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Polymath820

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Everything posted by Polymath820

  1. Polymath820

    CPU and GPU overclocking does sweet f a.

    http://lifehacker.com/a-beginners-introduction-to-overclocking-your-intel-pr-5580998 They clearly state there is a lot of risk. I know about the voltage potentials of the CPU and if I am going to screw around with the voltage I'd be stepping in micro-volts,nano-volts and maybe pico-volts. As said, it's safer to just go buy a new CPU. Than run-risks of causing damage and is even explicitly stated that overclocking can be dangerous, and can shorten the life of or permanently damage some of your components if something goes wrong, So if I have an I5-2400 which is running at about 1.24V -> 1240milli-volts you should step in values of 0.05 which is 50 milli-volts. And again. more voltage you add the more heat you will add. Also, adding more voltage to the CPU will result in more stress placed on the electro-plated wires. namely under peak voltage 0.01326 amps. More current draw along those already stressed electroplated cables will generate "more overall heat" how do I know this, had a GTS 450 running on a 12V rail and it decided to draw 12.8V under maximum load with my little I5-2400 caused my motherboard to goto 80*C. And killed the HDD Lastly, remember that no two systems will overclock the same—even if they have the exact same hardware. And the resistance generated by higher voltage potentials and increased current draw you can't escape. The old adage is "Just because you can and you are able to does not mean you should". Voiding your CPU warranties is not cool. But that being said getting someone "professional" to overclock your system who are "qualified" will likely result in much better outcomes as if they cause your CPU to BBQ they wear the cost not you.
  2. Polymath820

    CPU and GPU overclocking does sweet f a.

    69.0*C... you are kidding the actual heck... http://ark.intel.com/products/52210/intel-core-i5-2500k-processor-6m-cache-up-to-3_70-ghz Tcase = 72.6°C you are 69.0 - 72.6 = 3.6*C off the maximum temperature of your CPU... you are looking to fry it getting that close to the T-case threshold. Lets not forget ambient temperature. affects your overall systems temperature... as well a 30*C room will result in much higher temperatures than that. And it may not be the "CPU" operating at all but how long you have been running it, for 3 years running it that close to it's maximum operational temperature you have already probably caused damage. Without even noticing. CPU BBQ anyone?
  3. Polymath820

    CPU and GPU overclocking does sweet f a.

