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oktyabr

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Posts posted by oktyabr


  1. I'm not much for benchmarking...  not that I don't believe in it, but rather that I don't do it myself obsessively.  My comparisons were mostly done on all three machines using "Play without mods" -->  the "Combined Arms" showcase and the Steam overlay for FPS, on a single monitor at 1920x1080@60Hz.  While there may be differences in how the AI behave and approach their objectives between runs there is a consistent number of AI with similar starting parameters.  The heli ride in to the AO, turning and running toward the village (before the player character comes under fire) is what I payed the most attention to. 


  2. AMD FX quad core, water cooled and OC'd @4.41Ghz on an Asus Sabertooth 990FX Rev 2.0.  That's socket AM3+ and the 990FX chipset.  You can't get anything more bleeding edge in AMD than that, even today.  16GB (2x8) DDR3 1866

    vs.

    Intel i5 6600K (no hyperthreading) @ 3.5Ghz on water, no overclock, on Gigabyte GA-Z170XP-SLI motherboard.  That's socket 1151 and the Z170 chipset.  16GB (2x8) DDR4 3000.

    Same XFX R9 390 DD card on both systems, stable drivers (no beta).

    I built my skylake system after I built one for my son for Christmas.  His is identical to mine but it uses the i5 6500 @3.2Ghz and reused his R9 280.  Even with the 6500 and a 280, his machine ran circles around my AMD + 390 in Arma3*.  That was all the convincing I needed.


    *specifically in ARMA3.  Other games we play in common, my AMD +390 system was at least as fast and often much faster.


  3. New skylake system at @3.5Ghz more than doubles my FPS over my OC'd AMD quad core @4.4Ghz with the same video card (R9 390).  I'm even able to stick around 30 FPS at "Ultra" in Eyefinity @5760x1200.

    More FPS out of ARMA3?  If you are running an AMD CPU your best upgrade path is to sell it and go with an Intel based system.


  4. The fps increase with the i7 4770K doesn't look right when they overclocked. The chart where it shows other CPUs shows 53fps @ 3.5GHz but the OC chart shows 49fps @ 3.5GHz. Also there something weird because the increase from 4.0GHz->4.5GHz doesn't follow linear path. Something ain't right with those i7 results. They've screwed that big time when you just compare the chart that has all the CPUs below. FX8350 gets the same fps but suddenly i7 4770K has 4fps difference. The OC results are suddenly worse :D

     

    Different benchmarks show different results. In this benchmark the difference is bigger http://www.hardware.fr/articles/940-15/cpu-jeux-3d-crysis-3-arma-iii.html

    AMD just can't climb on the top with their FX stuff and they don't have any CPU that could compete with the high end Intel in Arma. If you want to compare Intel and AMD in the same price category then just stop that right at the beginning. AMD is good for lower budget category, and Intel if you've more money. For other type of games AMD FX-8350 is a very good choice for the price.

    i7 performance is pretty much the same with i5. The stock clock speed is just usually 0.1-0.2GHz higher in i7 and that's why it gets 0.5-2fps more. Give them same clocks and there shouldn't be more than 1fps difference between i5 and i7.

    I don't think anyone is arguing that *currently* AMD can't keep up with Intel on ARMA3.  This >isn't< the CPU, this is how the ARMA3 game engine is coded.  As I said a page back my son's new i5-6500@3.2 w/ an R9 280 gets almost twice the frames that my water cooled OC'd AMD FX4100 @ 4.4 Ghz does, and that's with a new R9 390!  For all the other games I play, including Squad on "EPIC" and my beloved Assetto Corsa racing sim, on Eyefinity across five feet of monitors (5760x1200) with all the eye candy maxed out I still get 40-60 fps.   Squad is an interesting case because monitoring CPU usage (Process Lasso Pro) shows it makes MUCH more efficient use of CPU cycles and threads than does ARMA3...  So now, if I don't want my ARMA to look like a slide show I get to spend $700+ on a new skylake to be a home for my R9 390?  I wish I didn't love ARMA3 so much...

    Was just hoping someone would have popped up and said "YES!  Arma3 can make great use of 8 cores!  Save a few pennies and upgrade your FX4100 to a FX8350..."   :(

    Any benchmarks out there showing a broad range of AMD cpus with Arma3????


  5. For ARMA 3, Nvidia performs much better than AMD (I know because I have both).

    Also, Intel is better for ARMA 3 (and games in general).

