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Everything posted by dnk

  1. Yeah, but I just don't see my pagefile being read all that much. 10 minutes of intense gameplay over 1km with a 2700m VD resulted in 434/691 reads/writes, for a total of 13MB read and 723MB written (obv, a lot is being written, likely at game start, though I had other programs running in the background, including Firefox, so it could've been W7 moving their RAM files onto the pagefile). Immediately after stopping play and resuming the other programs, I got a ton of new reads (10k+ for over 200MB in 4min), which sort of supports my idea that a lot of those writes were moving lower-priority stuff out of the way, not moving game-related files around during play. By comparison, reading of the "anims_f_data.pbo" was at 1600 with 44MB read; "sounds_f.pbo_" had 1370 reads for 47MB; "map_stratis.pbo" was 1333 for 27MB. The pagefile just isn't being read that much compared to the disk, and I severely doubt the game or Windows is placing such extremely highly used data like that in the FSM on the pagefile and reading it from there often. If it was, it would be reading it every frame, perhaps multiple times, which would have over 10,000 reads in 10min. Same goes for textures/models being referenced every frame or every few seconds. I don't know how much time needs to elapse between when they are last used and W7 shoves them off to the pagefile, but it can't account for frame-by-frame low performance when your view isn't changing that much. That's more likely the latency/bandwidth between main RAM and the GPU or CPU. Additionally, the game is only using about 1.4GB of 2.5 available, so the Prius is hardly full even with a 2GB limit.
  2. Right, I'm not being exact in my wording. The point is that if you only have to read the FSM to get the instruction set for the AI routines once per simulation step, you only have to read from RAM that one time for the instructions from that file, which shouldn't cause many issues and wouldn't increase latency in itself when scaling up the amount of AI running. I would assume this is what happens at the least (if not that the instructions are being kept permanently in L3, moving to L2/1 as the engine switches from other threads/instructions to the AI execution). You didn't understand my point. Making them an addon allows you to be able to monitor their reads, while keeping them packed in a PBO doesn't allow processmon or other programs to keep track of when they're read from disk as it will only say that "characters.pbo" was read or whatever file it is. That said, I haven't seen mass reading from that or any AI-related PBOs, so it seems they get loaded at least just to RAM at game start and stay there. Then what's with millisecond-lag pop-in and the constant reads from the models/textures files? They are being read from disk regularly during gameplay, as my own monitoring has shown. In ~15min gameplay, I had 1200 reads from just the structures PBOs. I had 2300 reads in another 15 min of play from an addon's environmental sounds (which did add a large %age of extra I/O). Yes, my point as well. What "optimizations" are going to change this to drastically improve performance (well, 64-bit RAM usage could help a lot)? It might be they haven't implemented everything, and BIS has never been a graphics/rendering-focused developer (the simulation is the core of their engine and military contracting business) so that might just be the case.
  3. It's possible that highly-used FSMs are being kept on the pagefile, but I would highly doubt such a mistake would not have been corrected long ago by the devs. Those are fairly small files, I believe, and could easily fit on even L1 cache, easily on L3, certainly on main RAM. Now the latency between RAM and the CPU may very well cause performance issues when they're referenced 80 times per simulation step if they aren't being stored on-die.We've talked about this before. If you can isolate the FSMs from their PBOs and use them as an addon, it's not too hard to figure out if they're really being read often or not from disk (but not RAM - not sure how to check if they're on cache or not). Otherwise, I agree with the rest (if true). Perhaps it's not the FSMs but some other, larger data that needs referencing through the FSMs that's causing the hangup. There's a lot of data that needs to be saved for each unit (time duration values, states, etc) that might not be able to be saved on-die. If this is the case, there's little BIS can do about hardware limitations (assuming, as I would, they've already optimized cache usage). Many other games wouldn't have this issue due to much simpler AI requiring far fewer reads from off-die. I'm not qualified to say, though, this is something we need a dev to answer. That's not so uncommon. The last STALKER title (which was a bit similar with lots of semi-competent open-world AI and a decent draw distance with complex terrain) had an old FX-series nV card for its minimum. I think those came out in like the 90s or something. By comparison, A3's min specs are much higher, and tbh the game doesn't look half as nice as the STALKER series.
  4. @Insanatrix, etc Disk streaming only seems to affect pop-in, not actual performance. Seems like the engine loads the lowest LOD/mipmap first, displays it fairly quickly, and then waits for the larger file to get streamed into RAM and then to the GPU for display. Certainly, being able to address more than 2-3GB of RAM would help reduce pop-in a lot since we could keep LOD/textures on hand, but it wouldn't improve FPS much if at all, as the SDD/Ramdisk users have discovered. I think the GPU underutilization issue is clearly (ignoring bugs/poor "optimization" for certain setups) an issue of limited bandwidth and/or latency issues. You agree, yes. Ultimately, I think it comes down to: The Arma series has a similar amount (maybe more?) of textures it needs to load into the GPU constantly compared with other games (assumed) The Arma series does less image processing compared with other games That's how it makes sense to me that the quality of graphics rendering in this game is clearly much less advanced than in other current games (even years back), yet we have low performance and GPU core underutilization occurring. Other games are also affected by bandwidth/latency issues, yet this isn't as prominent for overall performance because all the eye candy keeps the core running at full-steam, and itself becomes a limiting factor often.
  5. dnk

