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I give up

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Everything posted by I give up

  1. I give up

    DirecxtX 12 for ArmA 3?

    Or maybe just because that after 3 years we still dont have a Crossfire Profile for ARMA 3 and also because LOD transition does not work as it should, in multi gpu (AMD) configurations. These are due to issues with LOD transition, not CPU related. Anyway, now that we solved DX12, can we go back to DX9 and get your happiness back?
  2. I give up

    AMD CPU Bottleneck?

    Are you sure? And what about 10GB? This with graphics on high, viewdistance 2000 and 4xAA. https://www.youtube.com/watch?v=lqzdjRwZJDE Will post one later with view distance at 12000 and settings in Ultra, just to unleash the power.
  3. I give up

    DirecxtX 12 for ArmA 3?

    EUREKA. Forget DX12, I have found the issue/ More GPUs = Less Performance. Crossfire disabled (1 gpu enabled) FPS drop from 60 to 50. https://www.youtube.com/watch?v=sRJg6jXPptg Double Crossfire enabled (2 gpus enabled) FPS drop from 60 to 40. https://www.youtube.com/watch?v=wRXkf7otfTI Triple Crossfire enabled (3 gpus enabled) FPS drop from 60 to 30. https://www.youtube.com/watch?v=DvQSq6jp7xE Next I am going to try whitout any gpu.
  4. I give up

    DirecxtX 12 for ArmA 3?

    Exactly and if instead OpenGL we had there DirectX 11 would be exactly the same since the CPU (in)efficiency is similar in both (DX11 and OpenGL). That's why I saying (and always have been) that the performance issues with ARMA 3 are related with graphics mainly due to DirectX 11 inefficiency. Now from what I've seen (in some other game) about DirectX 12, I dont think is so efficient (on this subject) as is being claimed, in fact is not. Not to mention that we need Nasa GPUs (and CPUs) to run it in an acceptable manner. @Vasily.B No mate, only CBA.
  5. I give up

    DirecxtX 12 for ArmA 3?

    You mean CPU calculations? I don't think so. In my opinion the performance drop with AI is purely related with graphics. I made a video with 8 vehicles, no explosions, no firefight, just passing by and soon they start to appear the performance starts to drop, at close range we lose more than 20 fps, soon they pass performance goes back to normal. Btw, I am using vehicles to make the video shorter, but if we place foot units the outcome is the same. Take a look. https://www.youtube.com/watch?v=wRXkf7otfTI My question remains, DX12 will fix this?
  6. I give up

    DirecxtX 12 for ArmA 3?

    About the sound. I've tried something different, exactly the same environment but all the AI without ammunition, means no explosions or firing sounds, only AI running around. The outcome, still a performance drop, from 60 to 33 fps. In previous video performance went from 60 to 24fps, but I believe the difference is because in this circumstance there are no explosion effects and/or smoke and not because sound. My question remains, is the performance drop, when looking at AI, related with graphics or cpu? The vídeo about the above related. https://www.youtube.com/watch?v=Mn_a-BhaHt8
  7. I give up

    DirecxtX 12 for ArmA 3?

    Well, I've read something about the sound but if it is because sound only can be due to some issue(s) on implementation and not hardware related. Already tried several sound configurations (even 16 bit 44100 Hz) and also the sound sources in game (from 16 to 128) and the result is the same. Anyway, if a Asus Xonar is not able to deal with game sound, then I don't know what kind of hardware is needed. But, I am sure that this is because something in game was changed in last year, before there was not such issue. Here is a video recorded in 2014 with tons of AI firing and having stable 60 fps, no performance drop at all. https://www.youtube.com/watch?v=rtCOXBkSiJ4
  8. I give up

    [COOP-24] Cyclone.Altis

    Ok mate. I am playing it and is a dam of a nice job. Surely it will provide a awesome MP experience, my kind of mission,I like it. Congrats.
  9. I give up

    DirecxtX 12 for ArmA 3?

    Hey mate, do you think DX12 will solve this? A couple of AI having a firefight just kills the performance (drop from 60 to 24 fps), when you are looking at it. However with same AI doing exactly the same but because you are not looking at it, just does not affect your performance. Or do you think this is not related with graphics and is only the called "cpu bottleneck"? Take a look. https://www.youtube.com/watch?v=-eWHvzuOsHY
  10. I give up

    [COOP-24] Cyclone.Altis

    Ah, ok, thanks mate. I have one more question, can you speak a little about "artifex" and its purpose?
  11. I give up