    Did you not read what I said? In the 1980's - 1990 there was a "300%" performance increase from chips. Now we have this silly "doubling law" (Moores Law) 25% is mediocre, 15% is mediocre and 30% is mediocre when all said and done. I remember reading in the 1980's overclocking was much more involved than just "soft-overclocking" because when all said and done soft is still soft. Overclockers then had to physically remove the clock oscillator chip and replace it with a faster one. And Again, overclocking is dangerous, CPU's use very low voltages and, changing them, is not exactly safe, because the more voltage you add the higher the current throughput and higher current if hitting a point of danger levels results in more resistance and the other thing is the current being drawn in PC circuits has to be very small as there is a relationship that resistance = resistivity × length / area (R = rho * l / A) that the resistance decreases with larger area PC's are already under a fair amount of strain with the tiny wire's and electro-plated lines there is so many things that can go wrong. P.S: http://resources.schoolscience.co.uk/CDA/16plus/copelech2pg1.html As stated as the resistivity of the material increases with higher temperatures. P.D / potential difference in DC circuits namely "PC's" is a constant relationship due to the square-wave consistent voltage peaks will result in more heat. And even that being said the "Ultra-overclocking groups" with liquid nitrogen silicon has a nasty habit of if you get it too cold the silicon goes super-conductive and the CPU gets "cold bugs". And crashes. something in the order of -185*C, I'd overclock but... the risks are too high and performance gains are minimal even if 20% increase is the difference between playable and unplayable. My CPU is already clocked to a 200 * 33 multiplier and a maximum clock wattage peak of 118W for 1.0 seconds it is not recommended to change nor tweak this value because higher wattage peak times will generate more heat. As it is already over the TDP of 95W and I have been recommended by multiple computer stores DO NOT over-clock ever. As I said overclocking for a 25% performance boost. It is no use, we are fighting a losing battle as expressed by Amadahl's Law the more cores you bolt together it will not mean faster performance as a whole the CPU is going to be limited by the number of "physical CPU's / Cores" and when you get to the 2000 core count more cores you lose more and more parallel portions of the code, not to mention a lot of the programming has to as I stated in other posts "serialised". So even if you speed up the clock you are still going to be limited. By the programming and the serialisation of the code in-order to do operations which otherwise would be parallel. And lifehacker also states that they overclocked a 2.9Ghz CPU to 3.8Ghz with a 3.7% increase. in 3Dmark11
  4. Also a side-note contrary what people believe cross-firing in general won't improve game-performance overall. Because what happens when you "crossfire" it links 2 video-cards together. Crossfire like Nvidia's SLI is limited I think "A guess" 1GB/s and when crossfired the PCI-E slot you have either 2.0 or 3.0 is limited to a set of values. your 16X will be connected to another PCI-E slot and come down to 8X (2 SLI / Crossfired) and then 4X (3 SLI / Crossfired) and then 2X (4 SLI / Crossfired) the bandwidth of a crossfire / SLI bridge does not come even remotely close to a PCI slot. so mathematically it is expressed like this when 16X we are talking about the number of "data lanes" in 2way crossfire a PCI-E 2.0 slot will operate at 528MB/s per lane, so that is 528MB/s*8 = 4224MB/s then 3 way is 528MB/s * 4 = 2112MB/s then 4-way 528 * 2 = 1056MB/s almost equal to that of a Crossfire / SLI bridge. which is 1GB/s so the data is transferred between cards but we have another problem All these slots are trying to "talk to the CPU" and if you are using nearly all the bandwidth on the slots.... lets just say to get the "maximum performance" you need to analyse each component's bandwidth, clock speed and latency. etc. but SLI / Crossfire I personally think is best in "non-real-time environments" Where as I said more SLI / Crossfire bigger area for signals to travel. Therefore higher latency higher response time from the CPU to the PCI slots. This is also an issue in http://www.mcorewire.com/2012/03/02/the-death-of-cpu-scaling-from-one-core-to-many-%E2%80%94-and-why-we%E2%80%99re-still-stuck/ Amadahls law https://www.princeton.edu/~achaney/tmve/wiki100k/docs/Amdahl_s_law.html "In any parallelized program, performance is ultimately limited by the amount of serial code (code that can only be executed on one processor)."
  5. Polymath820

    Muliplayer MODs?

    Disable the mods? Goto expansions you'll find a button that says "enable or disable" hit disable on all of them but "Arma 3".
  6. Polymath820

    5-10 FPS on Multiplayer need help!

    I have an I5-2400 Sandy bridge probably going to upgrade to an I5-3570 Ivy Bridge. I get 24 FPS don't worry a lot of people are experiencing issues. And I don't have a weak video-card exactly a GTX 650 OC 2GB Gigabyte. An interesting note doing some small scale experimenting CPU usage nearly quadroupled when I limited the video-ram to 638Megabytes. But no FPS improvement. Yes I tried to Starve Arma 3 of Video memory -_- just to see what happened.
  7. Polymath820

    Low CPU utilization & Low FPS

    No more calling it unoptimised give over... Arma 3 is fine, it's what people are trying to do with it... There is something built into arma 3 something called "simulation manager" when you leave an area a "client" it stops simulating that area until the client comes back so people are trying to run missions with hundreds of AI without any sort of "management" therefore the result is the FPS drops. Arma 3 from what I can see was never designed to have hundreds of AI everywhere. All being simulated at once. You'll find it in the map editor under modules "Simulation Manager" "Distance which objects will stop being rendered" default: 2000Meters. Sync your objects you want to hide with it and they will stop being simulated as soon as the client leaves the area. Thereby "Halting all the "animations, FSM's, etc. being run on peoples PC's". That being said, I wonder if bohemia ever looked at "Unigine" Maybe, they could talk with bohemia? Unigine is a map of 258KM * 258KM. 64,000,000 square meters. Arma 3 ? Whats more they've got a game on IOS running it... what in the heck... and yes Unigine is running REAL TIME The amazing part of this engine is you actually see the "plants" being independent of their parent models and can distort. Shimmering similar to how real-trees do in real-life.
  8. Polymath820

    5-10 FPS on Multiplayer need help!

