Beagle 684 Posted April 29, 2016 The server and the mission were updated yesterday afternoon. The problem is gone for now. Shows that bad server fps still drags down client performance to a crawl. Share this post Link to post Share on other sites
kuplion 18 Posted April 29, 2016 This may have been answered elsewhere (but I've not spotted it in the 70+ pages yet).. Is the tbb4malloc_bi_withSSE2_v4_4 no longer recommended with 1.58? Which is the recommended Malloc to use now? Share this post Link to post Share on other sites
Dwarden 1125 Posted April 29, 2016 This may have been answered elsewhere (but I've not spotted it in the 70+ pages yet).. Is the tbb4malloc_bi_withSSE2_v4_4 no longer recommended with 1.58? Which is the recommended Malloc to use now? the TBBv4 included with game MAIN/PROFLING/DEV branches is already compiled with SSE2 by default, thus those old allocators aren't needed 1 Share this post Link to post Share on other sites
kuplion 18 Posted April 29, 2016 the TBBv4 included with game MAIN/PROFLING/DEV branches is already compiled with SSE2 by default, thus those old allocators aren't needed So I can stop using the one on your Dropbox link now? Thank you for the reply. Share this post Link to post Share on other sites
Dwarden 1125 Posted April 29, 2016 note: newer v4 performance / profiling has only 1 change and that's detection of wrong number in the steam_appid.txt, reported into console and log Share this post Link to post Share on other sites
Dwarden 1125 Posted April 29, 2016 So I can stop using the one on your Dropbox link now? Thank you for the reply. yes that's what I was trying to explain ... when there is new 'experimental' allocator ready, I will say and pitch it into main folders ;) 3 Share this post Link to post Share on other sites
kuplion 18 Posted April 29, 2016 yes that's what I was trying to explain ... when there is new 'experimental' allocator ready, I will say and pitch it into main folders ;) Cheers dude. :) Share this post Link to post Share on other sites
GetzsugaTenShou 4 Posted May 1, 2016 ok....... just so I'm clear...... do I just leave the allocator alone and let it use the default? or do I have to actually select one in the launch parameters? sorry for going on about this...... thanks Share this post Link to post Share on other sites
Dwarden 1125 Posted May 1, 2016 nothing selected (or enforced anywhere) as allocator == default == Intel TBB v4 the only usable other allocator for majority of users is 'system' allocator (within Windows) the quality of experience with that one will vary (the newer OS the better so 10>8.1>8.0>7>Vista) and in most cases Intel TBBv4 was better but again some claim the OS one is better and then some 'in rare' cases claim the TBBv3 works slightly better than TBBv4 (which I would not recommend as v3 is badly outdated (literally dozens optimizations and of bugs fixed since) then there is the Fred41 allocator supporting large pages, which is v4 but outdated build again (with problems) works again just for some ... 2 Share this post Link to post Share on other sites
valthos 12 Posted May 2, 2016 We built a custom Allocator with large pages and AVX. The performance boost is nice. When can we have the option in main branch to disable HeapMgr ? Share this post Link to post Share on other sites
Bamse 223 Posted May 2, 2016 Valthos: care sharing with the community? :) 2 Share this post Link to post Share on other sites
GetzsugaTenShou 4 Posted May 2, 2016 nothing selected (or enforced anywhere) as allocator == default == Intel TBB v4 the only usable other allocator for majority of users is 'system' allocator (within Windows) the quality of experience with that one will vary (the newer OS the better so 10>8.1>8.0>7>Vista) and in most cases Intel TBBv4 was better but again some claim the OS one is better and then some 'in rare' cases claim the TBBv3 works slightly better than TBBv4 (which I would not recommend as v3 is badly outdated (literally dozens optimizations and of bugs fixed since) then there is the Fred41 allocator supporting large pages, which is v4 but outdated build again (with problems) works again just for some ... Ah ! Thank you sir. I needed the crayons out for that explanation lol! but thanks for the info. ill leave the malloc empty for now. Cheers bro. Share this post Link to post Share on other sites
H4wk3y3z 10 Posted May 2, 2016 Still waiting for a fix, Running the performance binary V3 at the time with malloc unchecked. After about 1 hr the FPS drop shows its ugly head again. The sound begins to stutter and FPS drops around 2-3 fps. Please fix this as It is hard to admin a server when I'm having to drop out of the game while trying to help someone. Share this post Link to post Share on other sites