    The Nvidia claim is unfounded.  I've built a new computer every year (ok, sometimes every other year) for nearly the last 30 years.  I used to use nothing but nvidia gpus, but not because their hardware was better... but because they had better support under a custom linux kernel.

    The AMD vs Intel claim is...  something we already knew?  ARMA3 is the *only* game that's pushed me into thinking about a new Intel (skylake) build.  Are intel better under other games?  That depends on the game.  But no other game I play is making me think of breaking out the credit card for an upgrade.


  6. My son and I are both ARMA3 players. I just built him an i5-6500 skylake system (Gigabyte Z170XP SLI with 16GB of DDR4 3000) for Christmas and he's reusing the R9 280 he got last year for his birthday. Benchmarks are running the "Combined Arms" showcase @ 1920x1080 without touching a single thing beyond selecting the basic video quality setting and letting ARMA3 set everything automatically (helicopter insert and taking the first village):

    "Low" 39-42 fps
    "Standard" 29-36 fps
    "High" 26-35 fps
    "Very High" 24-32 fps
    "Ultra" 22-27 fps 

    With ALL post processing turned off (everything on that page including trees and grass, AA, etc.): "Ultra" = 35-48 fps, "High" = 44-60 fps. I've watched him crank the view distance all the way up to 12,000m and still get playable frames on "High" (25+) with these settings on his system. Makes me jealous! ouch.gif 
     
    My system, by comparison, is older except for the video card. Water cooled AMD FX4100 OC'd to 4.4Ghz on a Sabertooth 990FX R2 with 16 GB of DDR3 1866. I bought myself a new XFX R9 390 "DD" for Christmas thinking that might keep me happy in ARMA3 for another year. My son's benchmarks, with "only" a R9 280??? I get those, subtract 10 fps. All the other games I play can be maxed out at their highest settings and I consistently get 60+. Not ARMA3! "Ultra" on that showcase is a slideshow around 15 fps average. Crank the view distance up and it becomes a screenshot.

    In a nutshell, his "old" R9 280 on a 3.2Ghz i5 6500 system runs circles around my new R9 390 on an 4.4Ghz OC'd FX4100.  :huh:

    Trying to figure out how to convince the wife that I need to build a second skylake system now...  or a different AMD chip?  Obviously the second choice is MUCH cheaper but it's money wasted if I can't get much better performance than I have with my OC'd FX4100...


  7. It *looks* like awesome work!  I've followed all the CUPS project announcements with great interest and this one is high on my wish list (followed by Arma2 females and motorcycles).  

    So only one question, before I ask my DSL, which is really not much better than a piece of wet string stretched between a couple of dial up modems....  "Clafghan"?  I don't suppose it will work out "of the box" with this and I'm a bit apprehensive about downloading several gigs to find out...  has anyone tried it yet, to see what it will take to get it up and going too?

    Thanks in advance!


  8. THIS is the mod I've been waiting for!
     
    I'm a huge fan of the tv series (Cinemax) "Strike Back", about a fictional covert ops team and their missions.  One thing I'd still like to know how to do is how to get the AI opfor to treat the players as neutral civilians, as long as they have no weapons visible (in hand), and yet be capable of forcibly preventing entry into buildings and compounds and the like...  Ex:  Players look like civilians and have no weapons in hand so the opfor doesn't shoot them.  Players get close to embassy or whatever, guards stationed there still do what guards do... 

    Probably more complex to resolve is the rapid spread of intelligence.  Ex:  Players pretending to be civilians approach guards and shoot them, then shoot their way into the compound.  Alarm sounds, radio messages go out, players are now targets, whether they have weapons in hand or not.

    Any suggestions?


  9. Good frames, well developed (the parts you have been working on), love the altitude variation. Sat mask? Make your own :)

    I also see you have the infamous "Tartan bug", a problem I've been fighting for awhile. Hopefully BIS gets around to fixing it. What, if I may ask, are the sampler settings you are using in TB?

    http://forums.bistudio.com/showthread.php?191372-Weird-bands-of-disappearing-texture-in-game&p=2929634#post2929634


  10. Thanks for the youtube! Well, from your perspective this might be undesired but I think now i understand your ussue, you hold different expectations. The only issue I saw is the transport helicopter being recognized as attack helicopter (not sure again how I checked that in Gaia).

    Thanks spirit6! You are exactly right, of course. I actually feel quite embarrassed as I earlier quoted the obvious answer from you a page back! "Helicopter transportation has been disabled by me on GAIA system."

