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Found 73 results

  1. Welcome to Valentine Gaming The ultimate RPG roleplaying server set in the vibrant and dynamic world of Elaine County. Whether you're here to uphold the law, save lives, or carve out your own path, there's a place for you in our community. Explore Elaine County: Roleplay as a Police Officer: Enforce the law, protect the citizens, and keep the peace, Drive fast cars in pursuit of justice and engage in amazing shootouts Become a Medic/Firefighter: Save lives, respond to emergencies, and be a hero. Fly Helicopters and operate boats to assist you on your job Live as a Civilian/Criminal: Choose your path, whether it's living a peaceful life or engaging in thrilling heists. Safe House Missions: Find and secure safe houses to protect yourself and your allies. Weapon Crafting: Create and customize your own arsenal to suit your needs. Why Join Us? Immersive Experience: Dive into a realistic and engaging roleplaying environment. Active Community: Join a community of passionate gamers and role-players. Endless Opportunities: With so many roles and activities, there's always something new to explore. We are thrilled to have you here and can't wait to see the stories you'll create and the adventures you'll embark on. How can I make Money? Civilians have a WIDE range of things to do; - Mining resources to sell or gather to create weapons in the blacksmith - Capture and Hold Drug Area's - Safe House Missions ( Civilians Team up against Police ) - REBEL Activities, such as explosives and RPGS - Human Trafficking - Robberies ( from small time robberies like gas stations and shops to big major crimes like bank robberies and evidence locker robberies ( and soon to come lab raids and government facilities)) Police Also have a wide range of things to do aside from their normal duties; - Completing Patrol Routes for extra XP / Money - Raiding Houses and Gang Bases - Training area's and facilities - Awesome cars with new features - Side Missions for SWAT / SERT Join Today! Discord: https://discord.gg/xCCdaNDXhU Teamspeak IP: 37.230.138.6 Welcome to Valentine Gaming – where your journey in Elaine County begins!
  2. PC BUILD: Laptop Name: Alienware m15 r6 (Laptop) CPU: Intel Core i7 11800H GPU: NVIDIA RTX 3070 RAM: 16 GB 1. i went down to the lowest settings possible and still getting 17-28 FPS usually. Also I turned render scale to 90% (1728x972) and draw distance is 1000 m 2. Can someone help me average 30 FPS?
  3. (sorry if this is in the wrong place I made an account just so I could ask about this I'm losing my mind with this issue) Ok so I'm literally so desperate I cant find any help apart from two obscure reddit/steam posts which have something I can do but its a last ditch effort. (high end pc, nothing to do with my performance; cpu: r7 7800x3d gpu: 3070 ram: 32gb 6000mhz ddr5 ssd: 2tb 7400mbps nvme drive) So my issue is that when I'm in menus, my displayed fps (according to Nvidia, steam and msi fps counters) is 200+ yet my screen is displaying like less than 5 and sometimes I don't even get 2 fps. It mainly happens in the menus and I can actually select things by alt tabbing, putting my cursor over the option, tabbing back in, pressing the button then redoing that cycle every time I want to select something. In arsenal (ace/virtual) my fps once again says 200+ but displays extremely low, it fixes when I look at the sky however not helpful when I'm trying to make a kit for my unit/just use the arsenal for anything. I've tried changing tons of parameters, tried profiling branch, main branch, system memory limits, hyperthreading blah blah just pretty much all settings in the parameters and all memory allocators. The last ditch effort things were to reinstall arma and clean install windows 11. Both of those I am willing to do however I'd prefer to not have to. I accidentally reset arma somehow and it fixed itself, however it removed all my binds etc. I am wondering whether it was shader caches or something idk but this is why I'm asking. A couple things as well: - I am in a unit and mainly play with a lot of mods HOWEVER nobody else in the unit has these issues and also the issues happen with 0 mods, 1 mod whatever, it just always happens -At Christmas I basically built a new pc (same drives as old one, just unplug and plugged into new pc) and then I got a new drive a month later, reinstalled arma onto that drive and didnt work. -Windows 11 hasn't been reinstalled since i made new pc -Doesnt happen on any other games including games on this same drive and happened when arma was on my other drive aswell. - i have reshade but once again it used to work fine now it doesnt and other people have my same preset and worse pcs, it works for them. any help at all would be really appreciated!
