 1280MB + OCZ Vertex 2 90GB SSD + Corsair TX850W + Win7 64-bit Edit: Could not reproduce out of memory crash while playing Badlands mission for about 1 hour. Did not get higher memory usage than 1750MB even though I savegamed multiple times in a row. I consider it fixed by Suma and if not, it is at least way more stable now! Good job! Edited June 21, 2011 by Hanzu Removed a comment. Added underlined sentence. Share this post Link to post Share on other sites
ginger mcale 11 Posted June 9, 2011 Played 2 hours warfare multiplayer with 30 people with this build. No "out of memory crash". Memory consumption didnt go as far as before, stayed something about 700-900 MB but i didnt check it very often this time. You filled the leak. GJ! :) Cant say anything bad about performance. Love the instant high FPS when scoping weapons. Thank you! :dancehead: Impressive benchmark session Hanzu! Share this post Link to post Share on other sites
icebreakr 3156 Posted June 9, 2011 AI is still firing on empty vehicles with dead gunners:(Check the repro in the secound ticket. http://dev-heaven.net/issues/5183#change-92922 http://dev-heaven.net/issues/19860 How do they know if the crew is dead, in RL you would make damn sure about that. Also, disabling a vehicle even if its empty and on enemy turf can be a smart thing. AI usually stops firing on a vehicle if crew quickly got out, maybe this is actually a good thing? Share this post Link to post Share on other sites
Dwarden 1125 Posted June 9, 2011 (edited) Visibility set to 10000 instead of 500 consumes much more memory and increases chances to hit 2000MB = 2GB barrier to cause Out Of Memory crash. on 64bit system this is unrelated as the game is LAA aware and can (aka may) address directly up to 4GB of memory ... yet if such high memory usage is indication of a problem, that's to coders to decide ... Edited June 10, 2011 by Dwarden Share this post Link to post Share on other sites
ginger mcale 11 Posted June 9, 2011 Ah i forgot to mention, infantry that gets killed while holding a AT/AA does freeze, no death animation, just standing there, you can shoot through. This problem is there still or again, not sure if it has been fixed in a earlier beta or not but it has been reported several times in earlier beta threads already, just want to mention it out of completeness. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 10, 2011 I assume devs pri'd making a beta that people wanted to try - fix the memory crashes and do the normal bugs'n'issues with time. I played the first problematic one and quickly reverted. Then I read about the same memory problems in the next one and I just skipped it. Share this post Link to post Share on other sites
suma 8 Posted June 10, 2011 Weird thing was that when benchmark end to black screen where it shows...ARMA 2 BENCHMARK AVERAGE FPS: 23 [ Press Space to continue. ] ...the memory usage still kept increasing with slow speed. I waited about 5 minutes in that screen and still saw it increase, can't understand why game would need to eat more memory in such a passive screen with absolutely nothing happening. Have to still confirm check if it does that with newest beta. I am quite confident it does not happen with latest beta. The fact the screen is black does not mean the game is doing nothing. The mission still continues to run behind the black screen, and what you see is therefore expected. Share this post Link to post Share on other sites
Hanzu 10 Posted June 10, 2011 on 64bit system this is unrelated as the game is LAA aware and can (aka may) address directly up to 4GB of memory ...yet if such high memory usage it's indication of a problem, that's to coders to decide ... To be fair I now edited away my comment about reaching 2GB memory usage, since it was not based on my own observations but for observations of another Win7 64bit user. I am quite confident it does not happen with latest beta. The fact the screen is black does not mean the game is doing nothing. The mission still continues to run behind the black screen, and what you see is therefore expected. Thank you for that info. Now I'm only puzzled which side wins on those benchmark battles if they still go on fighting behind black end screen. ;) Anyway nice new beta we can actually use again. Going to put this beta on real test with Dogs Of War in the following week. Share this post Link to post Share on other sites
