private plowjoy
-
Content Count
176 -
Joined
-
Last visited
-
Medals
Posts posted by private plowjoy
-
-
Hello everyone,
I haven't played Arma3 in a while but decided to reinstall and have another go. Since the last time I played it, my PC has been totally upgraded, essentially its new. The issue is, the game experiences a video and audio freeze of around 1-2 seconds, every say 10 seconds or thereabouts. This is seen on the menu screen, when altering the video settings and in game. If the client is running, the problem will happen.
- I have already gone through the launcher settings and tried with and without the various settings options (around core selection, hyperthreading, etc) and its the same in either state (some of the settings set, none of the settings set).
- I've altered the in game video presets from Ultra (the default auto detect) to Low and its the same, regardless of settings there, which I was certain would be responsible for something like this (it feels very much like the PC is struggling to keep up)
- I've also disabled the analytics tracking in the launcher, no difference.
My specs are as follows...
- Windows 10 - up to date
- 8700k i7 running at 4.4ghz
- 32gb of 2100 DDR4
- TitanXp GPU with the very latest driver installed
- Client installed to a Samsung 860 PRO on SATA3.
Tracking my PC hardware during these events, the CPU is bubbling along very happily and the GPU is running 10-15 degrees under its normal peak load.
Does anyone have any ideas on what this may be?Thanks
-
I get brilliant performance in single player scenarios with EVERYTHING set to Very high with 16x AF set in CCC.In campaign mode, the game just crashes to desktop.
Error returned just now was 'Too many virtual memory blocks requested'.
This suggests bad game coding.
I am also suspicious of the CPU usage (or not) with quad core processors.
That makes total sense.
Missions are 'one off'. Campaigns are huge, sprawling affairs.
When you say Campaign 'just crashes to desktop', I assume that you mean after X amount of hours gameplay? The error you're getting is pretty much consistent with a memory leak, which would only manifest after a while playing (but sooner, the lower spec you are).
-
Hmmm; I've read this entire post, and it seems that differing amounts of RAM may be leading to graphics problems in-game. Currently, I'm having a serious problem with stuttering in-game. I was told that this could be due to high amounts of RAM, or hyperthreading.I hope that guy who freaked out about 8 GB of RAM doesn't read this reponse;
Currently I'm running a system with:
intel i7 920 @ 2.66 GHz (not overclocked)
NVIDIA GTX 285 (1024 MB)
12GB of DDR3 tri-channel RAM
The game seems to run very smoothly (~30-35+ fps), however it will stutter every 4-5 seconds and completely bog down briefly, then run smoothly for another 4-5 seconds (and it repeats, repeats, repeats, etc).
I've been told that this is a fairly well-known problem but have not been able to find a resolution from reading other posts.
Is anyone familiar with this issue? Should I be running the -winxp thinger in my start-up diddly? Or should I be altering my arma2.cfg diddly?
Currently, in my cfg file, it says:
localVRAM=2146959360;
nonlocalVRAM=2146959360;
Does that imply that ArmA 2 is reading my PC as having 2 MB of localVRAM and 2 MB of nonlocalVRAM?
I run with 12gb in triple channel, with an i7 plus Nvidia 295GTX so we're not a million miles apart in this respect. I don't have the problem that you're talking about.
What OS are you on?
-
I would suggest that anyone getting flickering issues ensures that vsync is forced off in their driver while they play Arma 2 - mine is unplayable with vsync on using crossfire - I suspect it is the same with SLI.Well you suspect wrongly. I run SLI and do not experience any texture flickering issues.
Texture flickering, AFAIK has been more to do with VRAM being too low and in game settings being too high combined with prolonged gameplay bringing the memory leak on the client to the fore.
The amount of misinformation on these forums is staggering
-
Thats nailed it! Thanks for the help with this, mate.
-
Right, found the guilty : remove the comments in globalServer.sqf ...Comments are not accepted in functions.
Aha! Will give it a go!
---------- Post added at 11:53 PM ---------- Previous post was at 11:20 PM ----------
Right, found the guilty : remove the comments in globalServer.sqf ...Comments are not accepted in functions.
Sorry fella, no joy. Grass is still being rendered on the clients.
All I have in my globalServer.sqf file, now is...
setTerrainGrid 50;
-
Gotta try on my server, back at you asap, prolly an error in the .sqfOk fella, appreciate the effort!
-
At the end is fine** scratches head **
any other mod running at the same time?
