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engel75

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Posts posted by engel75


  1. Cool - thanks for the DX advice - I'm planning to install Win7 soon so it should help.

    That clears things up about your RAM.. I was thinking "why buy such premium RAM and run it at 1/3 of it's capable speed!". Still though, it should probably have been set to 1800 (900 per channel) from the beginning :D (IMHO!)

    Jero.

    I just tuned my OC settings. RAM is now running @900 (1800) Mhz and CPU @3.78Ghz - and it changed a lot... (see above)

    I still think (just my opinion) ArmA2 has got a big problem with caching things and loading them from harddisk to the grafikcards RAM.

    The 5th Test of ArmaMark2 runs horrible at my system. Only the 2nd run gives me "OK" results but if the engine starts to render the trees my system sucks and framerate drops below 10 while the Harddisk starts to I/O like hell.

    Would be interesting what happens if someone with 12GB RAM or more stores the arma files in a ram disk... hmm maybe I am the stupid one buying 6 more GB of ram... :)

    ---------- Post added at 12:58 PM ---------- Previous post was at 11:36 AM ----------

    I tested ArmA2 with a Ramdisk. I was only able to create a 4GB Ramdisk (my system has got only 6GB RAM) so I had to use "mlink" to create symbolic links from files located at the ramdisk to my arma2\addons folder like this:

    c:\mlink c:\arma2\addons\structures.pbo f:\structures.pbo

    I moved some of the pbo files to the ramdisk:

    buildings.pbo

    buildings2.pbo

    dubbing.pbo

    misc.pbo

    misc2.pbo

    misc3.pbo

    plants2_Bush.pbo

    plants2_Plant.pbo

    plants2_Tree.pbo

    Roads2.pbo

    structures.pbo

    I am not sure if these files contain the most important files for armamark2.

    So some content of ArmA2 was now loaded from RAM not the SSD. I hoped this would speed up things - BUT it didn't.

    Score ~ 6910

    Also the laodlags still existed.


  2. CPU: Intel Ci7-920 @3,78 Ghz

    MB: Asus Rampage II Extreme

    RAM: 6GB (3x2GB) Kingston HyperX DIMM XMP Kit PC3-16000U @900 Mhz (1800Mhz)

    Soundcard: SB X-Fi Titanium Fatal1ty Professional

    VGA: ATI 4890 @901 Mhz

    VGA-Driver: Catalyst 9.7

    HDD: Intel X25-M 80GB SSD

    DirectX 9 from 03/2009

    * I forced V-Sync to off (with ATT)

    * I used always the 2nd runs score

    OS: Windows 7 build 7600 64bit

    OS: Windows 7 build 7600 64bit

    Settings:

    arma22009-07-3010-12-4qmov.jpg

    Score:

    arma22009-07-3010-12-0zkky.jpg

    ~ 6988

    Demo Benchmark:

    arma22009-07-3010-35-00vdh.jpg

    70 FPS

    OS: Windows XP SP3 32bit

    Score:

    arma22009-07-3011-10-5rn6b.jpg

    ~ 6085

    Demo BM:

    arma22009-07-3010-54-4ywlx.jpg

    64 FPS

    And the winner is - Windows 7

    Regards,

    Flo


  3. engel75, Can I ask - why's your RAM speed so low? With the i7 @ 3.6GHz I'll asume your BCLK is set to 180 so your RAM multiplier is @ 4x??? Why not increase it to 8x and have your RAM running @ 1440MHz or 10x for 1800MHz? The RAM can do up to 2GHz, can't it??? :confused:

    I'm not sure how much it will increase your system/ gaming performance but why buy such good RAM and run it at such a low speed?

    Jero.

    For the record (even though I'm not Choc who you were asking) my RAM is running at 1440MHz with my i7 @ 3.9GHz (186BCLK with CPU multi @ 21x).

    Crank it up and see if it may help your ArmA2-Mark score? :yay:

    EDIT: P.S. I don't know a whole lot about DirectX but why are you using v9? The ATI 4890s are DX10.1 so why not upgrade? Honestly, I'm clueless when it comes to DX and GPUs etc :D

    Hi,

    my ram is running at 720Mhz what is known as 1440Mhz. This is a kind of marketing. The real clock is 720Mhz but it is shown as 1440Mhz. You could use CPU-Z to see your real values.

    ArmA2 is a directx9 game. So even if you use Windows7 (what provides directx11) you will need to update/install the latest version of directx9 otherwise ArmA2 will give you an error (http://forums.bistudio.com/showthread.php?t=77880).

    I hope this cleared things up?

