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Dwarden

Arma 3 STABLE Server 2.16 "profiling / performance binary" feedback

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Looks good so far, i've noticed a significant increase in CPU utilization.

Here's a comparison between the stable branch and performance build under similar environments.

http://i.imgur.com/34WLqIl.png

I would have more comparison screenshots but someone just ddosed the server with the perf build on it and it's now null routed for 8 hours, so that's nice. :icon8:

Edited by MadDogX
linked that for you

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http://www.reddit.com/r/arma/comments/2n06pr/call_to_arms_134_performance_v4_need_to_fill_two/

PROF/PERF v4 binaries https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa

the performance client binary might be quite interesting to players who experience sound or crash issues as quite some of that is fixed in it ...

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http://www.reddit.com/r/arma/comments/2n06pr/call_to_arms_134_performance_v4_need_to_fill_two/

PROF/PERF v4 binaries https://www.dropbox.com/sh/582opsto4mmr8d8/AABSuQ8Jt5VlovUX86pi5iFRa

the performance client binary might be quite interesting to players who experience sound or crash issues as quite some of that is fixed in it ...

The sounds from desync seem to have been fixed, but we have seen bad side affects on the OPFS server, I'm reverting to PERF3 as that had less issuse. The desync in other areas is much worse now with PERF4 vs PERF3. Players are hopping all over the place now (even ones w/great average ping) as well as vehicles. It's noticeably bad. Sorry to report bad news. :(

PS I'm using PERF4 on OPFS server and also the PERF4 client on my PC.

EDIT: 2 crashes in 45min using the PERF4 client patch. Found this in the crash log: 23:21:53 Warning: Can't remove PX3 joint 23:21:53 Unable to begin rendering - Reset needed

Edited by SpanishSurfer

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there is no difference between v3 and v4 in relation to desync, so if you have desync then it's something else ...

vehicles desync is still related to 'prediction not desync' and that's addressed in DEV branch (isn't compatible with stable)

also for the crashes I need .mdmp, .bidmp, .rpt files from moment of crash

(tho, if it's physx86.dll related then it's more likely the same crash as in stable)

Edited by Dwarden

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there is no difference between v3 and v4 in relation to desync, so if you have desync then it's something else ...

vehicles desync is still related to 'prediction not desync' and that's addressed in DEV branch (isn't compatible with stable)

also for the crashes I need .mdmp, .bidmp, .rpt files from moment of crash

(tho, if it's physx86.dll related then it's more likely the same crash as in stable)

It was not placebo, had about 35 players and I'd say about 15 of them were reporting desync; much more than the previous PERF build. The group of players doing the reporting are regulars and had no idea I had put in PERF4 onto the server. After I started playing I noticed it quickly, once second a vehicle would be in front of you the other it would be 20m to the right.

Crash files:

https://drive.google.com/file/d/0B70KE6LT-M_gb3BjNWFpMERwRVE/view?usp=sharing

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Looks pretty clear to me, perf3 performs better than perf4.

Both of those are Perf V4, they are two different cpu's

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Both of those are Perf V4, they are two different cpu's

I misread, my fault. I saw V3 and assumed you were showing PERF3

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Also hearing players on our server about desync but not sure if this is related to the new arma3server V4 perf binary. Was running V3 before and heard no one.

Had one CTD with the stable performance binary V4 while playing on our A3Wasteland Altis server.

Crash files: https://www.wetransfer.com/downloads/700ca55021f42a920c3710f52afdcede20141124200557/06daca39295f97aad34c9b8d8bb1c0e120141124200557/8d044f

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yep, it's the v4 crashbug related to the those sound fixes/optimizations .... (xaudio dll crash in the logs)

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yep, it's the v4 crashbug related to the those sound fixes/optimizations .... (xaudio dll crash in the logs)

Ok thanks. I'll revert my client and server back to V3.

Edited by LouD

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there will be v5 soon

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there will be v5 soon

Cool thanks, keep up the great work!

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I wish i worked as well for me, i see a slight increase of fps but not even near pre 1.34 patch.

v3 v4 didnt change anything for me - v5 gave me 2-4 fps more but im still under 30fps after 30mins

of mp. Going the right way but under 30fps its no joy to play.

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Dorph;2827526']. Going the right way but under 30fps its no joy to play.

And 6 fps after a couple of days.

Curiously, A2 would be an unplayable mess below 15 FPS, yet at 6FPS, it was still reasonably playable - getting in and out of vehicles was a little slow but the AI flew and drive *as normal.there was no rubber banding and respawn/revive worked just fine. Curious.

*Yes, I know... not saying much! :)

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Ok my statement was only meant clientwise, guess i was not clear on that since this is a server-thread.

Funny enough i have no server fps/cps issues - server stays on 45-50fps on coop missions even

with 20-30 players (Domi is really fixed in its v3 optimization).

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Dorph;2827544']Ok my statement was only meant clientwise' date=' guess i was not clear on that since this is a server-thread.

Funny enough i have no server fps/cps issues - server stays on 45-50fps on coop missions even

with 20-30 players (Domi is really fixed in its v3 optimization).[/quote']

for client performance tests wait for 1.36 RC, soon inbound

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for client performance tests wait for 1.36 RC, soon inbound

Can't wait! ^^

That + the server tweaks should be interesting to see. :)

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Dorph;2827544']Ok my statement was only meant clientwise' date=' guess i was not clear on that since this is a server-thread.

(Domi is really fixed in its v3 optimization).[/quote']

Please tell champy. I'm having a big job persuading him to switch to that!

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also RC will bring new HC implementation ... ;)

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