    [COOP-24] Cyclone.Altis

    raP ÖS version Mission Z Intro QO OutroWin ­P OutroLoose zR ÖS addOns a3_map_altis A3_Structures_F_Mil_Cargo A3_Characters_F_Mark A3_Modules_F_Curator_Curator A3_Weapons_F_Ammoboxes A3_Structures_F_Civ_InfoBoards A3_Air_F_Heli_Light_01 A3_Soft_F_MRAP_01 A3_Soft_F_HEMTT A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Heli_Heli_Transport_03 A3_Characters_F_BLUFOR a3_characters_f 3DEN A3_Modules_F_Multiplayer A3_Modules_F addOnsAuto 3DEN a3_modules_f_curator_curator A3_Characters_F_BLUFOR a3_characters_f A3_Modules_F_Multiplayer A3_Modules_F A3_Weapons_F_Ammoboxes A3_Structures_F_Civ_InfoBoards A3_Air_F_Heli_Light_01 A3_Soft_F_MRAP_01 A3_Soft_F_HEMTT A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Heli_Heli_Transport_03 a3_map_altis randomSeed ²xE Intel i Groups q Vehicles - Markers óI Sensors ¬M QO timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<q $items # Item0 Item1 ' Item2 ï Item3 ¯ Item4 o Item5 / Item6 ï Item7 ¯ Item8 o Item9 / Item10 ï Item11 ¯ Item12 o Item13 / Item14 ï Item15 ¯ Item16 o Item17 / Item18 ï Item19 ¯ Item20 o Item21 / Item22 ï Item23 ¯ Item24 o Item25 / Item26 © Item27 ## Item28 ' Item29 h( Item30 3) Item31 þ) Item32 É* Item33 â€+ Item34 _, - side LOGIC Vehicles > ' items Item0 [ ' position `; è5 args ê id side LOGIC vehicle ModuleCurator_F leader lock UNLOCKED skill Å¡â„¢? text zoos ' items Item0 ( Item1 p Item2 « Item3 é ' value #adminLogged parentCls ModuleCurator_F typeName Owner p value parentCls ModuleCurator_F typeName Name « value 2 parentCls ModuleCurator_F typeName Addons é value 0 parentCls ModuleCurator_F typeName Forced ' side WEST Vehicles G ï items Item0 d ï position Û6Fg)·Aˆƒ9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAYER COMMANDER leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position jÕ6F6·At}9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position Ñ6FI·A£w9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position -Ã6F3·Aêr9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position È6Fåþ¶A©n9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ŒÃ6F³ö¶Aéj9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position >â6Fù'·A¦9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position ¡Ü6FÔ·A‘y9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position HØ6Fñ·AÄs9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position _Ô6FÚ·Ao9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position 4Ã6Fsþ¶AÂj9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position ÃÊ6F`ö¶Ag9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position yç6F†$·AÆ’z9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position Ùá6F]·Ajt9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position oÃ6Fv·A¤n9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position Ù6FX·Aæi9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position pÔ6Fû¶A¡e9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position íÃ6Fâò¶Aía9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position ªë6FH!·Av9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position æ6F/·Aüo9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position á6FD·A4j9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ÆÃ6F.·Aye9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position §Ø6Fá÷¶A9a9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position .Ô6F¶ï¶Az]9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side LOGIC Vehicles P © items Item0 m © position ·F¨ôlAÜÿ¨F args D id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations © items Item0 Ä Item1 Item2 Z Item3 ¤ Item4 æ Item5 - Item6 x Item7 ¼ Item8 Item9 W © value 30 parentCls ModuleRespawnVehicle_F typeName Delay value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance Z value parentCls ModuleRespawnVehicle_F typeName RespawnCount ¤ value parentCls ModuleRespawnVehicle_F typeName Init æ value 0 parentCls ModuleRespawnVehicle_F typeName Position - value 0 parentCls ModuleRespawnVehicle_F typeName PositionType x value 1 parentCls ModuleRespawnVehicle_F typeName Wreck ¼ value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn W value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled © side LOGIC Vehicles Ê ## items Item0 ç ## position þý6FŸe·AwÅ’9F args ¾ id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations ## items Item0 > Item1 Æ’ Item2 Ô Item3 ! Item4 `! Item5 §! Item6 ò! Item7 6" Item8 …" Item9 Ñ" ## value 30 parentCls ModuleRespawnVehicle_F typeName Delay Æ’ value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance Ô value parentCls ModuleRespawnVehicle_F typeName RespawnCount ! value parentCls ModuleRespawnVehicle_F typeName Init `! value 0 parentCls ModuleRespawnVehicle_F typeName Position §! value 0 parentCls ModuleRespawnVehicle_F typeName PositionType ò! value 1 parentCls ModuleRespawnVehicle_F typeName Wreck 6" value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification …" value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn Ñ" value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled ## side LOGIC Vehicles D# ' items Item0 a# ' position 4Ë´Fö(L@új“F args 8$ id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations ' items Item0 ¸$ Item1 ý$ Item2 N% Item3 Ëœ% Item4 Ú% Item5 !& Item6 l& Item7 °& Item8 ÿ& Item9 K' ' value 30 parentCls ModuleRespawnVehicle_F typeName Delay ý$ value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance N% value parentCls ModuleRespawnVehicle_F typeName RespawnCount Ëœ% value parentCls ModuleRespawnVehicle_F typeName Init Ú% value 0 parentCls ModuleRespawnVehicle_F typeName Position !