maddogx 13 Posted May 27, 2010 (edited) New beta patch 70951: Changelog:[70817] Fixed: Crash while rendering some custom worlds, e.g Schmalfelden [70793] Fixed: Character animation jerky after a unit disembarked a vehicle (http://dev-heaven.net/issues/3116) [70790] Fixed: Fps stayed low after spawning and deleted many units. See http://dev-heaven.net/issues/5147 Download Great to see they fixed the problem with low FPS when units were spawned and deleted. MP Missions like Domination should benefit greatly from this, right? :) Edited May 27, 2010 by MadDogX Share this post Link to post Share on other sites
Rommel 2 Posted May 27, 2010 New Beta Build 70951 is up! Click here to download Changelog: [70817] Fixed: Crash while rendering some custom worlds, e.g Schmalfelden [70793] Fixed: Character animation jerky after a unit disembarked a vehicle (http://dev-heaven.net/issues/3116) [70790] Fixed: Fps stayed low after spawning and deleted many units. See http://dev-heaven.net/issues/5147 Share this post Link to post Share on other sites
jw custom 56 Posted May 27, 2010 New beta patch 70951:Great to see they fixed the problem with low FPS when units were spawned and deleted. MP Missions like Domination should benefit greatly from this, right? :) Yup thats a real nice one :cool: Share this post Link to post Share on other sites
SaOk 112 Posted May 27, 2010 Excelent patch. FPS is returned correctly now after deleting units. Good job! :) Share this post Link to post Share on other sites
suma 8 Posted May 27, 2010 MP Missions like Domination should benefit greatly from this, right? :) We shall see. The issue seemed to be with units spawned and deleted, not with units spawned, deleted, and more spawned again. Share this post Link to post Share on other sites
sickboy 13 Posted May 27, 2010 Also updated on Six-Updater Network sent 7.72M bytes received 35.82K bytes 224.66K bytes/sec total size is 26.07M speedup is 3.36 Share this post Link to post Share on other sites
Rommel 2 Posted May 27, 2010 Excelent patch. FPS is returned correctly now after deleting units. Good job! :) We shall see. The issue seemed to be with units spawned and deleted, not with units spawned, deleted, and more spawned again. Thank you. So. SO Much. Almost lost for words on a patch that fixes this much (even though it may seem so small). I now have 2000 units theoretically in game, even though they are not always existing... I am just ecstatic!!! Spawned, and de-spawned, and spawned... oh? and de-spawned spawned de-spawned. I can set up the graphs, but they are consistently 60 fps after deletion so... Share this post Link to post Share on other sites
WillaCHilla 10 Posted May 27, 2010 [70790] Fixed: Fps stayed low after spawning and deleted many units. Wow-that would be one of the greatest fixes.-Will test it after work. Share this post Link to post Share on other sites
sabre4809 0 Posted May 27, 2010 Ok does this mean the desync that starts to come on dom and any of the long lasting, whole map missions, warfare etc will be slightly helped? Share this post Link to post Share on other sites
Rommel 2 Posted May 27, 2010 Ok does this mean the desync that starts to come on dom and any of the long lasting, whole map missions, warfare etc will be slightly helped? Not Desync. Persistent FPS lag throughout play and server performance. ;) Share this post Link to post Share on other sites
SaOk 112 Posted May 27, 2010 FPS is returning nicely also with bigger playtime. I´ve played my SP mission "Black Forest" (with heavy unit spawning and deleting) to point in late game where FPS dropped and stucked to 22 before. Now it came down only to 29 and its getting back to 34 and probably higher. Fantastic. :) Share this post Link to post Share on other sites