    Don't worry I've heard of people running this game on Ultra with I3's and some have I7's and it can't run. I think it might be a code-bottleneck somewhere the same as battlefield 4 had in beta and still has. No idea where but somewhere. Maybe this animation re factoring will improve things.
  9. Polymath820

    CPU and GPU overclocking does sweet f a.

    Yeah I know about L1 L2 and L3 caches, but they are very small and the reason they are so fast is because they are built into the CPU die itself. But I don't think loading 512KB into a L1 cache is going to make much of a difference. This is something to note Extreme tech are a vaild source as with ieee.org as with phys.org http://www.extremetech.com/computing/116561-the-death-of-cpu-scaling-from-one-core-to-many-and-why-were-still-stuck http://www.mcorewire.com/2012/03/02/the-death-of-cpu-scaling-from-one-core-to-many-%E2%80%94-and-why-we%E2%80%99re-still-stuck/ More and more cores makes the task more and more complex as even though we have more cores we have a real problem. Before data can be processed it has to be "serialised" all data going in and out of a CPU is either broken into threads by serialising and each core given a thread or we have the case of a GPU which has thousands of cores all doing things. The complexity keeps going up and up the more cores you add and the more hell it is for programmers. As It says a 300% processor speed increase from 1980 - 1990 so, it's not the chips, the programmers haven't caught up yet. Sure we have CPU's nano-meter size decreasing but that only increases the transistor "density" which is "supposed" to increase speed I don't know about you but I question that statement. I'm waiting patiently to see how AMD's APU's perform. On the side note yeah Sneakson, you overclock and a lot of the time with over-clocking you will spend money on a cooler, and the funny thing is, people buy water-cooling and even through the "methyl-ethylene-gylcol" is added to increase the heat conduction water still has the limitation of it's "heat capacity" it will stay the same. And radiators are just down right inefficient. And then you've got nitty gritty details such as the type of material used for the radiator and the "overall" surface area of the radiator e.g the cooling fins which are normally made out of copper of aluminium as they conduct heat well, then you've got another problem of blowing air over the radiator. In an ideal environment to get the maximum cooling efficiency you would have a high CFM (Cubic Feet per Minute) also in metric M^3 * t meters cubed by time, but high CFM / High,air-pressure fans are loud. Saw on some overclocker forum a guy used Pelter units to cool the water. Thermo-electric coolers.
  10. Polymath820

    CPU and GPU overclocking does sweet f a.

    The chips are worth a lot. Particularly the fact that I know what metals the chips are made of. I don't like joining the cyclical consumption of electronics, just look at the environmental disasters computer graveyards are due to developed countries. I prefer to look after my PC and maintain it. I am still debating whether or not I want a new CPU / RAM I do blender 3D cycles renders. And a few other GPU intesive things. Such as image compositing. I mean spending $450 for a CPU when you compare an I7 to an I5 side by side There is only a 12% improvement over an I7 vs an I5. Video-processing and workstation oriented tasks are best for an I7 games, not so much. Telling lies, not even remotely I have even read a definitive article in PCAuthority benchmarking components. There is always only a marginal improvement in frame-rate that is not worth the hassle. And if you call me poor "A fool and his money are soon parted" Not only that but from 2011 1% decrease in PC component sales, 2013 14% decrease based on current predictions computer electronics industry is heading for a market crash.
  11. Polymath820

