Jump to content

Search the Community

Showing results for tags 'Performance'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 57 results

  1. Hello there! For one of my multiplayer mission, I'd like to have blinking lights from different lightsources (static ones, no vehicles). I'm planning to have a lot of them (50+), and some may be blinking fast (up to 20x / second). I totally don't care about the lights synchronization for the players. This is mainly to create a mood. So a client-side effect command would be perfect. Until now, I was using something like this to make a lamp blink: _lamp setHit ["light_1_hitpoint", 0.97]; sleep 0.1; _lamp setHit ["light_1_hitpoint", 0]; Problem is, this command is broadcasted over the network. Multiply this by 50 lamps, a mission of ~20 players, and here's my question : will this ruin data exchanges between the server & the players ? I'm afraid of building something that works for me when testing, but is unplayable for my community due to performance issues. Should I expect a huge drop on FPS / Synchronization, & if yes, is there an alternative command with local effect only, to ensure a minimum performance penalty ? I searched in the wiki, but everything that was resolving around setting damage is broadcasted over the network. Thanks a lot for your ideas !
  2. So with the latest release of Arma, and the new CIV modules, I wanted to look into further enhancing my mission MOD that populates CIV units. I'm thinking the AGENTs may help performance, but have a couple questions I don't know if would work in my mission design. In my mission, the CIVs play the following roles: 1. They have addactions in some cases 2. They have waypoints assigned to travel from building to building (for ambient affect) 3. They can be spawned as enemy threats 4. They play animations I know agent types have some limited functionality to them. I'm just not sure with the mentioned features, if Agents would really be the way to go for my MOD. In addition, i like the civilian behavior they added to the latest patch, but cannot find how i may implement that into my mission on the civilian units. Found the following, but not as simple as just adding it to the units INIT code...: _ID = _unit execFSM "A3\Modules_F_Tacops\Ambient\CivilianPresence\FSM\behavior.fsm"; Because of the roles above, I still need control over spawning and adding code to each unit, so using the modules, or scripting them would not work for me. Thanks for all your help as always.
  3. commando180

    Arma 3 Specs

    Hi All, Can anyone tell me what machine can run arma 3 optimally? What i mean is, how much fps are you getting in 4k? What are your specs? I am in need of upgrading my 10 year old machine just to run arma 3 in 4k. 1080p is okay but i need to future proof myself here. Can you post your specs and average fps? Has anyone tips on getting a decent computer for arma 3 that the game engine 'prefers'? Thanks
  4. blankko