    Movement speed tweaking

    Hey, the sideways+front crouch while in walk mode makes you run.
  6. dnk


    Anywhere with: Ocean Mountains Good rainfall Human habitation Unfortunately, the last few BIS maps have been: Mountains Little rainfall Minimal human habitation Zargabad was perhaps an exception, as much of the map was well inhabited with farms and such, but it was fairly small. Which is boring as hell and leaves the maps feeling fairly empty. Chernarus was nice, but again suffered from limited habitation. Only a few farms, most of the map was just endless forests and plains, with a few small towns sprinkled throughout. Yeah, it runs faster and is easier to make, but it's not realistic or as interesting as a proper map that reflects real places where people have modified their entire surroundings and crammed themselves into every little nook and nature has been relegated to the margins, whether those be between farms or in the swampy/rocky/sloped areas that can't be properly cultivated/developed. That makes for more interesting tactics and a more "alive" map. "Giant empty plains" map makes for dull tactics and the sense of unfinished work.
  7. So, how would you define "optimized" and when does a game reach such a state of being?
  8. Interesting, because it might just be about latency then, not bandwidth.The 9/1600 has a 7% increase in latency versus the 7/1333 and a 20% higher bandwidth, yet the two have statistically equal performance. If bandwidth was the primary issue, the 1333 should still be considerably lower in performance regardless of timings, yet it's basically the same. Clearly the bandwidth has some importance, as the faster 7/1333 is not actually a better performer, but it's clearly less important than overall latency right now. That's for the CPU, though, which likely is reading lots of small packets of information to run the simulation. I'd be interested in seeing how this might change to a bandwidth issue when it comes to the GPU, which has to stream lots of larger texture files.
  9. dnk

    Soldiers appearance. Important!

    Soldiers look perfectly fine. I think BIS should make a system where everyone's player model is the same height/BMI as they are in real life.
  10. @OP Did you adjust timings for the memory with each increase or were they set at a single CAS/etc? I was considering doing something like this myself, but sort of got tired of all this. Anyway, thanks for it! @Dwarden, White, Insanatrix, etc I've certainly noticed 1 AI underutilization bug (whatever it was, devs haven't explained it) that got fixed regarding AI in cities, so it's clear that these are at least part of the issue, but are you saying that all this time (since A1) that the AI issues have been due to these bugs, or has the engine improved somehow to better handle AI AND it has some new bugs? I think if you could explain how the engine has improved regarding AI processing and bottlenecking and threading, it would clear things up (or not).
  11. My monitor has a gamma adjust, as does my video card's drivers.
  12. Doesn't stop people from turning it up in their GPU controls or monitors.
  13. Yeah, the fog shouldn't be colored. The actual fog needs to have a very neutral gray color.
  14. The modding community does participate here. They have at least as much of an effect on the game that I play as the devs do.I mean, I normally play a totally differently-configurated game with a different weapon/model set and different sounds and different AI and different maps and different coms than what the game OA shipped with... These discussions aren't just for devs, and that doesn't matter for the end product the community will get.
  15. dnk

    AI Improvement

    @Lucas It's been increased a lot in the alpha. OA had far more reasonably skilled AI, though it could be turned up to super-sniper AI if desired (Vet/Expert servers tended to have this effect, as I think those difficulty settings overrode whatever skill settings mission editors had given the AI unless scripted in). I would suggest choosing between 0.1-0.25 for both aimaccuracy and aimshake for the AI. You can add a simple script to any mission to change that. I think Zeus AI has something that does it, too (check the addons forums).
  16. dnk

    Shooting around corners

    The cursor changes when you're going to fire at rocks (gets larger, I think). It's one of the little improvements I've really liked about the new game.
  17. Had the same thing. 0.54 fixed AI pathfinding in urban areas for me. Huge performance boost on that. Went from 9-14 FPS with 80-100AI in Agia to 20-25 FPS while fighting and basically the same as no-AI when not fighting.
  18. dnk

    Scripting ambushes..