    Regards,

    Flo


  4. Arma2MarkVSyncOFF.jpg

    Specs:

    Core i7 920 @ 3.8ghz

    Asus P6T Deluxe

    ATI HD 4870 512mb

    6GB G.Skill PC-12800 DDR3

    Asus Xonar Essence STX

    24" Dell 248WFP @ 1920x1200

    Win 7 64-bit (VSync Forced Off)

    Switching V-Sync off gave me a 1000 point boost :dancered:

    Hmm our systems are very similar but mine is not able to reach the 40 FPS in the 5th test.

    My ATI HD 4890 has 1GB RAM what should be an advantage in this test. Did you decrease "sceneComplexity"?

    My system drops to 10 FPS in the 5th test when the distacne is reached to render all the trees - so no chance to reach 40 or more FPS.

    At which mhz is your RAM running? Did you OC the grafikcard?


  5. CPU: Intel Ci7-920 @3,6 Ghz

    MB: Asus Rampage II Extreme

    RAM: 6GB (3x2GB) Kingston HyperX DIMM XMP Kit PC3-16000U @720 Mhz

    Soundcard: SB X-Fi Titanium Fatal1ty Professional

    VGA: ATI 4890 @901 Mhz

    VGA-Driver: Catalyst 9.7

    HDD: Intel X25-M 80GB SSD

    DirectX 9 from 03/2009

    * I forced V-Sync to off (with ATT)

    * Results show always the 2nd run

    Settings:

    bmsettings.th.jpg

    OS: Windows 7 build 7201 64Bit

    bm5193.th.jpg

    ~ 5200

    OS: Windows 7 build 7600 64Bit

    arma22009-07-2914-23-2dj6i.jpg

    ~ 5610

    OS: Windows XP sp3 32Bit

    arma22009-07-2913-33-0d2kc.jpg

    ~ 4800

    The winner is Windows 7 (I did not test Vista at all...) but even on Windows 7 ArmA2 does not run without reloadlags. I hope further patches will solve that...

    Regards,

    Flo


  6. Yes, memory consumption is not a good thing, unless you consume more memory to increase speed, which is usually not the case.

    Though TBH I'm quite surprised the game just plain out doesn't have any use anywhere near 2GB of RAM. I mean, it's good that it doesn't need that RAM, but I hope the low RAM usage isn't achieved at the cost of excessive HDD reading, which is much worse than using more RAM.

    Just get microsofts sysinternals process monitor and watch the crazy amount of I/O's ArmA2 does while playing.

    ---------- Post added at 03:30 PM ---------- Previous post was at 03:27 PM ----------

    Increased memory consumption as a negative effect.

    Found Suma's original post.

    Strating crysis in 32bit and 64bit mode does not show this effect. Both executables use the same amount of memory...


  7. One of the BIS employees (Suma?) said that there is no real advantage for a 64 bit version. It would only lead to increased memory consumption.

    DX10 would a major unnecessary change. You'd still have to retain DX9 rendering for backwards compatibility anyway. Too much effort for too little gain.

    Yes much more RAM CAN be used by a 64bit application (about 8TB?). So for example my system has got 6GB of RAM but ArmA2 uses only about 1,2GB of my RAM. It could use all my free RAM to cache game data what would lower those ugly lags while moving over the map because of all those reloads from the harddrive.

    32bit was yesterday...


  8. - 64bit client version?

    - 64bit Linux server?

    - DirectX10?

    you can't just all of the sudden make a game 64bit or make it DX10...it has to be specifically written with those in mind from the start

    as for the other stuff I'm sure they're well aware of it and are working on them for a future (hopefully the next) patch

    The server version has nothing to do with the client version. So even if the client is 32bit and was never planned to be a 64bit application the server could be a 64bit application.

    Yes directx10 would be a major change but directx9 is so 2002 (!)...

    Listen to the features of directx10 - some of them could help a open world environment a lot...

    Arma2 already has got a lot of "directx10 features" like soft shadows and sunrays but directx9 does not support those things from scratch. So some of those effects might be rendered by the CPU. This could be why the GPU is not that important for Arma2 and the GHz of the CPU increase the performance most. So moving those effects from the CPU to the GPU world increase overall performance a lot - imho

    Recoding the client from 32bit to 64bit is not that big deal and should be on the roadmap.


  9. There will be no specific support for DirectX 10 API - we see no point in this. DX10 does not bring any significant new technologies and it does provide any better performance compared to DX 9.

    We will concentrate on making the DX9 implementation as good as possible, including techniques like Cascade Shadow Maps or Parallax Occlusion mapping.

    Hi Suma,

    I am no coder but as far as I know there are some good reasons for directx10 and some of them are in ArmA2 but maybe they are CPU intensive software rendered at the moment?

    - motion blur

    - improved smoke and clouds

    - realistic reflections

    - sunbeams

    - adaptives depth of field

    - refraction of light

    - alpha-2-coverage (used to render vegetation)

    - soft particles (explosions/smoke)

    - rain effects

    - variance shadow map (realistic shadows)

    - many more

    And the complete API is said to be recoded to improve usability and performance.