    Optimisation for AMD GPUs

    I'm using an AMD HD 6970 and used to get around around 40fps on high settings, 1680x1050. After the Tanoa install, my fps dropped to around 30fps on Altis and 25 fps on Tanoa. So I'm planing to upgrade to the latest AMD GPUs. I know BIS is a wintel nvidia gameworks shop and for that AMD GPU owners have to accept being treated as second class users but a disparity of over 50% between similar price/performance category GPUs is remarkable. The only reasoning I can get out of this is development efforts spent on only one vendor platform while AMD users are left to their own. I will still be getting an AMD GPU as there are other task I benefit from it; deciding between the RX-470 and RX-480. I hope BIS developers will take note the this unjust disparity and work with AMD towards giving your AMD GPU customers a bit better experience with ARMA 3.
  5. Hi. I was wondering which one of these two commands has a bigger effect on performance: waitUntil { !cond }; or while {cond} do { sleep 0.5; }; Also, does the amount of sleep time matter? What about the condition? For example, if we have to check a series of conditions (e.g {alive _x} foreach Allunits) which one is better?
  6. Maybe there is some way to get arma's practical CPU use limit increased, if is: anyone know it ? (point of theme is: execute anything with it mainly leading to increase of CPU load instead of slowing: _ the rendering (client) (FPS), _ or commands execution speed (server), _ or the arma's scheduler ) Alot of thanks to lex__1 for great issue showing videos (not sure if the problems appeared because of _ programming junk accumulation (during work on server accumulating: not needeable processes, junk in memory..) or _ slow execution (amount of instances of systems running on server increasing with amount of content on the map) Multithreading: Anyone know way to create asynchronous task ? (execute anything out of main "executing instance") Explanation: Description: Suggestion for Arma 3 (i'm starting versioning from 0, so it is ready :) ): Ticket: https://feedback.bistudio.com/T126559 Suggestion: https://yadi.sk/i/WP3VM07b3MS886 v0.4 (i welcome issues,inconsistency finding) (can be viewed in most browsers without downloading (click on the showed file page)) (this addition is mainly directed on opening opportunities to create much more complex scripts of certain types for Arma 3, and from other side increasing the overall performance of commands execution) Workarounds: While Arma 3 do not natively support multithreading it does support usage of .dll extensions, dedmen stated that the Intercept library have modules for usage of multithreading and their workability been proven in parts of ACE3, like advanced ballistic system. Still hope for any ideas, workarounds Will highly appreciate any responses, suggestions, tests, notes, thinks,.., especially from dev. team.Thanks for attention.
  7. My persistent dedicated server runs great for many hours at a time but each time I go to sleep and join 24 hours later there is an extreme fog bringing visibility down to about 100 meters. I have no dynamic weather options going at all but either way it's anything but dynamic as the mission seems to be running fine. The only change is this fog problem. I've been searching for this problem for quite a while and strangely can't figure it out. Any assistance at all would be very much appreciated but no big hurry. EDIT: I should probably mention my server hardware and software. I have AMD FX-8350 and 8GB DDR3 and am running windows 10 home.
  8. Hey Guys, a friend of mine is having big performance problems. He's having 30-40 fps on lowest settings (no drops) and his hardware is not even really used. Specs: -CPU: i7 5820k, 4.0GHz -GPU: NVidia GeForce GTX 780ti -RAM: 16GB DDR4 3000 The CPU is only used about 20-30% in game, GPU about 15% to a maximum of 30% and it is not even switching to a higher core clock (only 700-825MHz, 1032MHz would be normal) We tried: -Restarting the computer (Duh!) -Setting graphics to ultra: 40 fps at over 70% gpu load -Setting graphics to low: 40 fps at 20% gpu load -Using -cpuCount=12: This distributes CPU load evenly to all threads but doesn't cause any increased fps (I had low fps too and this fixed my problem) -Starting the game as 32-/64-bit version: Changed nothing -Repairing and reinstalling the game in steam: Changed nothing -installing the game on a single SSD instead of SSD raid: Changed nothing -Increasing CPU voltage: Changed nothing -Using fps-target in NVidia Settings (120 fps): Changed nothing We hope you can help us. Thanks, _3rik_. EDIT: I updated the "We tried:" section so that you can see everything we tried in the first post.
  9. Greetings, I'm currently working on a code that runs for each spawned entity on the map so it should be the quickest. However I'm stuck between two desicions: First one uses less lines of code, but more private variables : switch _cond1 do { case 1: { _y = 1;_z = 3; }; case 2: { _y = 2;_z = 4; }; }; switch _cond2 do { case 1: { _c = 1; }; case 2: { _c = 3; }; }; _n = (_y*_z)+_c; The second one uses more lines of code, but no variables at all: _cond1,_cond2 call { if (_cond1 isEqualTo 1) exitWith { _cond2 call { if (_cond2 isEqualTo 1) exitWith {4}; }; _cond2) call { if (_cond2 isEqualTo 2) exitWith {6}; }; }; }; _cond1,_cond2 call { if (_cond1 isEqualTo 2) exitWith { _cond2 call { if (_cond2 isEqualTo 1) exitWith {7}; }; _cond2 call { if (_cond2 isEqualTo 2) exitWith {9}; }; }; };
  10. This is not an FPS issue. When not using any input keys (I.e movement keys)I have in the upper 80fps on very high. Watching task manager while trying to move I noticed CPU dropping from 30% to .2% while holding any key for longer than a second. Tapping keys for movement allow me to move... slightly, but leaves the game unplayable. gtx980ti 4790k @4.3 ram 16gb @2400
  11. in case someone want to test solution to the problem of too spammy RPT file (report log) try use commandline parameter in the DEV branch (sorry not yet in STABLE) -nologs and tell us the results (in other words, we want Your feedback) HOWTO: in the STEAM's game list, select Arma 3 Beta, then right-mouse-button click to raise menu > select Propterties > in General tab (first one already) > select Set Launch Options > type in there (w/o the quotation marks) "-nologs" if you want multiple parameters then e.g. "-nosplash -nologs" more params http://community.bistudio.com/wiki/Arma2:_Startup_Parameters#Available_parameters original thread: http://forums.bistudio.com/showthread.php?158939-Game-Freezing-after-Today-s-(9-7-13)-Update&p=2438036#post2438036 p.s. be aware this means none errors saved to RPT file (report log) so in case you want report some bug to Arma 3 feedback tracker http://feedback.arma3.com then please disable this commandline param first
  12. Hey, as the title suggests, I have performance problems in Arma2 OA. When I play on a local server alone, I get around 40 - 70 FPS with maxed out settings (without Postprocessing). But when I go and play on an server with ~50 people online, my FPS drop with the same settings to 20. Another point is that when I have texture detail higher than normal, everything flickers like hell! My rig consists of: AMD FX-6300 (Bottlenecked like hell, I know) Nvidia GTX 1080 8GB(!) 10 gigs of RAM Arma2 runs on a pretty fast and modern HDD (I forgot the name) Any obvious reason for the performance problems? I don't have those problems in Arma 3 or other games! ~David
  13. Disclaimer: My game is modded - Battle Royale Mod, CBA_A3 and CUP Weapons (Specs on the bottom) I've been playing ArmA 3 for a long time now, ArmA 2(never had any issue with this game ever!) even longer. I understand that the engine is not properly optimised and I am also willing to play on 500m view distance to get a good framerate. (I'd still prefer 1000m+ tho) That being said, before the latest 64bit update game was terrible but since I only played coop, a little stutter here or there wasn't a huge issue and I never really thought of fixing it. Now it is a bit more weird and inconsistent in performance. I get 45+ FPS all time and when I am about to enter a village/town/city on Altis my game stutters a bit while loading the textures and stuff, which again is fine by me. But what my problem is, while playing Battle Royale, the game freezes for 2 seconds whenever there I see any enemy in front of me. Of course in that time even a monkey can shoot you considering everyone is pumped up. This makes me avoid any kind of contact with any player the entire round which is not how you play any shooter game. At least not ArmA. What my question is, is there any way I can at least minimise the occurrence of the stutter while I am in front of an enemy? Specs: i5 2500k GTX 750Ti 8GB RAM 1333mhz 1TB WD Blue DxDiag system info:
  14. Aniallator