    Arma 3 Texture file size question

    It is actually because arma 3 uses 3 types of compression DXT1 DXT3 and DXT5 the most compressed I think is DXT1 oh nvm you are using DXT1 yeah all .paa files are non-lossy compression format meaning nothing is removed in the way of bits and bytes. You can use JPG or JPEG but they are considered lossy compression algorithms a lot of the "data is removed" in the compression process. Meaning you get pixilation, when you try to overlay the image on a model. ---------- Post added at 01:28 ---------- Previous post was at 01:19 ---------- That is the main reason. TGA format is an intermediary between TexView 2 and Photoshop. In TexView 2 you can actually save the .paa files you opened using .png file format and tga. I personally prefer PNG but the arma 3 engine only supports TGA,PAA.JPG and ah I remember now .PAC
  12. Polymath820

    CPU and GPU overclocking does sweet f a.

    Did you not notice what clock speed? That CPU was at? 2.9 Ghz ramped up to 3.8Ghz and increase of nearly 1Ghz and only showed on 3Dmark a slight increase 6375 to 6549 It is marginal at best. The numbers do not lie. But overall a 3.7% increase so if your baseline frame-rate is at 35 overclocking only gives you. Approximately 1.30 Frames extra. Frankly CPU speeds are water under the bridge since 1980 - 1990 we saw a massive increase in CPU speed and performance 300% ... Not 12% and 20% like we see now. More cores != faster system , faster clock speed != faster system / better frame rates. OC'ing is just a complete waste of time and defeats the purpose of an intel CPU anyway which is to get a good performance out of a chip that is power-efficient. It is risky, and reduces the life of the CPU considerably. Because you are running it at higher voltages and higher clock speeds than what it is designed for. And higher clock speed results in higher current draw and from higher current draw you generate more heat. And it's a horrible relationship higher the temperature of a semi-conductor the less efficient it is. Due to the resistivity curve getting sharper and opposing current within the CPU. And I know this for a fact as I have spoken to many people with overclocked systems. They live a lot shorter life. I am also into HPC technology To be frank I kind of knew the RAM clock speed would be effecting the game due to the fact the CPU has to come down to the speed of the RAM and Synchronise with it to transfer data so your 3.8Ghz CPU if you have a 1600Mhz RAM stick will force the CPU to equalise with the RAM speed. at 1.6Ghz with a CPU running at 3.8Ghz therefore decreasing the overall transfer speed, I also suspected it was something to do with either bandwidth or clock speed. Seeing as arma 3 is a "real-time rendering" higher clock speeds and transfer of data / information in and out of components should result in a higher frame-rate as the "on-the-fly processing" is what counts not the "RAW RAM or the RAW GDDR5 video-ram" Maybe I'll wait for DDR4 and Broadwell chips to come out, certain hope Intel does not release a "BGA socket only" *shudders* I like my LGA... also sadly you say "faster RAM" not all "motherboards" are compatible with RAM that runs at 2.8Ghz, they just are not and you have to get "compatible" overclocked RAM for it to work you can't just buy a stick or 2 of OC'd RAM and put it into your motherboard expecting it to work, my motherboard like many other peoples motherboards are locked to a speed mine is 1333Mhz RAM so even if I put in a 2.8Ghz RAM unit or 2 in I will never see it. As the motherboard is non-compatible. You need to check your motherboards documentation to find out which RAM is compatible. http://www.msi.com/file/test_report/TR10_2489.pdf If you don't use compatible RAM this happens. My current RAM is set to 667Mhz locked. Corsair select RAM sticks that are "non compatible". Whats worse your "Chipset" in my case a B3 Intel P35 has to be compatible with the RAM as well.