Coffeecat 10 Posted June 10, 2011 How do they know if the crew is dead, in RL you would make damn sure about that. Also, disabling a vehicle even if its empty and on enemy turf can be a smart thing. AI usually stops firing on a vehicle if crew quickly got out, maybe this is actually a good thing? your thoughts are not that wrong but the problem is following: The milita guys are 600meters+ away from the outpost. there are 2 hmv´s in it, with gunners only each. they kill both, ok lets see what then happens...none of the RPG guys is firing any time at the HMV, they rather use their handguns and spray 4-5 magazines on the HMV till it is on fire. till the guys reach the outpost, they are out of ammo. doesnt make sense at all. Also the problem was meant to be fixed by suma, so he´s aware of it and realized it as bug. Share this post Link to post Share on other sites
Eclipse4349 0 Posted June 10, 2011 Does the current beta address the rubber-banding, warping issue in multiPlayer? That is by far my biggest complaint. No matter where you go for a MP game, attempting hit a moving target, or one that has been stationary less than a few seconds, is a waste of time. It KILLS the game, and turns the vast majority of players off instantly, which kills the player base. I do not mean to derail the thread, I just want to know if we can expect it to be fixed anytime soon, or at all. Thanks... And, FWIW, Arma2 kicks ass when playing without warping (singleplayer). I hope to see it live up to it's true potential sometime! Share this post Link to post Share on other sites
c0nse-0n3r 19 Posted June 10, 2011 Glad to see betas back on track. Maybe i'll finally move from 79600 and start testing this one according to the good feedbacks. Thanks again BIS! :D Hope OA/A2 will keep getting polish with epic arma 3 on the way Does the current beta address the rubber-banding, warping issue in multiPlayer? That is by far my biggest complaint. No matter where you go for a MP game, attempting hit a moving target, or one that has been stationary less than a few seconds, is a waste of time. It KILLS the game, and turns the vast majority of players off instantly, which kills the player base. Yup, i'd have to agree. Its one of the biggest tickets on dev-heaven right now... Definitely kills the quality of most MP games, except some Insurgency servers I know SP warping was fixed recently but MP is still a huge issue. Will pray to the Arma gods for this one :pray: Share this post Link to post Share on other sites
dale0404 5 Posted June 11, 2011 I am still getting a hell of a lot of mem leakage when using the latest beta. Is there any information I can post so that the devs can gain some useful stuff as to why this is happening? I have played with and without the beta, no mem leakage without, but with the beta, wow. Oh, please tell what to use to give info and also how to do it! Dale Share this post Link to post Share on other sites
.kju 3244 Posted June 11, 2011 still out of memory here. dwarden has the rpt and dumps Share this post Link to post Share on other sites
nobrainer 0 Posted June 11, 2011 out of memory I have to ask, is this when you have more than 4GB memory as well? I played 3 hours Insurgency 0.8 yesterday and I used 2.95-3.1GB memory the whole night. Or is it video memory we are talking about? Share this post Link to post Share on other sites
Hanzu 10 Posted June 11, 2011 I am still getting a hell of a lot of mem leakage when using the latest beta. Is there any information I can post so that the devs can gain some useful stuff as to why this is happening?I have played with and without the beta, no mem leakage without, but with the beta, wow. Oh, please tell what to use to give info and also how to do it! Dale I think this is the best we who have no access to source code can do about it: http://forums.bistudio.com/showthread.php?t=110823 What also might help is to tell in what maps, missions and gametypes you have them and with what hardware specs and how soon after starting playing. Share this post Link to post Share on other sites
VictorFarbau 0 Posted June 12, 2011 Out of memory errors with CTD. Dump file and details sent to Dwarden. We use the same beta build on server and clients. The server runs stable for hours, we have ATI 5850 and GTX260 cards crashing on clients however. Same story since 3 or 4 beta builds btw, never happened on the last stable release. VictorFarbau Share this post Link to post Share on other sites