    1-2 FPS since update

    Just finished updating A3 and tried to start it up with the mods I normally use. It loaded to the main screen then froze there, and I had to use task manager to close it. Tried starting it again but without mods, and this worked fine until I realized I was getting 11 FPS in the main screen. Loaded up Tanoa and placed a unit, and what do you know, 1-2 FPS. Already tried verifying files, will do a full disk defrag shortly. WTF? Anyone else getting this? I would have thought moving up to 64 bit would increase performance? Completely and utterly unplayable... I mean no shit right.
  15. Hello forum users. I have written a script to animate the hummingbird based on crew members and everything works fine. One thing I fret very badly about is performance. I'm just not sure if it would be best to use something like bis_fnc_loop instead. { if((typeOf _x) == "B_Heli_Light_01_F") then { while{true} do { if((count (crew _x)) >= 2) then { if(isTouchingGround _x) then { _x animateSource["BenchR_Up",0]; _x animateSource["BenchL_Up",0]; }; }; if((count (crew _x)) <= 2) then { if(!(isTouchingGround _x)) then { _x animateSource["BenchR_Up",1]; _x animateSource["BenchL_Up",1]; }; }; }; }; } forEach vehicles;
  16. As someone who has learned all he knows about scripting by fannying about in SQF for the past couple of months, I've got a question for the more advanced scripters out there. I was intrigued by this statement in the ACE3 Medical AI notes: I've searched around and found a few nibbles of information here and there (and there's no documentation as yet that I've found on CBA about state machines) but nothing that really provides a decent comparison between an SQF script with a series of looped functions based on lazy evaluation of conditions, and an FSM that does the same. Is there a noticeable difference in performance or are FSMs just a different way of achieving a similar goal? And if there isn't much performance difference between the two, then what is the most efficient way of squeezing performance out of a complex script? Assuming your functions are as clean and fast as they can be, what are your best practices for making them run with minimal impact? I'm referring here to scripts with complex conditions which will run on a number of units or objects repeatedly (for reference, I'm trying to turn this into a full-blown undercover simulation and more efficiency means more responsiveness for more units).
  17. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  18. Title. Also for the movies in the title screen. I couldn't capture but there is also buzzing noise. I have no idea what is the cause of this. Any ideas?
  19. WurschtBanane