Clean install of Arma2, patched to 1.3 with the 1.3 arma2 server executable.
The only extras are MP missions that i've added. Nothing else.
-
You setup looks ok. Strange. Can you check your server's arma.rpt for any error message that may come from, say, syntax error in the .sqf I provided?Ignore me, was looking at the start of the file, ahem :)
Right, got an error...
2009/08/24, 19:40:25 Error in expression <[] spawn {
//game settings, setTerrainGrid 50 remov>
2009/08/24, 19:40:25 Error position: <//game settings, setTerrainGrid 50 remov>
2009/08/24, 19:40:25 Error Invalid number in expression
2009/08/24, 19:40:25 Error in expression <[] spawn {
//game settings, setTerrainGrid 50 remov>
2009/08/24, 19:40:25 Error position: <//game settings, setTerrainGrid 50 remov>
2009/08/24, 19:40:25 Error Invalid number in expression
-
Looks like I missed some posts during my holidays!Right : This addon is made to execute code on every client connecting to your server. Code is stored on the server, and is injected on client PC and executed when the client connects.
Download the addon, extract into your server's main ArmA2 directory, it will create a serverSide directory and add a globalServer.sqf file into your server's ArmA2 main directory.
Launch the game with a "serverSide" mod (with parameter -mod=serverSide)
The code executed in every client PC is in the globalServer.sqf file in you server's main ArmA2 directory. It's the whole part between "" in the .sqf file.
Why execute code on clients? Well, tons of reasons, mainly to execute command which, if executed on server, would have no effect on clients.
I used it to :
- execute
setTerrainGrid 50;
on every client to remove grass on the client PCs without having to modify every mission manually to do so (the code is executed whatever the mission played)
- Execute a regular loop on clients making regular hint to indicate my TS Server's IP address and other various message, this regularly (not only once on client connection)
And yeah, it does work :)
Thanks for the heads-up on this mate but it's just not working. I still get grass in MP games.
My Arma2 server folder is as follows. Root of the folder has a 'serverSide' folder which contains an 'Addons' folder and inside that a 'serverSide.pbo' file.
'globalserver.sqf' also sits in the root of my Arma2 server folder.
The globalserver.sqf file contains 'setTerrainGrid 50;
My server startup batch file contains -mod=serverSide
Where am I going wrong?
-
His upload speed is max 40kb/sec... if the game requires more than that they might as well remove the COOP campaign as many connections around the world still offer less!Here in Australia the fastest upload connection available to normal customers is 118kb/sec.... this is the connection I have and ARMA2 was using 140+kb/sec .... so there is definitely a problem! The game should not try to use this much bandwidth after the initial handshake and data sync.
The desync issues does not "settle down".... it continues and is not fixable, there is no workaround we could find. Pings are low.
The desync occurred in campaign mission Razor Two, which does not have many AI going at it... and its more evident in Manhattan which has more AI. The desync occurs at the very start when there is no fighting and only a few AI in the base.
The Host is on a 4ghz Dual Core, cant really get faster than that without going i7.... its WAY above recommended specs :)
Yapa
With all due respect, 40k upload is seriously low and if anything else on the network is using any connectivity online it's clearly going to get a lot lower than that.
However, having said that you're now confusing me. You have poor upload speeds yet pings are low? I assume you mean the pings are good? How good?
To put some perspective in place, I host Arma2 on a 3.16ghz C2D with 2GB of system RAM and aside from initial connects/game starting up there are no ping or desync problems whatsoever. Now, i'm on a 20mb down/750k up cable connection so system spec is clearly not the problem.
It's going to be down to a combination of mission content and network connectivity i'm afraid. If I have a lesser spec server running on a better spec network, it's clearly not a server spec problem (in your case).
-
Hi all,
I've done some forum searches but can't find this info.
I want to force all missions hosted on my server to not render any grass. Is there a server.cfg or a server profile entry I can set to force this?
All I seem to be able to find are references for the actual mission scripting.
Cheers
-
Desync is caused by two things..
1) Initial connection/reconnection to a game that's already running. Widely established problem with the game which settles a short while after connection. I had this very thing occur with my own server when a friend joined, to test it. We had the red disconnect flag up and desync was at 10000 but after 20 secs or so the desync dropped to 0 and the red flag disappeared.
2) Desync is very very likely when you have a lot of AI going at it. This explains why some small CO-OP maps tend to be fine due to the limited amounts of AI running and why larger scale CO-OP scenarios such as CTI and Dom, which can spawn shedloads of AI as the game progresses tend to get desync'd. The faster the machine hosting (in terms of CPU) the longer it will take before desync kicks in.