  13. It is weird that arma 3 has poor FPS and battlefield 4 in beta suffered largely poor FPS. And the even more interesting part is the CPU and GPU maxed out. This was occurring in beta and is still occurring in release. Even with people having really highend systems. So arma 3 uses little to no CPU / GPU and Battlefield 4 super-stresses your video-card and CPU / GPU with no FPS boost. Battlefield 4 http://battlelog.battlefield.com/bf4/forum/threadview/2955065218037193389/6/ Arma 3 http://forums.bistudio.com/showthread.php?147533-Low-CPU-utilization-amp-Low-FPS/page270 So where is the problem? it's not the hardware it can't be but that being said battlefield 4 is a New engine arma 3 isn't yet they suffer the same issues? Why? Is the engine at fault? Is it the game? Is it some code "bottleneck". Any "decent answer would be appreciated"
  14. 1. How do I get a function to run? 2. How do I correctly compile a piece of code? Because this code: screwed = { _null = _this _CreateBAmbient = createGroup west; _getMarkerPosition = markerPos "FormVehAnchor1"; for [{_i=0},{_i<=3},{_i=_i+1}] do { _UnitsObj = createVehicle ["B_Heli_Transport_01_camo_F",_getMarkerPosition,"",0,"FLY"]; }; }; does not work even if I have in the init.sqf: _fnc = Compile preprocessFileLineNumbers "AmbientHelicopter.sqf"; it won't run the script when I call the "screwed" function at all it just says "undefined variable"; 3. How do I use the preprocessFileLineNumbers 4. Does arma 3 ever get code "ghosts" or "ghosts in the machine" from repeated running of a script? 5. Is there anyway to destroy a sound after it has been created on a playSound3D position? When a vehicle gets destroyed?
  15. or FPS no matter what whether it's on Ultra or it's on low drop it down to the smallest rendering size nope still bad FPS bring it up to the highest better FPS than low what? Did all the "Snake Oil" settings -cpuCount=4 -exThreads=7,-maxMem=### maxVRAM=#### etc. GPU Frames ahead set to 1 still no avail. System Specifications are below: CPU: Intel Core i5 2400 Cores 4 Threads 4 Name Intel Core i5 2400 Code Name Sandy Bridge Package Socket 1155 LGA Technology 32nm Specification Intel Core i5-2400 CPU @ 3.10GHz Family 6 Extended Family 6 Model A Extended Model 2A Stepping 7 Revision D2 Instructions MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, Intel 64, NX, VMX, AES, AVX Virtualization Supported, Enabled Hyperthreading Supported, Disabled Fan Speed 1583 RPM Bus Speed 99.8 MHz Stock Core Speed 3100 MHz Stock Bus Speed 100 MHz Average Temperature 35 °C Caches L1 Data Cache Size 4 x 32 KBytes L1 Instructions Cache Size 4 x 32 KBytes L2 Unified Cache Size 4 x 256 KBytes L3 Unified Cache Size 6144 KBytes Core 0 Core Speed 1596.3 MHz Multiplier x 16.0 Bus Speed 99.8 MHz Temperature 34 °C Thread 1 APIC ID 0 Core 1 Core Speed 1596.3 MHz Multiplier x 16.0 Bus Speed 99.8 MHz Temperature 37 °C Thread 1 APIC ID 2 Core 2 Core Speed 1596.3 MHz Multiplier x 16.0 Bus Speed 99.8 MHz Temperature 33 °C Thread 1 APIC ID 4 Core 3 Core Speed 1596.3 MHz Multiplier x 16.0 Bus Speed 99.8 MHz Temperature 34 °C Thread 1 APIC ID 6 Motherboard: Manufacturer MSI Model H61M-P35 (MS-7680) (SOCKET 0) Version 5.0 Chipset Vendor Intel Chipset Model Sandy Bridge Chipset Revision 09 Southbridge Vendor Intel Southbridge Model H61 Southbridge Revision B3 System Temperature 28 °C BIOS Brand American Megatrends Inc. Version V28.3 Date 10/01/2013 Voltage +3.3V 3.360 V CPU CORE 1.040 V VIN2 0.064 V VIN3 1.411 V +5V 5.844 V +12V 8.184 V VIN6 2.080 V VSB3V 3.376 V CMOS BATTERY 3.280 V GPU: Name S27B370 on NVIDIA GeForce GTX 650 Current Resolution 1920x1080 pixels Work Resolution 1920x1040 pixels State Enabled, Primary, Output devices support Monitor Width 1920 Monitor Height 1080 Monitor BPP 32 bits per pixel Monitor Frequency 60 Hz Device \\.\DISPLAY1\Monitor0 NVIDIA GeForce GTX 650 Manufacturer NVIDIA Model GeForce GTX 650 Device ID 10DE-0FC6 Revision A2 Subvendor Gigabyte (1458) Current Performance Level Level 1 Current GPU Clock 324 MHz Current Memory Clock 324 MHz Voltage 0.975 V Bus Interface PCI Express x16 Temperature 28 °C Driver version 9.18.13.3221 BIOS Version 80.07.35.00.58 Physical Memory 2047 MB Virtual Memory 2048 MB HDD: WDC WD10EZEX-00KUWA0 ATA Device Manufacturer Western Digital Heads 16 Cylinders 121,601 Tracks 31,008,255 Sectors 1,953,520,065 SATA type SATA-III 6.0Gb/s Device type Fixed ATA Standard ATA8-ACS Serial Number WD-WCC1S4978060 LBA Size 48-bit LBA Power On Count 261 times Power On Time 41.4 days Features S.M.A.R.T., NCQ Transfer Mode SATA III Interface SATA Capacity 931 GB Real size 1,000,204,886,016 bytes RAID Type None