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xXxatrush1987

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Everything posted by xXxatrush1987

  1. xXxatrush1987

    ArmA3Mark - Benchmark your ArmA 3

    sorry for off topic but for ultimate gfx quality you set your catalyst antialiasing mode to supersampling(which applies rgssaa) wich with 4xfsaa setting in arma menu is much more beatiful than the sampling rate which simply applies something like ogssaa. ordered grid supersample antialiasing(ogssaa) or downsampling just heats up gpu for no real benefit. rotated grid supersample antialiasing(rgssaa) filters every aliasing away with multiple(!) random sprayed supersample grids. as rgssaa is officially supported by nvidia and amd drivers so the performance is much better than the sampling from arma 3/2. for every one who don´t like blurry aliased pictures, he could resharpen the picture with fxaa, or everyone who cant crunch rgssaa on his card could use smaa to blur the aliasing effects for just little gpu load cost. for a competitive game i chose 4xfsaa(rgssaa from driver)+ fxaa ultra, getting 40-80fps in kavala on a non oc single 7970. a super sharp but smooth picture, almost no flickering and easy to see movements.
  2. xXxatrush1987

    Flares = Useless?

    get better pc and/ or play on an better hosted server, 10fps on 2km objectviewdistance is pretty low, and with thus pc i would recommend playing this game more on the ground, as the engagement distances are much shorter and suit more your pc/prefered server. a core i3 3230 can easely push 4km objectviewdistance with object detail on standard for example, and with that you can easely do ground support with your helicopter.
  3. xXxatrush1987

    AMD FX-8350 VS Intel 4670 for ArmA 3

    the intel cpu would run arma 3 nearly double as fast as the amd fx processor: 1. amd processors tend to stall their frontend and are not able under this condistions to use their full power. 2. the intel uses by far less energy, so also less noise,etc 3.@jurrasstoil: i get nearly 80%load all core on a 2700k@4.5ghz with ht off in dense scenarios, so i guess multithreading is working quite ok. the load picture yoiu posted looks like empty stratis map from editor. 4. even in multithraded applications the new haswell 4 core cpus outperform the fx8xxx cpus try to get ram with only 1.5V(no specific info so i dont know what the posted ram has), as higher can be dangerous on haswell cpus.
  4. @antnxx:if cpu and gpu are almost idling you are doing something really wrong^^ get 80%load avarage on both and can ply ultra settings with decend view and object distance since the last dev patch. @k3lt: you are so close over recommended specs that i would assume you play nothing more than normal with low view/object distance setting, if you have spend money on this rig under your post, i fell deeply sorry for you. ssd + intel cpu and i guess you could crank up the settings quite a lot ;)
  5. xXxatrush1987

    Low CPU utilization & Low FPS

    and without this little benefit 64bit os users would have the same probs that 32bit os users have right now. but i think with he first big addon 64bit native code musst be done or the constant expansion of the sandbox ist stopped. when just the map with even low viewrange just goes down 1/2fps on 32bit os the max on 32bit os is reached, there is no mission making possible this way.
  6. xXxatrush1987

    Arma 3 Benny CTI : How Arma is meant to be played

    sadly against the will of benny you can download the mission in steam workshop...
  7. xXxatrush1987

    crCTI Kastenbier Edition

    under some parameter settings, like for example set base at airfields, all juust get receiving bug and server fps stuck at 20. i have seen to that if you have set towns in a line or so, the server needs around 5min processing at 5 fps before you can join, otherwise its a receiving bug game either. testing more possibilities this morning with a quick and dirty dedi/client pack on one machine. other than that yesterday evening we killed almost(all counted together)1.6k resistance bots until we get to bluefor(was a coop east game), which where stuck in their base under kavala. sadly stuck, but very happey to see never less than 20fps on dedi, and no one even once freezed due to server, just memory flush freeze due to altis on the clients(yes too much viewdistance allowed server sided^^) rpt for 6 hour game: ~200kb, nothing compared to 35mb the last time^^ and yes, maybe the configs for mortars and so on need a cleanup, also lots of can´t put magazine in vest bugs in rpt, clients cant buy medikit(no fak too), no optics, no uav terminal, and so on, just main, secondaryweapon and grenades are buyable, rest meh, bzw u have to buy certain weapon kit to get certain optics and then buy the weapon of choice. faks you get from soldiers/trucks and medikits from enemy medics. uav terminal you cant get this way because its sidelocked. last possible way to get exotic stuff is buying the soldier and take his gear from barracks.
  8. xXxatrush1987

    crCTI Kastenbier Edition

    excellent, runs fine, even over 64 bots resistance without hc per town(altis, all towns) at 28 server fps. far less rpt spam. gute arbeit :)
  9. xXxatrush1987