-
Could be a hardware conflict that's being exaggerated by the new drivers.
Obviously the first thing to do is clean the audio driver off and reinstall the previous one, to see whether you still get BSODs.
-
sorry mate i dont know what you mean:oDo some Google and search for 'setting the pagefile size in Windows'.
Self-help is still required around here and it will help you grow your PC maintenance skills.
-
hi alljust got a crash
out of memory (requested 2kb)
reserved 294912 kb
total free 83 kb
free blocks 81,max free size 2kb
can any 1 tell me what it means plz and how do i fix it cheers:)
First, do you have a set-size pagefile or is it system managed?
-
sorry, just thought I would throw this in here as I have noticed my games a bit smoother now since I Increased my pagefile on my HDD's. Probably a minimal affect for most I know but it has helped me some with low RAM.I suffered alot before with popping/slow loading textures
Always keep in mind, new pagefiles always seem to result in a speedier system...to start with.
Like all files, they become fragmented and get bogged down over time. Some people even suggest regularly recreating the pagefile as part of system maintenance.
-
For what it's worth, i've experienced exactly the same with Nvidia, specifically the 295.
I encountered it when the SLI profile wasn't set properly, so my card was actually only running at half spec, thus half VRAM. From what I recall, it started to occur after a while of gameplay which is why I put it down to VRAM being topped up and then being unable to release old/unused textures.
When I had it, the game would normally crash with an application error about 4-5 minutes later and the only way to 'fix' the crazy geometry problems was to look straight up or down but thats obviously not conducive to playing the game. Checking Task Manager, I could see that it tended to blow when the clients physical ram allocation (on a 2GB machine) topped 1GB.
Since getting the SLI profile working properly and upping my system RAM to 12GB, i've never seen it again.
It's interesting how you say that flying over a city generates the error, as that's surely the quickest way to fill up VRAM and system RAM with textures, and that matches the circumstances by which my old error cropped up. When being respawned at the base in Multiplayer. I suspected that the client was reloading the same textures or at least not performing sufficient garbage collection to flush them all out properly.
You could try to repro this by doing the heli flyover and in the middle of it, flushing the game. If you then continue halfway thru the city the other side without seeing the problems, that might indicate that it's a texture caching problem.
Dunno, just throwing ideas and thoughts out. Head is fubar with insecticide fumes ATM.
-
I don't know if this is worth anything or not but I had micro-stutter on Arma2 when I had a C2D processor and it actually turned out to be Task Manager maximized and running in the background/on a different monitor. As soon as I closed Task Manager down, the stutter disappeared.
If you have anything like Task Manager running, monitoring system performance just try closing it down.
Worth a shot, I guess.
-
Danny;1408004']I explained what Vsync does and how it delays input. Since you still refused to believe that it causes input lag' date=' i asked you to google it since there are unlimited of threads of people that do notice how Vsync causes lag.Now if [b']you[/b] do not notice anything, then it is you that is too slow to notice the diffrence. Or your hardware (refreshrate+LCD monitor responsetime and inputlag, mouselag (regular 8ms mice)) is already so delayed that the extra delay vsync causes is just a small % of the delay you already experience.
I mean the diffrence could be you having a system like this:
http://images.anandtech.com/reviews/video/inputlag/longlag.png
with me having a system like this:
http://images.anandtech.com/reviews/video/inputlag/bestcase.png
As you can tell, Vsync will have a bigger % change for me than it would for you.
Still, there are many that have mouselag - no doubt about this. You can go on and on about how your system is magic and you do not notice any diffrence whatsoever. Point still stands - people have issues with input lag, BIS is trying to work out a fix, and you are here trying to tell everyone they are wrong.
And yet, BIS haven't actually said that they've identified or even been able to reproduce the issue. So how are they working on a fix?
-
Danny;1407912']What are you still doing here? I already explained everything there is to know' date=' and showed even game-reviewers have issues with this.You dont have it? Fine. Good for you. There are tons that do, and reviews stating the same. And BIS is working to fix this for 1.04 patch. If you notice no diffrence with vsync on/off, what are you doing in a thread about mouselag?
Can you please google vsync and mouselag and read up a bit?[/quote']
Yeah, absolutely. You 'explained' that some people don't get it because they're 'slow'.
