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LSValmont

Altis vs. Malden FPS - MAY 2019 - Version 1.92

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Altis vs. Malden FPS direct comparison. (decrease % impact reproducible on any system).

 

PC Spects: Doesn't matter as it is the same PC under the same conditions for both maps. (But pretty beefy PC).

Settings: Everything High.

Arma 3 version: 1.92

 

Scenario steps:

1) Add 1 Nato playerUnit at the center of the both Altis and Malden maps. (No Ai or anything, just one unit).

2) Join the game (Using MP host for this test).

 

Results:

1) FPS in Altis = 80.

2) FPS in Malden = 60.

 

Now... I understand that Malden, even thou smaller than Altis, has far more objects and assets and far more condensed but come on... 20 FPS difference??

 

Look... I could accept this level of "unoptimization" or performance difference between an official map versus a modded/community one but two maps from Bohemia offering such HUGE difference in terms of performance? Really?

 

The funny thing is that as an experiment I removed all the "big" rock assets and objects from Malden and you know what the result was? Well I gained those 20 FPS that I had lost compared to Altis.

 

So it all boils down to ONE type of asset/object (rocks) being bugged or unoptimized or having their configs/physics wrong (don't know exactly) and just happening on MALDEN for some reason and the worst part is that its been like that since the release of MALDEN years ago...

 

PS: Some players will of course say: "Oh man you are complaining even thou you are getting 60 FPS! 60 FPS in Arma is a dream come true for me etc etc etc... But that is with just ONE unit on the whole map, no Ai, no vehicles no nothing and that is not even the point. The point is that NO other game releases maps that have such huge differences in performance. So big in fact that once I load a full mission on Malden my FPSs can get down to 20 while I am getting 40 on the same mission on Altis.

 

You know the difference between 20 and 40 fps? Well it is a WHOLE WORLD different.

 

Of course the end result is quite sad: You see almost no server running missions on Malden. And the ones that do have to reduce their player counts, ai units etc. just to get playable levels of performance.

 

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I do see that fps drop in some game modes on Malden, but on my Malden King of the Hill server (link to join in signature) there's no noticeable fps hit, even at 80/80 players

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On 5/5/2019 at 7:31 AM, LSValmont said:

having their configs/physics wrong (don't know exactly)

Rocks have no physics and are not simulated.

I guess problem with the LODs in the model maybe. But looking at the sky or away from the rocks should give you a fps increase if that were the case.

How did you "remove" the rocks? they should be terrain objects..

 

I regularly play on Malden and haven't noticed any issues.

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On 5/7/2019 at 11:27 AM, Dedmen said:

How did you "remove" the rocks?

 

There is a removeTerrainObjects module in 3den editor.

There you can choose the area and  the object type to be removed. 

There is also an editTerrainObject module you can use to modify or delete individual objects. (E.g. destroy houses, lock doors,...)

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7 minutes ago, the_one_and_only_Venator said:

There is a removeTerrainObjects module in 3den editor.

That doesn't remove them, it makes them invisible.

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So that would confirm some rocks have unoptimized LODs?

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On 5/5/2019 at 8:31 AM, LSValmont said:

The funny thing is that as an experiment I removed all the "big" rock assets and objects from Malden and you know what the result was? Well I gained those 20 FPS that I had lost compared to Altis. 

 

Haha , why not !

This is why stratis has less FPS than altis.

Have you test this ?

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If you want to gain some FPS , you can consider filtering a bit everything :

_a = 0;
{
	if(random 2 < 1) then{
		_x enablesimulation false;
      	_x hideobject true;
		_a = _a + 1;
		hintsilent format["hide Objects : %1",_a];
	};
}forEach nearestTerrainObjects [_centerPosition, ["TREE","SMALL TREE","BUSH","ROCK","SHIPWRECK","HIDE"],worldsize,TRUE];

 

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Here is a funny thought !

this will hide everything far from player.

 

Can you test this and tell me , because my laptop is too slow in order to understand if is better or not.

#it might be too much objects to handle , but still if it's fine then you might filter something.

GF_distance 			= 1000;
GF_enablesimulation 	= true;
GF_hideobject			= true;


//	https://community.bistudio.com/wiki/nearestTerrainObjects
//	https://community.bistudio.com/wiki/nearestObjects
//	add here for certain , or leave the array empty for everything
GF_Filter				= [];	


[]spawn{
	while {true} do{
	if (isMultiplayer)then{	
		
		waituntil{uisleep 3;

		_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
		_array = nearestObjects [_centerPosition, GF_Filter,worldsize];
		_allPlayers = [];
		{if (isPlayer _x) then{_allPlayers pushBack _x;};}forEach playableUnits;

			{
			_object = _x;
				if({_x distance _object > GF_distance}count _allPlayers > 0)then{
					
					if(GF_enablesimulation)then{_x enableSimulationGlobal false};
					if(GF_hideobject)then{_x hideobjectGlobal true};
					hint "Far";
				}else{
				
					if(GF_enablesimulation)then{_x enableSimulationGlobal true};
					if(GF_hideobject)then{_x hideobjectGlobal false};
					hint "Close";
				};
			}forEach _array;
		};
		
		}else{

		waituntil{uisleep 3;

		_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
		_array = nearestObjects [_centerPosition, GF_Filter,worldsize];
		
			{
			_object = _x;
				if((_object distance player) > GF_distance)then{
					
					if(GF_enablesimulation)then{_x enablesimulation false};
					if(GF_hideobject)then{_x hideobject true};
					hint "Far";
				}else{
				
					if(GF_enablesimulation)then{_x enablesimulation true};
					if(GF_hideobject)then{_x hideobject false};
					hint "Close";
				};
			}forEach _array;
			};
		};
	};
};

 

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Altis != Malden

Apples and Oranges. Different maps, have different performances.

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