    crCTI Kastenbier Edition

    i5 2500k@4.5ghz(ht off) 8gb 2133mhz ram samsung 830 ssd same as my main pc exept for the hd7970 , utilizes around 40%, and after all resistance death, slots filled(allmost no ai spawning on server) it goaes down to 20% load. if battles take too long(3-4hours) the server crashes with around 3gb ram used(1.6gb showed on monitor command). server fps from 35 in the beginning to 50 in the end the ram cleanup freeze is with 10-15seconds more than ok on this early stage of arma3, but the up to 5min freeze because of resistance ai is just a big pain in the ... played a lonely 3 man round today(dedi and client on same machine) and the same, no resistance, no long freezes in the end, but at start(even with resistance reduced to 8 guys a town) 1-3min freezes, and after a bit more than 3 hours crash without messege at 3gb memory usage. here is the rpt from the rpt massacre this morning: http://sdrv.ms/17r7GkS
  10. xXxatrush1987

    crCTI Kastenbier Edition

    jep update would be very nice, also during the freezes the ram use of the server goes from 2.7gb down to 2gb, and then up again to run normal if he reached 2.7gb. 45fps is massiv on such a big mission, and that with full server, good that the freezes doesnt happen anymore if all server ai is death(so all resistance wiped out on whole map)
  11. xXxatrush1987

    Low CPU utilization & Low FPS

    good made missions like becti for arma 3 run even faster than than warfare benny edition on zargabad for example, of cause with equal parameter settings. even fat missions like teatimes warfare run fast as hell on servers, even on altis despite the config errors made by BIS. i hope one day all the noobs get it that wasteland and so on need much better code and don´t blame BIS for that, teatimes warfare does around 45fps on a full server on altis(remember, despite the short freezes due to BIS) arma 3 runs much faster than arma 2 on same settings on the same mod map and same hardware.
  12. xXxatrush1987

    crCTI Kastenbier Edition

    runs quite well, but dedicated server has huge freezes at the beginning, easely take up to 45seconds. but thats seems an altis problem and not mission related, all in all good port. my prefference would be more of choke points rather then equaly spread flags, so like 3 flags at kavala, three at airport and three at the old capital and maye 6-8 more then on the main roads, but just my humble opinion. the towns are capable of real big fights, so why not use them this way^^.
  13. xXxatrush1987

    1-2 FPS on Altis and 60 fps on stratis.

    well me too even my hardware is more then double faster than yours. at the airport the object density is so high(plus navmesh, etc,etc) that i just could play 4km view and 2km object distance to maintain battle effective. highersettings adds stutter and slowdowns, or even many 0fps freezes. but BIS is working on it, just remember the arma 2/arrowhead optimation process(chernogorsk/zargabad). the sometimes freezes: the flush command which rendered the screen black for some time in arrowhead, no does his job on the fly, so with low video memory(1gb) and at worst with only ddr3 video memory you should get this slowdowns with the textures slowly building up again. more videomemory(3gb in my case) and fast one(ddr5 @ 6800 effective for me) it just stutters shortly(200ms says msi afterburner frametime loging) and with no quality loss. reducing texture detail + further reducing objects detail(against bots objectsdetail low is more than enough) should put some more stress off the videoram and main ram to further reduce stuttering. @ kaysio: looks like your ssd(i hope you have one for arma 3 with your dual gpu settup) is too slow streaming stuff at this speed, after your second pass over airfield and town it runs smooth. i have on same settings(but view aspect set to 16-9 for 1080p) 60%cpu load(i7 2700k@4.5ghz) with 80% gpu load(7970) with higher fps and the initial loading stutter is gone much faster for me.
  14. xXxatrush1987

    Altis: Criticism and Suggestions

    try reducing dynamic lights, they eat up frames on all gpus even the fastest. hd7970: day 77fps, night 51fps avg for example
  15. xXxatrush1987

    1-2 FPS on Altis and 60 fps on stratis.

    then 2k viewdistance with 1k objectdistance and medium to high settings at 45-60fps in an sp scenario should be possible on altis. if not something else is bottlenecking your system. you may has seen here in this thread that 32bit os and less or equal than 4gb ram can be a problem too on altis.
  16. xXxatrush1987

    1-2 FPS on Altis and 60 fps on stratis.

    would be interesting what viewrange most of the guys use when getting that stuttering. @mdmrzk: i5 760 or i5 4670k@5ghz? may be more precise plz. i5 760 should crunch 2k viewdistance with 1k objectdistance plus a decent scenario@ ~30fps even in towns try lowering object detail as it reduces stuttering alot in cpu heavy scenarios and/or can be used to get more view/object distance working.
  17. xXxatrush1987

    1-2 FPS on Altis and 60 fps on stratis.

    all runs fine even on 12k/12k setting, but initial loading cripple things up, and at 12k/12k the engine is just loading stuff over and over again to flush in the and and start over loading thing into ram again. on normal game settings12k view+4k objectdistance no probs. sadly the game just don´t utilise more than 2.15gb ram, think that would help alot with stuttering/1-2fps on max settings if it would utilise 4gb ram. the angine easely fills up 3gb of video ram with easy either. so only 1/2 fps for me if too many objects are rendered
  18. xXxatrush1987