& value 0 parentCls ModuleRespawnVehicle_F typeName PositionType l& value 1 parentCls ModuleRespawnVehicle_F typeName Wreck °& value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification ÿ& value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn K' value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled ' side LOGIC Vehicles ¾' h( items Item0 Û' h( position `; 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_0 h( side LOGIC Vehicles ‰( 3) items Item0 ¦( 3) position Ä; 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_1 3) side LOGIC Vehicles T) þ) items Item0 q) þ) position (< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_2 þ) side LOGIC Vehicles * É* items Item0 <* É* position Å’< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_3 É* side LOGIC Vehicles ê* â€+ items Item0 + â€+ position ð< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_4 â€+ side LOGIC Vehicles µ+ _, items Item0 Ã’+ _, position T= 5 id ! side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_5 _, side LOGIC Vehicles €, - items Item0 , - position .; R5 id " side LOGIC vehicle Logic leader skill Å¡â„¢? text SERVER_LOGIC - "items ! Item0 ¤. Item1 Å’/ Item2 Q0 Item3 ð0 Item4 2 Item5 3 Item6 ¸3 Item7 ÃŒ4 Item8 Ãœ5 Item9 {6 Item10 7 Item11 ½7 Item12 Â¥8 Item13 l9 Item14 : Item15 ; Item16 /< Item17 Ó< Item18 ç= Item19 ÷> Item20 –? Item21 7@ Item22 Ø@ Item23 ÀA Item24 ‡B Item25 &C Item26 :D Item27 JE Item28 îE Item29 G Item30 H Item31 ±H Item32 RI óI position Æ6FQ ·ARw9Fazimut ~%kà special NONE id # side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; Å’/ position -Ã¥6Fq·A*d9Fazimut ©Rdà special NONE id $ side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard init this allowDamage false; this enableSimulation false; Q0 position ø7Fü¼¶Aô9Fazimut xD special NONE id % side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations ð0 position s6FÇ+·A½‡9Fazimut 0§Â special NONE id & side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations 2 position íh6FE·AMy9Fazimut 0§Â special NONE id ' side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations 3 position É™6FÜ÷·Aü¿9Fazimut ºHÜà special NONE id ( side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations ¸3 position óŠ6F‡·Ax¤9Fazimut /ÿßà special NONE id ) side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ÃŒ4 position ~6FE[·AÈ•9Fazimut 9ßà special NONE id * side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations Ãœ5 position 37Fh·A?_9Fazimut l¿A special NONE id + side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations {6 position O7Fõ¸AçÌ9Fazimut B|FÄid , side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations 7 position ãâ6F,ˆ¹A :Fazimut nzkÄid - side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations ½7 position ßÄ´Fö(L@ð{“Fazimut ‰Ç¬B special NONE id . side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; Â¥8 position ÞÑ´Fö(L@>|“Fazimut 1mºB special NONE id / side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard_1 init this allowDamage false; this enableSimulation false; l9 position þž´Fö(L@"‡“Fazimut n+ÃC special NONE id 0 side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations : position *§´Fö(L@ô5“Fazimut £›tC special NONE id 1 side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ; position 먴Fö(L@ÀQ“Fazimut ÃuD special NONE id 2 side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations /< position †£´Fö(L@Â¥]“Fazimut …±ðà special NONE id 3 side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations Ó< position y©´Fö(L@_H“Fazimut bºï special NONE id 4 side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ç= position ¨´Fö(L@Ã>“Fazimut Æ¡ì special NONE id 5 side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ÷> position •¥´Fö(L@}›“Fazimut )ä‡C special NONE id 6 side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations –? position Žö´Fö(L@$t“Fazimut †l4Äid 7 side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations 7@ position ªî´Fö(L@>0“Fazimut RiaÄid 8 side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations Ø@ position ªF¥ŠmAÉô¨Fazimut &.yC special NONE id 9 side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; ÀA position F’F¢ÌlAÕó¨Fazimut ôÜ special NONE id : side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard_2 init this allowDamage false; this enableSimulation false; ‡B position CMFmAŸæ¨Fazimut ¯mC special NONE id ; side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations &C position *F­‚A¨°¨Fazimut ^}õC special NONE id < side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations :D position ãF‡’‚A:´¨Fazimut ^}õC special NONE id = side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations JE position Ã’FÕ,„AĤ¨Fazimut y0 C special NONE id > side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations îE position ŸæFsÆ’AjǬFazimut à ýB special NONE id ? side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations G position 3ùF¶ƒAô­¨Fazimut ? C special NONE id @ side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations H position fF_pAôèFazimut îJÅ’B special NONE id A side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations ±H position F™ùvA¿ï¨Fazimut ·Äid B side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations RI position Û}FfZgAÕ%©Fazimut ßG%Äid C side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations óI items Item0 hJ Item1 ½J Item2K Item3 aK Item4 °K Item5 L Item6 VL Item7 ÄL Item8 0M ¬M position yÕ6F¼Ô¶AI9F name respawn_vehicle_west type Empty angle ÃLÃýJ position Ö6FM·Al9F name respawn_west type Empty angle ‚IÃK position *Ì´Fö(L@ox“F name respawn_vehicle_west_1 type Empty angle 5q_CaK position ÔË´Fö(L@}“F name respawn_west_1 type Empty angle ‚íðB°K position F^–jAà ©F name respawn_vehicle_west_2 type Empty angle cý„CL position ›Fñ6mAò¨F name respawn_west_2 type Empty angle ­xÅ¡ÃVL position ÃŒN7F·A9,9F name OUTPOST_FRISKY text OUTPOST FRISKY type o_hq colorName ColorWEST ÄL position cÃFrè‚A´­¨F name OUTPOST_PANDA text OUTPOST PANDA type o_hq colorName ColorWEST 0M position šÑ´Fö(L@6„“F name OUTPOST_LIFE_IS_MEMEINGLESS text OUTPOST CISTERN type o_hq colorName ColorWEST ¬M items Item0 ßM Item1 aN Item2 ÙN QO position 1Ã¥6Fš·AÃj9Fa è b è angle Õv¾Ãinterruptable age UNKNOWN name SAFE_ZONE Effects [N aN aN position hôFö(L@s“Fa „ b „ interruptable age UNKNOWN name SAFE_ZONE_1 Effects ÓN ÙN ÙN position õªF=ýmAŠï¨Fa ¼ b ¼ interruptable age UNKNOWN name SAFE_ZONE_2 Effects KO QO QO addOns a3_map_altis addOnsAuto a3_map_altis randomSeed ëz Intel Â¥O ­P timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<­P addOns a3_map_altis addOnsAuto a3_map_altis randomSeed ª*) Intel Q Markers R zR timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<R items Item0 3R zR position ®œFð±CìžF name PLACE text PLACE type Empty zR addOns a3_map_altis addOnsAuto a3_map_altis randomSeed w(p Intel ÃŽR ÖS timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<ÖS Hi mate, thanks for your reply and sorry for late response. The above is what I see in your mission.sqm. Opening the mission nothing starts, dont know if is related.
  12. I give up