S.M.A.R.T Status Good Temperature 26 °C Temperature Range OK (less than 50 °C) 01 Read Error Rate 200 (200) Data 0000000000 03 Spin-Up Time 175 (174) Data 00000008B9 04 Start/Stop Count 100 (100) Data 0000000106 05 Reallocated Sectors Count 200 (200) Data 0000000000 07 Seek Error Rate 200 (200) Data 0000000000 09 Power-On Hours (POH) 099 (099) Data 00000003E1 0A Spin Retry Count 100 (100) Data 0000000000 0B Recalibration Retries 100 (100) Data 0000000000 0C Device Power Cycle Count 100 (100) Data 0000000105 C0 Power-off Retract Count 200 (200) Data 0000000016 C1 Load/Unload Cycle Count 200 (200) Data 00000000EF C2 Temperature 119 (107) Data 0000000018 C4 Reallocation Event Count 200 (200) Data 0000000000 C5 Current Pending Sector Count 200 (200) Data 0000000000 C6 Uncorrectable Sector Count 200 (200) Data 0000000000 C7 UltraDMA CRC Error Count 200 (200) Data 0000000000 C8 Write Error Rate / Multi-Zone Error Rate 200 (200) Data 0000000000 Partition 0 Partition ID Disk #0, Partition #0 Size 350 MB Partition 1 Partition ID Disk #0, Partition #1 Disk Letter C: File System NTFS Volume Serial Number 0812C5FC Size 931 GB Used Space 75 GB (9%) Free Space 855 GB (91%) RAM: Memory slots Total memory slots 4 Used memory slots 2 Free memory slots 2 Memory Type DDR3 Size 16384 MBytes Channels # Dual DRAM Frequency 665.2 MHz CAS# Latency (CL) 9 clocks RAS# to CAS# Delay (tRCD) 9 clocks RAS# Precharge (tRP) 9 clocks Cycle Time (tRAS) 24 clocks Command Rate (CR) 1T Physical Memory Memory Usage 12 % Total Physical 16 GB Available Physical 14 GB Total Virtual 32 GB Available Virtual 30 GB SPD Number Of SPD Modules 2 Slot #1 Type DDR3 Size 8192 MBytes Manufacturer Corsair Max Bandwidth PC3-10700 (667 MHz) Part Number CMV8GX3M1A1333C9 Week/year 08 / 12 JEDEC #3 Frequency 685.7 MHz CAS# Latency 9.0 RAS# To CAS# 9 RAS# Precharge 9 tRAS 25 tRC 33 Voltage 1.500 V JEDEC #2 Frequency 533.3 MHz CAS# Latency 7.0 RAS# To CAS# 7 RAS# Precharge 7 tRAS 20 tRC 26 Voltage 1.500 V JEDEC #1 Frequency 457.1 MHz CAS# Latency 6.0 RAS# To CAS# 6 RAS# Precharge 6 tRAS 17 tRC 22 Voltage 1.500 V Slot #2 Type DDR3 Size 8192 MBytes Manufacturer Corsair Max Bandwidth PC3-10700 (667 MHz) Part Number CMV8GX3M1A1333C9 Week/year 08 / 12 JEDEC #3 Frequency 685.7 MHz CAS# Latency 9.0 RAS# To CAS# 9 RAS# Precharge 9 tRAS 25 tRC 33 Voltage 1.500 V JEDEC #2 Frequency 533.3 MHz CAS# Latency 7.0 RAS# To CAS# 7 RAS# Precharge 7 tRAS 20 tRC 26 Voltage 1.500 V JEDEC #1 Frequency 457.1 MHz CAS# Latency 6.0 RAS# To CAS# 6 RAS# Precharge 6 tRAS 17 tRC 22 Voltage 1.500 V
  16. I think 72,000RPM is not quite right, I don't think SAS drives even run that fast don't you mean 7,200RPM? I also started thinking I wonder if this problem is not what the CPU or the GPU are doing but what the Northside Bridge and the Southside bridge are doing on the motherboard and the FSB to the CPU I wonder if people who get great FPS have a fast FSB because I know for a fact I have a 100Mhz FSB but the "really high performance ones" have 400Mhz+ meaning it can shunt data to and from the CPU in larger quantities. Everyone post your FSB clock speed and northbridge. "Northbridge typically connnects CPU, RAM, BIOS ROM, and PCI Express (or AGP)" The northbridge speed is key to the systems communication to and from all of the "high speed components" The Southside Bridge communicates with the HDD etc (Low speed components)
  17. I never have that sort of thing running in the background I know how to use cmd.exe netstat -a -b tells me all active ports and processes also -d fully qualified domain name. I know which ports are open. Kaspersky does do a lot of "loopback talk" on port 1110 don't know if that would cause issues. Also the "freeware" I use isn't dangerous Malwarebytes has a Digital Signature that is vaild so does the other tools.