    Low CPU utilization & Low FPS

    Headless client FTW, sadly its used just a bit by multiplayer missions... community complains about performance instead of their lack of mission making skill...
  19. xXxatrush1987

    Low CPU utilization & Low FPS

    i tend to disagree on this 2 statements, as rv engine scales since ofp very nice with ram clock and less with ram latency, and second a native 64bit exe would address this cpu load issue as i mention before, addressing ram is done with laa flag well even with 32bit, as dwarden has written before.
  20. xXxatrush1987

    Low CPU utilization & Low FPS

    well i guess you know at best that the 4gb barrier was just the main thing the community sees about 64bit, you will also know that the huge performance boost on calculating integer( 32bit, integer will be calculated as float and cut down to integer again after, 64 bit integer will be calculated as integer with no futher steps needed) as integer and not as float(up to 25% on simulation heavy progs using int) is quite heavy. but i guess your studio can´t handle the "load"(no offense!) doing a native 64bit exe with all the graphical corruption(z-fighting/texture layer positioning, etc) and so on ;) but just imagine the performance boost on amd fx processors with their limited fp capacity^^ but first things first, 64bit arma 3 wouldn´t be good if the 32bit arma 3 is still buggy, and the performance improvement(arma 2arrowhead latest patch-arma 3 beta) with this issue is quite remarkable for you BI guys:) @edkbsaa: well for ultra the whole system ;) but to play decent single player i would prefer it too^^ cpu(i5 4xxx+ssd(samsung 840 evo)+gfx card(hd7870/gtx 760) would be a good start and will most likely assist you well with all the next gen games comming(not at ultra!)
  21. xXxatrush1987

    Low CPU utilization & Low FPS

    avg 17fps on all max on this system is quiet well. considering it´s running on that old school 64gb ssd and hardly limited by the gtx660, which is hard limited by its memory bandwith and small memory interface. new 240gb(samsung 840 pro/evo) ssd+overclocked gtx760 would do it at 25fps i would assume, ddr3 over 2000mhz effective would be the the spot on the i and you would be capable of reaching 45fps maxed out. one thing to arma 2: arma 2 is much more limited to streaming than arma 3 is, the foilage on chernarus also cripples gfx cards to death on high antialiasing settings. so ssd and gfx card would be a huge boost in arma 2 performance. as the rest of arma 2 is fuc*ed up in relation to arma 3, with a decend rig your arma 2 performance should be around 25-30% slower than arma 3 on exactly the same settings(utes/stratis editor comparision quick an dirty here on my pc)
  22. xXxatrush1987

    Low CPU utilization & Low FPS

    due to less lag spikes while streaming new things: yes, all in all it allmost doubles fps when heavy streaming is to be done, driving from airport to agia marina for example.
  23. xXxatrush1987

    Low CPU utilization & Low FPS

    same here, ultra settings, self hosted evo or domi missions 2-32players, 50(32players, loading new town)-120fps(2players^^). (viewdistance serverside limited to 2500m) 4.4ghz 2700k 7970 stock game runs fine just use well coded missions. bis coding example: escape from stratis all real player, just around 80fps on ultra, but don´t forget viewdistance is limited like before.
  24. xXxatrush1987

    Low CPU utilization & Low FPS

    well what i7? i7 920 will struggle if settings on ultra, you will need 2xxx/3xxx/4xxx i7 at at least 4,6ghz to crunch 12km view and object distance on ultra at over 30fps. also 6990 is a dual gpu card, is crossfire working? if not its just as fast as a oced 6950, and then ultra should be very slow for a reason. also intel 320 series are not the most fastest ssd when it comes to streaming duties, and raid also cripples ssds because trim doesn´t work on ssd raid right now(just special dedicated raid controllers or on board pcie ssd can do it. without trim, the horrible controller of the 320 just cripples it selfs performance over time. 28fps on ultra all max(in editor) on this system: 2700k@ 4.4ghz 8gb 1866mhz ram 7970ghz@ stock samsung 830 ssd
  25. xXxatrush1987

    Beta stuttering

    i tried to validate when and why the stuttering comes, so for me on all max(12kview+12kobjects, all ultra just atoc of, fxaa ultra) only the initial streaming of everything stutters, after a drive in the editor from airport to kamino over the streets, after agia, all stuttering is gone. watching youtube etc in backround(music^^), game consumes 1.2gig ram and 2gigs of my 3gigs Video ram. so i guess the first streaming of data is the worst, even i got a dual ssd config. viewed the frametimes with msi afterburner and on initial streaming almost every third frame(28fps on settings above) takes three times the time of the other frames.35ms to over 100ms per frame. but as i said before, just the first loading of objects, textures etc. after agia at 035058 all fine no more stutter, when not looking at agia even over 50fps. specs: i7 2700k @ 4.4ghz+ht on 1866mhz 8gb ddr3 hd7970@ stock maybe some of you trying higher viewranges to look if cpu limit or gpu limit is more worse.
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