    Sounds to me like ArmA2 could benefit from it...

    There are also some impressive picture comparisons out there:

    DX9:

    rollover1.jpg

    DX10:

    rollover1_over.jpg

    DX9:

    picture6en1.png

    DX10:

    xbu0.png

    Are you sure directx10 could not improve the performance of ArmA2?

    Regards,

    Flo


  10. Hi BIS,

    I wonder if there is any developement roadmap about ArmA2. Even if the version number is 1.02 at the moment it feels more like a 0.02.

    It would be nice to know what BIS is planning to release with the next patches and which features are planned in the future.

    - 64bit client version?

    - 64bit Linux server?

    - DirectX10?

    - Crash to desktop fix?

    - Performance boost?

    - Better RAM usage?

    Would be nice to know what's planned.

    Regards,

    Flo


  11. Right, the 4-segmented target circle is just a UI indication of your orders. Unless the target itself is not sufficiently bright red, you won't be able to step-target (Tab) lock it.

    You should be able to manually designate placing the cursor over the IR lockable (but not red-radar) target and use the Lock or Zoom command.

    EDIT: I've done some testing and it's possible to designate "gray" targets using the cusor+ Lock or Zoom command. However with the hellfire it is difficult to get the cursor over the target since it is not attached to your turret view.

    Try the following test: On Utes runway place 1 rifleman (player), 1 empty T-72, and 1 empty AH-1Z. Start and get in the AH-1Z as gunner. Switch to Hellfire. Notice the big circle crosshair (crosshairs on) for the Hellfire. You cannot move this cursor right now. Engage freelook with 2xLAlt and swing the (now invisible) cursor over the empty T-72 target. Press the button for Lock or Zoom to designate the empty T-72. Notice that if you enter the optics view as AH-1Z gunner you can no longer move the cursor over the empty T-72.

    When you are in the UAV from the UAV Trailer module you have no ability to point the cursor (it is fixed ahead along the Hellfire boresight) with the turret view. Thus it is impossible to designate-under-cursor any targets as UAV gunner while using the UAV trailer module unless you get extremely lucky and the pilot points the aircraft (and thus the cursor) directly at the empty "Gray" target.

    Ok I understand that but this way the UAV is not usable imho. And I am not sure why I can only target the 1st target and non of the following targets the pilot gets insight. The Pilot is targeting like crazy but no hellfire lock appears and every hellfire fired does not hit.


  12. For targets that are red dots on the radar and are in the forward 60 deg x 30 deg cone in front of the UAV. You can step through the available target designations using "Next Target" which is default tab. If the target is not red or is to the side or behind the UAV you're out of luck for the moment.

    Once you designate a target a box will appear around it. You then have to get the UAV to turn to face the target enough that the Hellfire is in angular launch parameters at which time the lock circle will appear along with the box.

    Then fire.

    This works once for my 1st target but not for any other target I try to lock. The pilot tells me "Target Tank" and this "broken" red circle appears at the target but no green circle or square.

    And I fly directly in the direction of the new target... tried it for three hours now...


  13. -MrFreeze;1335195']Every time I get to FOB Manhattan Cpt. Shaftoe is dead. I get a task complete for arriving over his dead body' date=' and have the task to find evidence. No options for helicopter, mortars, etc... Thoughts? I tried restarting at [i']One Week Later[/i] and seeing if he was alive, but no joy. Did he die in Razor Two somehow and it's screwing me?

    happened to me too and I recognized his dead after finishing the LAST object... 4,5 hours gameplay with lots of fun ended in 100% frustration... Do I really want to play it again. Not to mention I restarted the mission several times because of bugs:

    - The Lady was not in front of the church

    - After reloading a saved game the mission ends after some seconds telling me I did a murder???

    - Starforce21 was no more available

    - The UAV was gone and I never used it.

    OMG - Bohemia - what have you done to me :)

    ---------- Post added at 06:57 PM ---------- Previous post was at 06:54 PM ----------

    He couldn't take this game's bugs anymore so he decided to end it once and for all. :D

    No it was a heart attack I guess - happend to "my" Cpt. Shaftoe too - so I ended Harvest Red at this point... too much frustration for an old man like me :)

    Sorry Bohemia - if I would have enough motivation I would give the game to my lawyer to get my money back.


  14. You need a designated and locked target with the hellfire missiles. The laser designator is for designating for laserScanner=true vehicles which the UAV is not.

    And how do I lock a target or tell the pilot to lock it?


  15. How can I destroy targets with the UAV? Hellfire missiles fire but I never see them and I don't know where they are going. Laser marker doesn't do anything for me.

    same problem here. How to fire and hit with the UAV?

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