You explained that even though I run with V-Sync ON, i'm too 'slow' to notice the difference.
Yep. Absolutely. I mean, i've only been PC gaming for the last 19 years, so it's all down to me being 'slow'.
-
Danny;1407864']:D :DBecause some people are slow (not trying to be funny here) in reaction times and do not notice any delay or diffrence. For others its a world of diffrence. For example' date=' do you play with a mouse with 8ms (125hz) delay?
Many gamers (incl me) use mice with 1000hz polling rate (1ms delay, wich is the best USB can do). And for such gamers, there is a clear diffrence between 1ms and 8ms (~7ms diffrence). Now, when you understand that Vsync delays input by around 32ms, you know that for us that IS an issue.
Age also affects this. How old are you, if i may ask?[/quote']
Seriously....
-
Danny;1407845']Improving performance has nothing to do with it' date=' as explained. Vsync introduces delays despite what fps/performance/system you have under the hood. Even if you have 10fps WITHOUT vsync, you will still have MUCH MUCH LESS delay than with 100FPS and VSYNC ON.Also my system doesnt matter. This performance-review are using quadcores overclocked to 3.6GHZ with the greatest and latest graphicscards (GTX285, GTX295, 4890, 4870X2 etc). And they specifically state:
"The biggest problem with performance in ARMA II is input lag and jittery mouse movement."
[url']http://www.hardocp.com/article/2009/08/10/arma_ii_gameplay_performance_image_quality/5[/url]
As for your last comment, ArmA2 already has a max movement speed. I cannot spin around in circles as fast as in "twitch shooters". In those games, i can spin around as fast as i want. But you will notice that in ArmA2, when you try to do this - there will be a limit on the speed, and no matter how fast you move your mouse, the game screen will move at its "maximum" wich is slow and realistic - as you and everyone here want.
We are talking about delays in input, not game design. And it doesnt matter if it is a bug, a feature or an issue. Its there and it needs to be fixed.
Then explain one simple thing to me.
Why do I not encounter 'mouse-lag' with almost all in-game settings to the highest@1920x1200 with V-Sync locked ON?
And dammit, I just tried to lick my own elbows!!
-
Danny;1407695']Its not related to settings. Since settnigs DONT include Vsync options' date=' everything on lowest with MINIMUM draw distance will stll introduce the delayed frames that vsync introduce. And with ATi graphics cards, you cannot turn vsync off via the control panel you NEED ingame options.Besides, you blatantly ignore the fact that the mouselag is still there when you have 60 or even 100 fps in arma2. Loading editor in Utes and looking at the sky, turning left and right there is still lag. And no, i dont need a seconds worth of lag to notice it, sure it might be less lag than when you have 10fps in a town with bots - [b']but its sitll there.[/b]
V-Sync being ON implicitly reduces performance, therefore will implicitly affect 'mouse-lag' in a positive manner. That there's no in-game setting for this and that it then affects ATI owners negatively isn't a bug with 'mouse lag' it's an enhancement request to include V-Sync in game, which will then when switched off improve performance, which will then reduce 'mouse lag' due to improved performance.
And you make no mention whatsoever about what kind of spec PC, running on all minimum settings will achieve. If I dropped all in-game settings to low, I will not encounter 'mouse lag' or any other kind of lag. Hell, I don't even get 'mouse lag' with all the in-game settings apart from Post Processing set to the highest they will go. With V-Sync ON.
Your last comment is the most intriguing because it sounds like what you want is twitch-based aiming. Which Arma2 will never have, due simply to the fact that it's not and does not want to be BF2. Grab an M60 IRL, hold it straight forward. Spot a target to your left. Swing the weapon across to a get a bead. Does the weapon cause drag? Can you immediately get a bead on your target or do your arms, thus weapon react more slowly than your eyes do?
Arma2 is a military simulator. It is not BF2. If this is what people are complaining about, Arma2 is not the game for them.
Game video and audio freezing - in menu and in game
in ARMA 3 - TROUBLESHOOTING
Posted
Hi,
Its a completely fresh install of Arma3 with the files also verified.
I've gone from Ultra to Low presets and also then lowered other settings like view distance too. Makes no difference, as its also happening in the in game menu that just has water or a static background.
FPS is coming in at 143.
Interestingly, I was about to update this post anyway but moving the game install to my m2 drive has fixed it. I've since run a bench of my 960 and it came in over 520 write and read so I can only assume the controller that the 960 is in, is somehow being overloaded but its SATA3.