  18. Before anyone says anything about my PC "being untidy" It has windows scheduler configured to: sfc /scannow DISM /Online /Cleanup-Image /ScanHealth Defragment the HDD reguarly There is No crapware on my PC at all. Ever. There is a scheduled download / update time of windows updates and after that it will do a /shutdown using windows command scheduler Video-drivers are set to automatic update no matter what Motherboard drivers as well. Antivirus is religiously kept upto date. I also have a very big toolkit for getting rid of persistent system infections list includes but not limited to: Spybot SND 2.0 (Portable) Kaspersky TDSS Killer (Portable) Malwarebytes Free (Antimalware) Malwarebytes Anti-rootkit Kaspersky Rescue disk (Linux antivirus environment) Sophos Free tool HijackThis Trendmicro rescue disk as well .... etc. I am sort of wondering if it could be my antivirus. Which is Kaspersky Internet Security 2014 it does active memory checks all the time but the CPU load is minimal when it does them I also have "Gaming profile" enabled which should suspend the high disk or cpu load activities. Because using a advanced process explorer it tells me my antivirus has upwards of over 3210 Handles. On threads. Will post back after testing Arma 3 Mark: (Pending) Stratis Mark: 23FPS Average Altis Mark: Ok this is just wtf... Altis gets more FPS than Stratis: Average FPS 29 Goal if I could run everything on ultra with 30 - 35 FPS I am happy. It is more than smooth enough then. I don't really care about an FPS above "enjoyable experience". It is when my FPS gets raped when moving around certain places it's not fun. Side Note: I noticed objects seem less Aliased when you increase the "render sampling size".
  19. How to set up rigging in blender 3d for arma 3 How to configure UVmaps for arma 3 images? How to set up O2 to work correctly as it keeps failing to start in "buldozer mode"; How to set fabric components e.g the deforming of material on a character object How to set up rvmats and other files necessary. How to determine where all the bits go on your UVmaps How to correctly set up the Models to animate etc. How to import RTM ad dons to Splendid viewer? I need answers to these and more. Because I am toying with the idea of an arma 3 "War of tomorrow" pack which includes. New vehicles (exo suit non game breaking meaning battery dependencies, weak points such as actuator joints and heads up display) Possibly new weapons (unknown) Possibly advanced body armour meaning hard light armour with fabric joins between the armour (requires rigging) ( Advanced) New map? Don't know about this one. Friend foe identifier system (equipment) Custom particle effects for vehicle exhausts such as 'helijets' explosions etc Satellite uplinks that can be disrupted idea based off u.s's new high bandwidth com link system. But more futurised. That's just a view ideas
  20. I am using blender 3D and am studying / researching a considerable amount of information. Currently doing tutorials on rigging etc. A lot of the Diffuse maps I understand including "progressive damage" maps no I am talking about using Blender 3D's rigging then exporting it to an RTM file then putting everything together piece by piece. I've also been experimenting with rendering UVmaps with CyclesEngine. What I need to know is a "guide" from start to finish what to configure LOD's are easy to understand just the documentation from porting through O2 to Blender 3D and back is a pain. I am also doing tutorials into animating. Rigging I understand a "Posing" I understand I can work most of that out and using "grab / mirror modifiers to maintain a symmetrical object (Although in the context of humans you wouldn't want a completely perfect model one leg or arm being slightly longer or shorter / wider is a characteristic that defines humans symmetrical objects are too "perfect" where as humans have imperfections. UVmaps are easy to understand is there any specific way to make it the same as a "plastic model" and label each UVmap component with an ID'ing system? Modeling is not hard you start with a "primitive" also called "fleshing out in the drawing world" and you build up the complexity. Progressively. It's just remembering a large quantity of controls within blender is a pain. I already have a list of things I need to do in-order to get the exo-skeleton etc to work. Including the HUD I need to create a "Mouse point tracking" and object tracking. There is too many questions I need to ask.
  21. Are you allowed to load bohemias weapons models into Oxygen 2 for the purpose of learning "where all the bits" go in arma 3's texture files? I don't want to alter / redistribute I just want to look at those files / with the textures loaded so I can work out where all the bits go?
  22. Polymath820