    AI caching

    Hi, i am trying to find a good AI caching script. I tried this: The problem is, that it often does not spawn a few units of the squad, and often disables reappearing of the units when you kill the new sql... I also tried the vanilla simulation manager module, but it turns on the caching for ALL units (empty vehicles too) and does not seem to affect the performance too much. I am also concerned that it might not work for JIP-ing players. Can anyone help me with the script i am using or the simulation manager? If not, can you recommend a script for me (which is not too hard to use and works with JIP and everything)? I want to make my missions work for air support too, so that means if the units (even though its maybe not spawned) position is hit by a bomb, the unit is dead. If you can not recommend caching at all, is there a good AI spawning script out there that works with mods and makes waypoint placement and customization (like the synching with a CBA module) possible?
  20. Hi everyone! I've faced a problem, when spawning a structure, consisting of 500+ objects, on demand. When it happens, one or another random object from this structure doesn't show itself physically (for every player, so it seems to be not a client-side problem). I'm wondering if there's a way to prespawn an objects in any virtual way and when they needed - just to enable them or clone into a real ones. The hideObject way isn't appropriate for this, because the hidden objects are still participating in server-side calculations. That's why i've decided to use deleteVehicle after this massive structure done it's job in scenario (it really saves a server FPS). I've tried to set for every such object "_obj enableSimulation false; _obj allowDamage false;" but it seems not to be helpful when this kind of complex structure (consisting of 500+ objects) are on the map in amount of 3 or more. I really appreciate any help, guys. Thanks!
  21. Does waituntil work similar to triggers? Or are Triggers more forgiving when it comes to performance? For example, i use the following code a lot in my dynamic mission designs, but wondering if i should consider rewriting to use triggers instead? WaitUntil {sleep 10; //CODE}; Where the code is usually waiting until player is within a certain distance of a position. But i use it for other code conditions as well. Sometimes depending on the code, i'll change the sleep command to something longer, like 25+ seconds, or shorted, within 5 seconds. I know this helps. Thanks
  22. ATC Guardian

    GTX 1060 FPS Issues

    Could someone please explain to me why I'm getting horrible FPS after upgrading my graphics card? -------------------------------- Old Specs: Windows 10 Anniversary Update x64 (Latest Build) Intel Core i7-4820K CPU 3.70GHz 20GB RAM 1920x1080p 144hz Monitor EVGA GTX 760 2GB GDDR5 (Drivers 372.54) Current Specs: Windows 10 Anniversary Update x64 (Latest Build) Intel Core i7-4820K CPU 3.70GHz 20GB RAM 1920x1080p 144hz Monitor MSI GTX 1060 6GB GDDR5 (Drivers 372.54) I used auto-detect gaphics for both GPUs. Also tried GeForce Experience auto-optimize. -------------------------------- Launch Parameters: CPU Count: 4 ExThreads: Enabled Hyper-Threading: Enabled Malloc: System MaxMem: 20480 MaxVRAM: 6144 No Logs: Enabled Also changed these lines in Arma3.cfg: GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1; -------------------------------- I use to get 30-50 FPS on vanilla ARMA 3 multiplayer. Now playing on the same server, vanilla ARMA 3, I tank to around 3-10 FPS and it becomes totally unplayable. Not sure how that makes sense, but I even tried on low settings just for the heck of it and the same issues are still there. Any idea what is causing these issues since going from GTX 760 -> GTX 1060?
  23. Hey I been playing Arma since Arma 2, mostly in the realism aspect, I do play other things. I am wondering will there be a new render for Arma 3? Just like what happened in DayZ? It would definitely help a lot.
  24. Hello, I'm pretty sure there have been endless discussions in the forum about the graphics performance of the Arma 3 game, but it remains important for the developers of the game to realise that some users cannot play at 25-35fps; the juddering is just unbearable. I purchased the game more than a year ago and I had to leave it aside, in good hope that gradually the developers will optimise it and, some day, I'll be able to play it at my monitor's refresh rate (i.e. 60 fps). I've seen no improvement so far. Instead, I'm reading about new content to be released while the game engine remains too slow for me to enjoy the game. Notably, my PC is powered by an i7 5820K, a Titan X 12GB and 32GB DDR4. Reducing the draw distance and visible objects' distance below 1000m does help significantly, but it doesn't look good. So, if someone from Bohemia reads this, please consider that some of your customers can't play a game if it renders below the frame rate of their monitor, i.e. in most cases that's 60 fps. Thank you.
  25. EatDefeat

    1.60 FPS?

    Since the 1.60 update, my FPS has dropped dramatically. In singleplayer, I got 50-60 FPS prior to the update, but now i'm struggling to reach 40. In multiplayer it's even worse. I was once around 35-45 FPS, but now I have dropped to maximum 30, usually around 20-25. Before I used a mix of high, ultra, and standard settings. Now am forced to use all standard to reach the FPS I was at prior. I have heard a lot about people having much improved FPS because of the update, but has anyone seen negative effects? If so, what was/might be causing them?
×