    You are right about my expectations. I typically work with ARMA3 and MCC in my "free time", usually when I'm pretty tired. I don't know how "disabled by me" didn't click in my brain the first half dozen times I read it :j: Watching your videos made me think that transport, both wheeled and helicopters, were more versatile than that. After all they DO work to a point in editor scripting and other mods and I guess I'm just used to seeing transport helicopters and transport trucks actually transport people where they need to go.

    - The infantry guys are footmobiles active in zone one. They are out of range to zone 2 and will not respond there. If I would do that, then you would be able to simple draw the whole map empty by attacking one location. That is totaly undesired.

    The whole map? What happened to GAIA wanting to use three times the points to engage inside the zone, two times outside it?

    Transportation is only arranged if a unit is OUTSIDE its OWN zone and needs a shitlong walk to get "home". Then tranportation is valid.

    Hope that explains it a bit : ) ?

    ---------- Post added at 01:32 PM ---------- Previous post was at 01:31 PM ----------

    Well, it would be a change not a fix. As it works like intended. But dont keep your hopes up on any change on my end :) To busy doing fun stuff in the Unity 5 engine :)

    :(

    Thanks again for the work you have done with MCC.


  11. The only other variable that I have considered is the version of MCC I'm running. Lately I've been trying to explore how usable the Steam Launcher is (or will become). The version of MCC I am using in that video is this one, from the Steam Workshop, launched using the Launcher. MCC Sandbox 4 "Mission Making the Easy Way" is the *only* mod that is loaded... and yes, it's the current version (auto updates enabled): http://steamcommunity.com/sharedfiles/filedetails/?id=338988835&searchtext=MCC

    Although this is curious... I see in the Workshop that it's described as 24.517 MB in size... in my installation directory (Program Files (x86)/Steam/SteamApps/common/Arma3) @MCC Sandbox - Mission Making the Easy Way is reported as being 44.2 MB??? I just unsubscribed from it, deleted the local files, and resubscribed and get the same result?


  12. Well. My expectation would be that the helicopters would stay in zone one. Attack helicopters (no cargo space) would wait for CAS calls and the transport heli's would randomly patrol friendly GAIA controlled zones.

    I have no explanation why they would do that. Gonna try and see for myself (or maybe you upload a low quality youtube so I can take a look).

    Here you go! I'd love to learn that this is something that I am doing wrong...


  13. On gaia:

    They should not be empty :) Helicopter transportation has been disabled by me on GAIA system. Current AI pilots are more a threat to them self then to the enemy :P

    TAke a look here to learn about how gaia operates:

    GAIA1

    GAIA2

    GAIA3

    Thanks much for the links! I've actually watched them a few times before (I'm the one that complains about the intro music being too loud compared to your voice ;) ) but I still can't get units to combine with transport:

    1) Make zone around airport in Altis.

    2) Spawn "aggressive" infantry group(s) in zone, with the "[G]" thing for Gaia control..

    3) Spawn trucks in zone, spawn helicopters in zone, both ghost hawks and huron, all under GAIA control. Trucks go on sentry, helicopters landed and did so too, at first. Group patrols zone, as expected.

    4) Create zone 2 a good distance away from zone 1 (6km), occupy with CSAT units.

    Helicopters, even the huron, take off and fly off, empty, to be destroyed in zone 2. Infantry group continues to patrol as if nothing has happened. Trucks stay on sentry.

    I tried this also with the mission generator instead of creating and populating zone 2. Same results. Helicopters fly off to fiery death, trucks sit by doing nothing, troops march around zone 1.

    What am I doing wrong? Does anyone have a tutorial on how to get this to work?

    Second problem: I am having trouble getting RHS vehicles to spawn in the MCC editor. They show in the drop down list but never physically spawn?

    Thanks in advance!


  14. So I was experimenting with MCC + RHS and tried to pit a couple company of US ARMY against the Russians who were set up "Defensive" in their zone. All groups under GAIA control. I spawned in a few squads of blufor and tried to get them to make use of vehicles to reach their objective (opfor zone). I placed empty helicopters and HMMWVs but could not get the troops to make use of them. Instead they choose to march 4km to the enemy. I tried spawning vehicles both with MCC and Zeus, neither had an effect. No modules placed, no additional mods.

    What is the right way to get spawned troops under GAIA to utilize mobile transport?

    Second, using the Mission Generator I seem to be getting a lot of night time missions. Is there a way to control whether any/all/some of the AI utilize NVGs and do they actually make a difference in how the AI behave?

    Thanks in advance!

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