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Tyl3r99

biggest issues that we currently have...

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below are some of the biggest main popular issues that we currently have that are not fixed at the moment in time...

(not game features such as weapon resting...)

- memory allocation

- cpu core optimization

- SLI compatibility

- AI issues

- MP optimization mainly FPS

- 32 bit / 64 bit

im sure I can add to the list if anyone can bring up something I've missed...

are these being looked into (I know MP optimization is...thanks dwarden)

Edited by tyl3r99
typo

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PhysX Crashes, although Dwarden says he has fixed them on his test builds (A big thank you to Dwarden and whoever helped him if its true, I have been crashing in MP since Alpha)

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so whats the main issue arma has? CPU threading?

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so whats the main issue arma has? CPU threading?

I would say so, it has already cost us other features due to limitations in performance, such as the TOH FM. But BIS have been working on stuff (not sure if threading though), just look at Dwardens work on the server binaries.

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if this thread is aimed at the DEV's, they're aware of all of this. they understand the problems probably better than any of us.

if it's aimed at the community.... there's allready a 1000 threads like this one, just calling out what's wrong without coming up with solutions. and even if you had solutions, you should take them to the feedback tracker so they can assigned to developers.

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I can't tell if performance's really a problem. My rig was built in 2008, only thing I've upgraded is the OS. I run 20~ fps at medium settings and VD 2400 without any AI on the map, and 5 - 15 fps with AI on the map and the lighting situation and density of terrain.

My biggest Issues are the sound, the Bodyarmor and limited vehicle after-penetration simulation. Biggest immersion killer is the soundscape, though.

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I can't tell if performance's really a problem. My rig was built in 2008, only thing I've upgraded is the OS. I run 20~ fps at medium settings and VD 2400 without any AI on the map, and 5 - 15 fps with AI on the map and the lighting situation and density of terrain.

My biggest Issues are the sound, the Bodyarmor and limited vehicle after-penetration simulation. Biggest immersion killer is the soundscape, though.

Have you tried multiplayer? I had a rig from 2008, I got 7-10 FPS.

SP works great, fluid and good FPS (think I had 30-50 FPS). MP is a totally different matter.

I upgraded my computer this winter and I still rarely see anything above 30 FPS in MP.

While I'm pulling 30 FPS minimum with very high/ultra settings in SP.

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I think the biggest issue is the action menu, it's a shame they didn't even touch it slightly

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so whats the main issue arma has? CPU threading?

sure. but are we still thinking that 'fix' is actually coming, or even possible? I assume at this point SP performance is about as good as it's gonna get...

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@ daze23: It doesn't help (the chances of that 'fix' coming) that many of the people complaining about MP performance specify that SP performance was just fine/what they wanted...

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@ daze23: It doesn't help (the chances of that 'fix' coming) that many of the people complaining about MP performance specify that SP performance was just fine/what they wanted...

yep, I agree all the "I get 60fps in SP and 30fps in MP" rhetoric doesn't help. I assume most of these people judge SP performance by placing one unit in the editor (and a lot of people just don't really care about SP). for that matter, the game does run pretty well in simple missions, away from towns/cities. but it goes downhill when there's a lot of AI and/or complicated scripting. and then things can get even worse if you're around a lot of buildings

people that are only concerned about MP should also be concerned about SP performance, since all these SP issues are basically 'on top' of whatever specific MP issues there are

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@ daze23: It doesn't help (the chances of that 'fix' coming) that many of the people complaining about MP performance specify that SP performance was just fine/what they wanted...

I can still find many instances in single player where performance goes to crap TBH. While some very light scenario's are quite fine, I get slideshow frame rate in plenty of missions.

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The point of my prior remark is that the aforementioned rhetoric (as daze23) describes is probably skewing how the ongoing optimization tweaks are done by skewing the player feedback.

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well apparently SP performance has decreased with the new patch

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well apparently SP performance has decreased with the new patch

Exactly, apparently...

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Performance is better on empty map but worse when AI is involved in fighting. AI calculations seem less optimized and heavier than before the patch. How can this happen?

(Single player only haven't testet multiplayer yet)

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Had a PhysX crash in MP last night after 30 mins, was going to reproduce but it made me so angry I went and played the campaign instead (which I quite like except for a few holes in the story). Got myself up to mission 2. They said they had fixed it, but I guess not.

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Have you tried multiplayer? I had a rig from 2008, I got 7-10 FPS.

SP works great, fluid and good FPS (think I had 30-50 FPS). MP is a totally different matter.

I upgraded my computer this winter and I still rarely see anything above 30 FPS in MP.

While I'm pulling 30 FPS minimum with very high/ultra settings in SP.

None of this is good performance, by the way.

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Dan;2604767']Had a PhysX crash in MP last night after 30 mins' date=' was going to reproduce but it made me so angry I went and played the campaign instead (which I quite like except for a few holes in the story). Got myself up to mission 2. They said they had fixed it, but I guess not.[/quote']

Dan, I've seen you had problems with PhysX crashed for quite some time and I understand it's a PITA. Personally I only experienced one or two PhysX related CTD's in MP and that was in a early Alpha version. Just curious what your HW setup looks like?

/KC

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Dan, I've seen you had problems with PhysX crashed for quite some time and I understand it's a PITA. Personally I only experienced one or two PhysX related CTD's in MP and that was in a early Alpha version. Just curious what your HW setup looks like?

/KC

I will post it up later. I used a laptop during early alpha which gave me no problems at all (and that was less than min spec too!). I think I have an i7 (I think the 2770k, I know it has a turbo option) and a GT540 or GT640 with 8 GB RAM and 2 TB hard drive, running Windows 8.1 (had crashes under just 8 though too) so it more than meets the min specs. Am using the latest (stable) graphics drivers for it. I don't run on highest setting, I run on standard with AA off and about 3k VD/2k DD.

Btw, I play Planetside 2 and never had any crashes for PhysX for that, nor in KSP (KSP uses PhysX 2.0 though).

For me this issue has pretty much ruled out MP as I cant really get into a game, and I cant fly just in case I crash, so it could be called a game breaking bug. So have been stuck with SP which I don't mind too much as I make my own missions in my spare time, but I like to play COOP with my clan too whenever they all play. This is really the only issue I take with the game, because I know more content will come eventually (and I am enjoying the campaign unlike HR and OA)

Edited by [EVO] Dan

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Performance is better on empty map but worse when AI is involved in fighting. AI calculations seem less optimized and heavier than before the patch. How can this happen?

(Single player only haven't testet multiplayer yet)

There's issue's with AI collisions detection and pathing causing lots of performance issue's, but I can't really submit a ticket cause there's no other repro accept for "run a mission with AI" and I'm pretty sure they would say it's not specific enough.

*edit* and according to the latest sitrep, that's exactly the case.

Edited by Windies

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they are going to try to optimize it I think or ive mis read the sitrep

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Are they?

From latest sitrep

We're aware of a loss of performance in test scenarios with lots of AI spawning simultaneously (e.g. 48 vs 48 and higher). Ironically, this was caused by fixing broken AI path planning. The AI soldiers weren't planning their paths when they should which resulted in higher FPS. Our programmers are investigating ways of optimizing this and AI in general.

http://dev.arma3.com/sitrep-00040

/KC

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