    Set a waypoint with the combat mode set to "never fire" which puts the troops in position. Then have a trigger synchronized to a second waypoint that switches them to "engage/fire at all". That's probably the easiest way, I think, but I'm not sure. Additionally, you could just not spawn the units until a trigger is activated. That doesn't take much work - just a simple .sqf and some markers. Also, you can try using "disableAI" and "enableAI" via script in a similar manner to the first method. Just disable everything and then reenable it when the trigger is triggered.
  19. I'm going to post my issues with the AI here. The first part is one the stock "regular" difficulty AI in urban combat. Later parts will deal with altered AI values and situations. I think it's important to start with regular AI, as that's what most missions end up as and what most unaware players/mission makers will have to deal with ingame and in the alpha/beta/demos. Primary Problems The Dance of Dumbness: if you ever really pay attention to the AI, you'll see this. Basically, the guy stands up and starts walking around slowly in a tight circle, then usually walking away slowly in the direct opposite direction of the guys shooting at him (or not, they do it pretty much in any situation). An obvious broken mechanic, and a common breakage at that. The Dunce Decider: again, highly common. This is the guy that decides to aim at, watch, and try to engage a 200m+ distant target that's not firing at him currently, while totally ignoring the 3 enemies standing within 10 feet of him lighting him up. "Priorities", I guess... The Wall Watcher: pretty much that. Sit/lie in a building (or outside), watch a blank wall. I guess there's something interesting behind it... but what's wrong with using a window? Or a door? Or maybe stop being a pansy and get out there and start fighting? Nah. I guess this can be seen as BIS modeling in "morale" or something - these guys are clearly traumatized or something. But then the AI does this on a street, too. No, don't like watch down the street or scan the area or something, keep staring intently into that fence post. Standing Stupid: if you're being shot at in the open, you should just stand up straight and do nothing for 30 seconds. Deer in the headlights much? Never, ever, ever lie down or even think about crouching to reduce your silhouette. And never use anything other than the 3 basic positions (ignore all the extra ones players can use). The Dance of Dumbness pt 2: come to open ground with enemies all around. Run through open ground under fire. Stop. Turn around. Run back. Stop. Turn around. Eventually die. The Bumbling Building User: wait, there's a second floor? Wait, there are windows and doorways? Wait, we're NOT supposed to just camp inside one of the rooms and aim at a wall? I thought these things were ground-floor-only covered walkways! The Lone Loser: lots of ramboesque "I'm going it alone" tactics in urban scenarios. Too often I see guys wandering (they're certainly not in a hurry) through the streets, detaching themselves from their squads and supporting bases of fire to penetrate into enemy lines. While this makes for slightly more interesting "surprise 1-man invasion" scenarios, it definitively is not realism-enhancing. Discussion/Solutions?: I don't really know what's up with this, but I figure the devs can find it and fix it, maybe just by shortcutting whatever's doing it with a "lie prone and wait" command instead. Really, really need to work on AI priorities, but this may also be due to broken awareness. Obviously, the closest target is not always the most important, especially if a farther one is actively engaging you, but when anything's within like 20m, it should definitely take priority over the guy 150+m away. I would suggest something like this for prioritization: [(500 x (weapon modifier))/(distance to enemy)] + [(490 if currently/recently shot at by)/(distance to enemy)]. Here is a graph showing the result (numbers can be tweaked, of course, this is a rough version - the basic thing is that it should be exponentially in favor of closer targets, with the "being shot at by" taking over in importance at medium distance): Basically, I think there are two approaches for when a target is totally out of LOS. First, if engagement is not a priority (other orders are higher priority or it would require too much repositioning to accomplish) then the target should be stored but cease to be acted upon (in place, active scanning of the "front" or whatever should take over, supporting rest of squad, etc). Second, if engagement is a high priority, then repositioning should occur. AI should react realistically to incoming suppressive fire and run for cover or GET DOWN. This should become a #1 priority in all situations. The AI should never attempt to close range with any enemy that's in close quarters (20m or less, I'd say). The AI should also generally highly prefer cover/prone to running through open ground when multiple enemy contacts are around or when under fire. This I leave to the devs to figure out. Basically, improve CQC squad tactics. They do seem to like to bunch up a lot when in cover, but then they break up into 1-man tactical units when they press forward. (ADDITIONAL TO ALL): broken awareness of open terrain. A way to handle this is to AI-map the levels, basing areas' "cover rating" on the amount of cover objects (probably needs a creative hand to accomplish) with at least a 1m2 level of resolution. It could be divided into (1) high cover [buildings, closed in yards, etc] (2) medium cover [forests, rocky areas, small streets with good cover on both sides] (3) low cover [low density forests, cargo containers, open yards, only low cover stuff like a low fence, a street with good cover on one side] (4) no cover [large streets, streets with no cover on either side, that dried up drainage thing in Agia Marina, open ground]. The AI should then be programmed to NOT go over open/low cover terrain when already in cover unless (1) very well supported by a base of fire element that can actively suppress (and DOES suppress) while they move forward, simulating proper "leapfrog" tactics, and when they do so it should be at a FAST PACE and with a preset path and destination; (2) there is no high-cover terrain between them and the enemy and they are being aggressive (due to higher numbers or a flanking operation); (3) they have very low skill; (4) they are taking up a prone covering position behind some obstacle. If the AI can cross <75m of open terrain to find more "good cover" terrain on the other side, then it should be a fast sprint to the other side's cover, and no dilly-dallying in that no-man's-land, and definitely no RUNNING BACK AND FORTH through it. (ADDITIONAL TO ALL): broken awareness seems to be an issue. The AI should be actively scanning their environment more and have a much easier time of finding nearby enemies. ---------- Post added at 01:11 PM ---------- Previous post was at 12:04 PM ---------- I've played around a bit more. It seems the situational awareness is due to the AI just not looking around much and having minimal peripheral awareness. You can place an enemy basically 5ft away at 90-degrees to the AI's orientation, and he'll never see the guy. The vision cone in this game's AI is ridiculously restricted, and I think at least a couple issues might just boil down to that.I'm going to post my issues with the AI here. This visual problem extends into acoustic space, where nearby gunfire is impossible for AI to pinpoint or acknowledge for fairly long lengths of time, even when it's directed at them. This needs to be fixed with an almost instant reaction time to incoming, close-range gunfire, where the reaction time to income gunfire is based on a formula similar to the one above for targeting priorities, additionally modified for gun loudness.
  20. dnk