    AMD CPU Bottleneck?

    After 1.54 I've played several hours with pagefile disabled and the game did not crashed (before was crashing after a couple of minutes). Still, with all settings in High, AA x4 and with view distance at 3000 is loading about 7 GB of RAM. This in editor without AI. http://i.imgur.com/ocaopRC.jpg
  13. Increasing view distance loads more RAM and Pagefile and depending of graphics settings (object view distance, and shadow distance) it can load more GPU.. that's all. Increasing AI loads more CPU. That's all. The graphics settings that severely affect GPU and RAM are, Objects quality, Texture quality, Terrain quality, Shadows quality and Antialiasing, also these settings severely affect Pagefile load. Saying the issues are related with CPU is not knowing the architecture of this game. Memory management is by far the worst issue of this game, mainly due to heavy graphics related with terrain and objects. Edit. Also, like I have said several times with quality maxed and view distance and object distance at 6000 it can load easily 8GB of RAM and 6GB of Pagefile. Now look at Windows processes, you will see arma3.exe process using less than 2GB you will see system process (kernel/pagefile) using less than 2GB and your system is using 14GB of memory (physical and virtual). Where is being used? What process is using it? Can you see? I cant. I know this insanity started after "breaking 32 bit barrier", before the performance was quite nice and very balanced.
  14. I give up

    Fed up with that AI

    Me and AI in a mission made with Zen Framework. https://www.youtube.com/watch?v=ij4s0S49saQ Better than 99%of real players. In fact AI is the best thng of A3 (when compared with A2).
  15. I give up

    DirecxtX 12 for ArmA 3?