3LGStevo 17 Posted May 3, 2016 What's the consistency in the FPS drop issue? Our server hasn't encountered any of those issues, but does very occasionally crash out, and the RPT logs are absolutely flooded with random spam of the following; 0:52:35 Server: Object 4:91 not found (message Type_91) 0:52:35 Server: Object info 17:30 not found. 0:52:35 Can't change owner from 0 to 2 0:52:36 Server: Object info 17:30 not found. Are the above errors contributing to degrading performance at all? The can't change owner I think is due to a player disconnecting and reconnecting (potentially getting a new owner ID). On my test server, using the EDEN 3D Mission.sqm file, I get these at startup: 21:01:58 found in (121,435). 21:01:58 found in (121,435). 21:01:58 found in (121,435). 21:01:58 found in (121,435). 21:01:58 found in (121,435). 21:01:58 found in (121,436). 21:01:58 found in (121,436). 21:01:58 found in (121,435). 21:01:58 found in (121,435). 21:01:58 found in (122,437). 21:01:58 found in (122,437). 21:01:58 found in (122,436). 21:01:58 found in (122,437). 21:01:58 found in (122,436). 21:01:58 found in (123,437). 21:01:58 found in (123,437). 21:01:58 found in (121,435). 21:01:58 found in (121,436). Possibly a problem with nicos_aged model too: 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 1c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 2c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 3c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 4c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 5c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 6c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 7c not found 21:03:12 Wrong vertex mapping for person collision geometry found in a3\characters_f_epc\civil\c_nikos_aged.p3d. Selection 8c not found Share this post Link to post Share on other sites
Dwarden 1125 Posted May 3, 2016 if you server is crashing out we need the RPT, MDMP, BIDMP files from moment of crash compressed, upload to dropbox or googledrive and PM me the URL for download same goes for client crashes ... Share this post Link to post Share on other sites
omon 19 Posted May 3, 2016 Dwarden, I think 1.58 broke HC We are trying to spawn AI directly on HC, instead of delegating from Server to HC. There seems to be issue of deleting this units, server leaves empty models / ghosts on the map! This is what we do 1. group is created on the server "empty" 2. group locality is changed via setGroupOwner to one of the available HC 3. server send a PVclient to the HC with the empty groups as a parameter 4. the HC create the units locally on his machine 5. the units fight/move (they do ai stuff) 6. upon a timeout, the units are removed from the group 7. the group is deleted note that 6&7 are performed on the HC (localy) this results in empty "ghost" models P3D models floating around note that 6 = deleteVehicle to remove the units I'm not sure if 1.58 broke it, but very possible. You can also see it here Another thing on the picture below you can see HC's does not own any AI Here is picture of Zeus where you can see the AI that got stuck 9:30:15 "[CTI (DEBUG)] [frameno:29308 | ticktime:630.613 | fps:45.4545] [FUNCTION: CTI_PVF_Client_OnTownDelegationRemoval] Town [Girna] deleting unit [R Charlie 2-3:7] from group [R Charlie 2-3], local? [true]" 9:30:15 "[CTI (DEBUG)] [frameno:29308 | ticktime:630.613 | fps:45.4545] [FUNCTION: CTI_PVF_Client_OnTownDelegationRemoval] Town [Girna] is unit removed? unit [2d59a040# 165169: ia_soldier_01.p3d]" Share this post Link to post Share on other sites
3LGStevo 17 Posted May 3, 2016 if you server is crashing out we need the RPT, MDMP, BIDMP files from moment of crash compressed, upload to dropbox or googledrive and PM me the URL for download same goes for client crashes ... Aye, I'll get them if it happens again. Trouble is I haven't been online in the last couple of days so the crash logs have been removed. Do you know who's looking into performance differences between 3D maps and 2D maps? Share this post Link to post Share on other sites
dvdbrewster 12 Posted May 4, 2016 We built a custom Allocator with large pages and AVX. The performance boost is nice. When can we have the option in main branch to disable HeapMgr ? Valthos: care sharing with the community? :) Yay, How about it ..? Share this post Link to post Share on other sites
Dwarden 1125 Posted May 5, 2016 1.58.135894 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows/linux * even more crashes fixed * fixed VON issue degrading playback quality * resolved issue with video-format playback https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs 5 Share this post Link to post Share on other sites
CptDezusa 31 Posted May 6, 2016 1.58.135894 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows/linux * even more crashes fixed * fixed VON issue degrading playback quality * resolved issue with video-format playback https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs Hi, good day, maybe this is stupid but what do i do with this file ? What to use in the malloc this days ? Having some FPS drop after some time. Share this post Link to post Share on other sites
sadfrog17 40 Posted May 7, 2016 It is looks like that triggers (unit presenÑe in trigger radius - case) is not working on dedicated server with 1.58.135894 v5 server build, Anyone can confirm this? Share this post Link to post Share on other sites
Vasily.B 529 Posted May 7, 2016 Hi, good day, maybe this is stupid but what do i do with this file ? What to use in the malloc this days ? Having some FPS drop after some time. All is in readme files. You need to download performance file, rename .exe in it to arma3.exe and replace original arma3.exe in root folder. Also consider using system mem allocator in launcher - to test the performance. 1 Share this post Link to post Share on other sites
DangerousDiz 21 Posted May 7, 2016 It is looks like that triggers (unit presenÑe in trigger radius - case) is not working on dedicated server with 1.58.135894 v5 server build, Anyone can confirm this? NM it seems it was a different issue. Share this post Link to post Share on other sites
dvdbrewster 12 Posted May 8, 2016 Seems my client FREEZE is gone. THX. ! :ph34r: Share this post Link to post Share on other sites