    Are you allowed? Learn from?

    Reskinning is not easy when you do not have access to the Uvmaps and they are inside the model. That is what I need in order to reskin it correctly. Uvmaps are the model in u v x and y axis which when wrapped for a 3d models textures. Unwrapped they tell you where all the texture components go.
  23. Polymath820

    high ping

    Hmmm... Is it a router a switch or a hub? if it is a hub the hub only communicates in half duplex meaning in or out not in and out.
  24. Polymath820

    Arma 3 unable to even startup from steam

    First of all you have a 32bit operating system. So that 8GB of RAM you have will never get accessed or used windows uses about 2GB of RAM for The OS alone. 32bit OS you have System specs required for Windows 7 http://windows.microsoft.com/en-au/windows7/products/system-requirements Also you have 32bit windows therefore 32bit drivers and 32bit DxDiag is required windows tries to find a 64bit directX version in your nvidia folder it then switches to the 32 bit file to version directX try running just DxDiag.exe not DxDiag64.exe The most simple solution is to Verify steam cache to do this Method: 1. Goto your games library 2. Right click on "arma 3" 3. Goto "properties' 4. At the top of steam properties select "Local files" 5. In local files hit the button that says. Verify steam integrity cache. Then try the game. Next in the directX installation directory of arma 3 and select "Run as administrator by going into the directX folder and find dxsetup.exe right click "Run as administrator". Windows has issues with permissions controls. Even if you run something as administrator. Another thing you can do is look in windows for Bloatware, Adware these can be quite benign but they can also be dangerous for example a guy in the community I am in. He had his system core .dll's deleted. Now his system is faulty. To be honest to work out your problem fully we start in the OSI model as a general idea. where we look at you applications, then windows engine then drivers then low level communication then hardware.
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