Rommel 2 Posted May 27, 2010 Because Sickboy asked me too :p, and I did promise it last time. But the conclusion is the same; however slightly more comical. Loving the upward trend . Its clearly just a data anomaly, as with all the low FPS spikes, they are simply because I didn't leave enough time for the unit deletion to catch up, or I had alt tabbed at some point (this test data took 56 minutes to complete). Groups Units Vehicles FPS(During) FPS(After) 2 11 0 55.56 55.56 3 21 0 31.25 55.82 4 31 0 12.35 55.82 5 41 0 22.22 55.82 6 51 0 16.39 55.82 7 61 0 12.35 56.82 8 71 0 55.56 55.82 9 81 0 20 58.82 10 91 0 43.48 55.56 11 101 0 45.45 55.56 12 111 0 55.56 52.63 13 121 0 55.56 55.56 14 131 0 45.45 55.56 15 141 0 41.67 30.3 16 151 0 55.56 55.56 17 161 0 31.25 55.56 18 171 0 55.56 30.3 19 181 0 30.3 55.56 20 191 0 35.71 55.56 21 201 0 55.56 58.82 22 211 0 23.26 55.56 23 221 0 30.3 32.26 24 231 0 33.33 55.56 25 241 0 38.46 58.82 26 251 0 32.26 58.82 27 261 0 33.33 58.82 28 271 0 31.25 31.25 29 281 0 31.25 55.56 30 291 0 31.25 55.56 31 301 0 31.25 55.56 32 311 0 31.25 55.56 33 321 0 22.22 55.56 34 331 0 30.3 55.56 35 341 0 26.32 55.56 36 351 0 22.73 55.56 37 361 0 21.28 55.56 38 371 0 25 55.56 39 381 0 22.22 55.56 40 391 0 20.41 58.82 41 401 0 21.28 55.56 42 411 0 18.52 55.56 43 421 0 17.54 55.56 44 431 0 20 55.56 45 441 0 18.87 55.56 46 451 0 18.18 55.56 47 461 0 18.18 55.56 48 471 0 20 30.3 49 481 0 18.87 58.82 50 491 0 18.52 55.56 51 501 0 20.41 58.82 52 511 0 17.24 55.56 53 521 0 19.61 52.63 54 531 0 16.95 58.82 55 541 0 17.54 55.56 56 551 0 16.67 58.82 57 561 0 20 58.82 58 571 0 18.52 55.56 59 581 0 18.52 55.56 60 591 0 18.18 58.82 61 601 0 17.86 55.56 62 611 0 15.87 58.82 63 621 0 16.39 55.56 64 631 0 16.67 55.56 65 641 0 14.93 55.56 66 651 0 18.87 55.56 67 661 0 16.13 58.82 68 671 0 16.67 58.82 69 681 0 16.39 58.82 70 691 0 9.71 55.56 71 701 0 11.49 55.56 72 711 0 12.66 58.82 73 721 0 9.8 55.56 75 741 0 11.36 55.56 76 751 0 10.1 55.56 77 761 0 6.45 58.82 78 771 0 6.9 55.56 79 781 0 6.17 55.56 80 791 0 7.94 58.82 81 801 0 6.41 30.3 82 811 0 5.99 31.25 83 821 0 6.49 55.56 84 831 0 5.65 58.82 Share this post Link to post Share on other sites
TRexian 0 Posted May 27, 2010 hehe Me likey graphs. :D Can you overlay the data from a test with a previous patch? I'm curious, as I had a mission that iterated through the max-group limits and after it hit the limit (even though I was deleting groups), there was a HUGE drop in FPS, and strange spawning of units. Along those same lines, do you ever let it reach the 144 group limit? Share this post Link to post Share on other sites
Rommel 2 Posted May 27, 2010 It took that long for 84 groups, at 10 units per group, so around 840 units... I had some things to do so... if you wanted some less detailed tests, I'm sure they could be done, I have not yet tried reaching the 144 group limit, and the effects that may have. Share this post Link to post Share on other sites
TRexian 0 Posted May 27, 2010 (edited) Here is one effect. The premise of the mission was that I spawned 100 red and 100 blue (10 groups of 10 units on each side), then had them fight. I logged the unit tags for the units that hit an opponent (in the .rpt). I looped that so that when either side was reduced to less than 15 units, all the units/groups for that iteration were deleted. Then, spawned another 100v100 battle. When I get to iteration 14, the log records this as the unit names: B 3-4-M:7 -- rating 400 B 3-4-M:8 -- rating 1000 B :4 -- rating 800 B :6 -- rating 600 You can almost identify when it runs out of group names to assign. At that point, the FPS would take a HUGE drop, and fewer and fewer units would even spawn, and they would spawn over a longer period of time. I didn't document the FPS hit, but it was staggering. Sorry if this is a derail. I'm just very interested in your observations. :) Edit: Threads/posts related to my issue: http://www.ofpec.com/forum/index.php?topic=34292.0 http://forums.bistudio.com/showthread.php?p=1502778&highlight=iteration#post1502778 Edit2: hehe Rommel - just realized you were part of the OFPEC conversation. :) Sorry to repeat myself.... Edited May 27, 2010 by TRexian Share this post Link to post Share on other sites