    Shooting around corners

    Not really a corner... tune to 5:54.
  21. Eh, I've not played Wasteland, but I've done plenty of CTI/WF and DayZ with 200ms+ pings. Sure, I've died a few times from it, but it's hardly made it "unplayable" or made me uncompetitive. For COOP it's not even an issue: Fish in a barrel any way you slice it.
  22. I know it's been around a while (I didn't just start playing either). Just responding to the newcomers who think that 544989 "yes" votes should result in near-immediate fixes and a flurry of dev apologies or whatever they're expecting.
  23. I've been plenty competitive at 280ms in DayZ. It's a thinking/tactics game, not a twitch shooter after all. Obviously, for COOP you'll be fine.
  24. @DEVS Was there anything in the 0.54 release that would have drastically cut down on resource use by the AI when in cities? I had a 50% drop with 80AI in such a situation before, but not now...
  25. dnk

    Beta isn't actually that far away

    You're right, but you weren't. What I mean is that after doing some testing today with the newest build, I don't have this pathfinding issue anymore... I did have it with an older build, though. Same setup now yields drastically different results in terms of FPS.The SPOTREP only mentions some minor AI changes... I'm lost for why this change happened. I will stop going on about pathfinding now, at least. Could be due to: ""Geometry fixing (AI collisions with buildings tweaked)"" My "pathfinding" issue was when I placed the AI in cities and forced them to march through. It used to result in a halving of FPS with 80 AI - now it has maybe a 5% reduction. Could also be: ""Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)"" But I took away guns for both tests, so I'm not sure how that figures in (though this is a very nice fix anyway).