Low CPU utilization & Low FPS in ARMA 3 - TROUBLESHOOTING Posted March 25, 2013 is it possible to make a Little Benchmark? The latest dev build is able to run it under "Scenarios". Maybe one with and one without AI to see the illogical dependencies between AI and cpu-usage....to give at last this discussion a quantifiable Background... This this this this this!Denial ain't just a river in Egypt...Good response. Thank you for your contributions to the thread.I just find it odd that when exhausting the 32 bit addressing, they chose to stick with 32 bit addressing and use virtual memory paging as a solution. I didn't find it odd with ArmA 2 because the engine was pretty feature set and although 64 bit OS and CPU's were common back then, they weren't as common as today. With ArmA 3 though I find it very odd that you would keep streaming from the hard drive rather than going 64 bit and reaping the benefits of being able to address more RAM. It really should have been a goal, especially considering as someone above me pointed out that the game won't be released for 6-12-18 months. Being the one who mentioned the release date, I will have to agree to this. Sticking with 32-bit on such a massive streaming game is fairly short-sighted. Whatever defenses I've made for the development, this is something that really needed to be fixed. With multicore support, they can at least do a half job (and quantifiably I think they have) and get tangible results, which is why I've been more forgiving, but here that's impossible, and the LAA solution was already in place and doesn't cut it for 2013 anyway.they haven't even admitted that the CPU utilization problem exists. And still they continue like nothing is going on, screwing everyone. I seriously hate these devs. The fact that it doesn't even matter which videocard you have is ridiculous. Games depend on videocards! Not processors!Well, first Arma has always been a CPU-heavy game. There is just so much geometry to deal with on 3km+ draw distances, plus having 50-150 AI which actually have to do things more complicated than following simple scripts, you can't get the same results as other shooters with vastly smaller draw distances, map sizes, and AI that have a lot less to "think about".And, I'm getting tired of explaining this to you, but the devs have admitted there's an issue. In this thread. And what do you want them to do exactly? They're busy, you know, designing a game. They're not PR spokesmen. Your sense of entitlement is bewildering: "I need devs tell me every day my concerns are valid!"