    No rush, we need to wait for Pascal (Nvidia) or Artic (AMD). Current GPU(s)archiecture does not extract the juice of DX12, it is obvious now, at least with the games available based DX12, which are pointing 3GB for graphics memory, as recomended. Anyway, for a game like A3 this are good news.
  16. I give up

    DirecxtX 12 for ArmA 3?

    https://en.wikipedia.org/wiki/List_of_games_with_DirectX_12_support "DirectX 12 patch releasing with "Tanoa Expansion"
  17. I give up

    Why i love Arma 2, but Arma 3 makes me meh

    Ok. That's why with A3 I only play with Bots. Anyway, still wondering why with Alpha we had a decent performance with awesome graphics and sounds now is "be polite". https://www.youtube.com/watch?v=_Kk3id5JnTE
  18. I give up

    Why i love Arma 2, but Arma 3 makes me meh

    The biggest difference between A2 and A3 is that with A2 we had a nice MP game, with A3 all of that is lost. Anyone remember Domination? https://www.youtube.com/watch?v=en9xozyhr_A Anyone miss the awesome MP hours of fun? https://www.youtube.com/watch?v=X3lhrfiAYvg Anyone miss A2 awesome graphics (without lag)? https://www.youtube.com/watch?v=CeK2srtwA8s All that is lost with A3. Now is only Life Zombie of The Hill stuff.
  19. I give up

    Why i love Arma 2, but Arma 3 makes me meh

    Obviously. https://www.youtube.com/watch?v=BE31G-LnRr0
  20. I give up

    [SP] Pilgrimage

    AI do not really steal the vehicle, they do not drive your vehicle, they only enter in your vehicle if is an armed vehicle (turrets etc) and they will use it Anyway, this is one of the best (if not the best) usermade SP mission, I like it.
  21. ARMA 3 needs pagefile and is exactly because of the 32 bit breaking barrier, depending of graphics settings and also the size of the Island can load easily above 10 GB in to pagefile. As you know, pagefile is also known as swapfile means that the data keeps being swapped between physical memory and pagefile, also as you know page file is located/provided in/by the Hard Drive and since every disk (whatever may be) is considerably slower than any RAM, this by itself is a reason for hardware (CPU and GPU) bottleneck, however there are couple ways to minimize the constraints of this operation, like I have said several times on this forum. Still is one more reason for CPU and GPU bottleneck related with this subject. The pagefile is mainly used to store temporary data related with the graphics means that when your graphics processing unit (and also CPU) wants to process shaders, lighting, texture mapping, etc, most of the data requested is being "buffered" from the cache (pagefile) which is located in Hard Drive. Obviously if the temporary data was only stored on physical memory (RAM), this buffering through graphics pipeline would be significantly faster, unleashing the CPU and GPU power. Also we can call AI in to this, being the AI "brains" managed by the CPU still it has graphics that needs to be rendered and related data processed, means that the AI it is also a subject of the operation described above. That's why when the AI becomes visible (that's when the GPU is called to process the data related with it) we all face a performance decrease and somehow a CPU and GPU bottleneck. Obviously if ARMA 3 was a native 64 bit app, probably pagefile would not be needed and most likely we would see a huge performance boost.
  22. No mate, that's not correct. View distance (visibility) in matters of performance is mainly related with GPU, VRAM and RAM. Altis in editor (without AI) at 12000 view distance in Ultra eats around 15 GB of RAM and around 6 GB of VRAM, to run at stable 60 fps a single 980TI is not even close from what is needed in matters of GPU power. Also do not look at GPU workload having only in perspective the usage in matters of percentage, that is just one factor (from many) and is far from being the most importante.
  23. In Campaign (or any official mission) or in some user made missions? I am asking because I can play every official mission at 60 fps and im still looking for a usermade mission where I can do the same.
  24. What 12000 visibilty has to do with CPU? Btw, 12000 here. https://www.youtube.com/watch?v=rJYKwMKcaew And you know why? Because its a small Island, means less textures to load. Purely graphics related. If you want to l.oad Altis at 12000 you should get a second 980Ti.
  25. I give up

    AMD CPU Bottleneck?

    I I had the same when I was having triple crossfire with 9 GB of VRam. To me looks memory leak. Now I am using 2 cards in crossfire and executable never goes above 2 gb, but RAM usage easily gets 12 GB (with limited pagefile). If I let pagefile managed by Windows, easily reachs 10 GB.
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