roberthammer 582 Posted May 27, 2010 (edited) Very Nice fixes there Suma :) btw when will be fixed Antialias bug?? I know its from other game ,but ArmA2 have same bug - easy repro - (set AA to max) take any gun and point into shadow or smoke and you will see those "white" AA lines Edited May 27, 2010 by RobertHammer Share this post Link to post Share on other sites
DRACUS 18 Posted May 27, 2010 WoW... OMG ... Great Patch ;) Share this post Link to post Share on other sites
Rommel 2 Posted May 27, 2010 ...When I get to iteration 14, the log records this as the unit names: B 3-4-M:7 -- rating 400 B 3-4-M:8 -- rating 1000 B :4 -- rating 800 B :6 -- rating 600 You can almost identify when it runs out of group names to assign. At that point, the FPS would take a HUGE drop, and fewer and fewer units would even spawn, and they would spawn over a longer period of time. I didn't document the FPS hit, but it was staggering. ... That is because you are not cleaning up the groups that are empty! If you remove the empty groups, then it is fine because it re-uses old group names. If you are going over the 144 group limit (somehow!) you are most definitely on the road to breaking your game. :p Share this post Link to post Share on other sites
TRexian 0 Posted May 27, 2010 hehe But that's the problem - or it was in that version at least. :) I was deleting the groups, but it wasn't re-using them. This has re-piqued my curiosity about this whole experiment, though... I may try again. Share this post Link to post Share on other sites
suma 8 Posted May 27, 2010 btw when will be fixed Antialias bug??I know its from other game ,but ArmA2 have same bug - easy repro - (set AA to max) take any gun and point into shadow or smoke and you will see those "white" AA lines Probably never for ArmA 2. Fixing it would require DX 10.1, there is too little control over anti-aliased surface sampling in DX 9 (and this is also the reason why you can see the same artefact in many games). Share this post Link to post Share on other sites
Brainbug 10 Posted May 27, 2010 (edited) But instead of using high AA settings with low res, you can use the overdraw option, i.e. higher 3D rendering res than monitor res (even a 125% settings helps a good deal). That won't make the white edges disappear, but makes them appear smaller because the pixels are smaller, and it also smoothes them out so they are less prominent. Ok does this mean the desync that starts to come on dom and any of the long lasting, whole map missions, warfare etc will be slightly helped?Warfare is probably also still choking on some scripts, so that would be a different matter. But this fix is certainly not bad at all ;) Edited May 27, 2010 by Brainbug Share this post Link to post Share on other sites
MavericK96 0 Posted May 27, 2010 So does anyone have any performance numbers since the last patch? Or did they only fix the things listed? ---------- Post added at 12:20 PM ---------- Previous post was at 11:57 AM ---------- Just tried it myself. No change in framerate or stutter from 70709. Not sure about stability, yet. Share this post Link to post Share on other sites
Fox '09 14 Posted May 27, 2010 beta runs good for me. I believe in 1.05 when I had larger units they all ran to the waypoint (with careless) at once and together. But now they stop.. they look around.. (but don't shoot). hmm Share this post Link to post Share on other sites
tonygrunt 10 Posted May 27, 2010 @MavericK96 I did some tests for the problem I had, and things seem a lot better with the new beta. My test scenario of BM_coastalFlight.Chernarus.pbo from ArmA2 FPS Analyzer that always CTD or produced graphical errors on the 1st loop, I have managed to pass 5 tests, with only once getting the "Receiving" message. Can you retest too for problems? Share this post Link to post Share on other sites