  4. Hiho Gentlemen, for the past weeks I have been looking into improving the FPS impact my Vandeanson's Apocalypse mod has on missions. What does the mod do? (all the below happens server side only, fyi) 1. []spawn "Position finder function": find well suiting locations to spawn sites of interest (small sized composition of structures, things and AI, e.g. a banditcamp) based on a random players location 2. []spawn "Site spawner function":mark that location (as set in #1.) and starts "waituntil {code to check for condition}" with condition that ANY player gets close to the site 3. create the site, enable dynamic simulation, start despawn timer 4.a [] "spawn hideobjectglobal function" that will hide the objects of a site once no player is near that site, but the despawn timer (item. 5 below) has not run out yet 4.b [] "spawn un-hideobjectglobal function" that will UNhide the objects of a site if a player is near again 5. wait for despawn timer to run out (minimum up-time of a site) 6. start "waituntil {code to check for condition}" with condition that no player is near the site 7. delete the site/AI 8. start at #1. I hope its somehow recognizable, that this should allow for a dynamic environement, with least possible performance impact due to the "waituntil" gating. Sites are only up if really needed e.g. a player is nearby to actually see the site. If the sites and AI are spawned, dynamic simulation is enabled. The performance gains compared to previous versions (where assets where spawned in and FPS was only saved by dyn. simulation) are already quite considerable. The performance saving actions happen through distance checks, waituntil, dynamic simulation, hideobjectglobal and despawn of sites that are no longer needed (e.g. noone within 4k meters proxy) However, the question that is bugging me currently is about the performance impact of having multiple (possibly 100+) waituntil and spawn threads up sametime. waituntil: the mod spawns about 10 type of sites, each sites may be spawned up to 10 times. Each creates an own "waituntil" thread. I seem to understand that these waituntils are continuisly eating up performance until the "condition" is met. Until then, the condition is checked every frame. In my case, these are way to many "check" iterations than needed. A check every 5 seconds is fine as well. Hence I changed the waituntil to waituntil {sleep 5; ...code..}; Question: am I correct that this shold have a "considerable" positive impact on performance of waituntil usage? I got this from forum posts so it should atleast have some hand and feets. [] spawns: most functions need to be spawned in a separate thread, I can not use "call" as the calling script can not be halted until the function returns true and since suspension (waituntil) is not allowed for called functions. Where i can use "call", i do that. Hence, in additiona to a lot of waituntils, I also have multiple spawn threads run more or less complex code sametime. I believe that if i put in sleep timers between each bulk of complex code that should help with performance (e.g. first all bandit camps are spawned, then the next site may start to spawn in). Question: this, if the sleep timers are set right, should put additional ease on cpu. Correct? Also, if I place small sleep timers throughtout spawned code, I should ease possible stutters/lags when spawning stuff. I could also add condition checks (uff, more waituntils) between major functions spawns, that only return true once the previous site/code bulk is done. I hope it is somehow understandable what I am trying to do and what the challenges are that I am worried about. A playable test version of the mod can be found here FYI: (it does not include ALL of the performance saving actions yet, but it should give you a fair picture). Why this post? I would like to understand if: - my thought process is correct - if the issues I am looking into are actual issues worth looking into - if more experienced people would take a similar approach or if I am missing knowledge and the issue could be taken on in better ways. The changes I made already show positive results, but I am sure that there are things that I dont know yet. The above conclusions are based on the last 2 years of coding various projects and reading up various topics online (KK's blog, forum posts, code optimisation guides...) I have no professional coding background, hence I might lack basic knowledge. End of wall of text. I appreciate any feedback, input, source of information and so on that I can get;) Thanks! Cheers VD
  5. Right, so reading that short description from their website above may very well have some of you rolling your eyes. Really, another one of those? Yet another survival game? I'd think that too reading just that but no, not quite. The reason for conjuring this post is that this project is developed by pretty much one guy and he recently managed to port the whole thing, in it's entirety, from Unity to Godot game engine due to recent fiasco Unity leadership prompted. As some of you may know, Godot is a free and open source game engine and the fact that this guy managed to port his entire project to it sets a very positive precedent worthy of respect in my book. You can do your own research on Road to Vostok and it's developer, his beginnings and inspirations, how he documented his work, Unity jeopardizing thousands of developers on account of their whims or Godot engine project. I leave you with some links and a few opinion pieces from some of more prominent YouTubers in this field. Take care, have a content and peaceful 2024. Road to Vostok Website: https://roadtovostok.com Steam Page: https://store.steampowered.com/app/1963610/Road_to_Vostok YouTube Channel: https://www.youtube.com/@roadtovostok Godot - Free and Open Source game engine: https://godotengine.org
  6. hi, i buyed this game i while ago and i used to play with 30~ without any guide but i had a guide that boost my fps at 144~ but now when i do the thing of the guide its just dont boost i tried to put all of the graphics in very low desactivate shadow etc but its stuck at 20~ fps i have Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz Nvidia RTX 3060 16 go ram
  7. How do I enable multithreading? ArmA isn't using anywhere close to all of my resources, how can I make it to where it uses more? I am tired of 20 FPS. If anyone could help I would appreciate it.
  8. Hi! Thank you in advance for reading my post. So the problem is that players are complaining about low client FPS. And I can't find the reason. I suspect it's a problem with the network engine and desyncs but I can't find where it is exact. We are seeing a drop of about 10 FPS in clients compared to the "Yet Another ArmA Benchmark" for most clients. We have a pretty heavily scripted mission. We use ALiVE, ACE, HG Shops, Traffic from Enigma and a small number of other self written scripts. I analyzed the mission with Dedmen's ArmA 3 Script Profiler and found nothing critical. Only ACE always in Scheduler with it's scripts and a couple of while{true} runs every few minutes are in the Scheduler all the time. Although I didn't go with Profiling build for server. Don't understand how to use it on serverside. Here is the Google Drive with the mission if you want to look at it Regarding the server. We are using a VDS with Ryzen 5950x and 16gb RAM, SSD for storage. Server x64 with the latest Performance build. 1 Gbp/s for download and upload. Mods for the client: ArmA 3 Aegis ArmA 3 Atlas ACE CBA_A3 TFAR The CSAT Modification Project ALiVE And our little mod with factions and a couple of textures On the server side: ExtDB3 and our server-side database mod. In the RPT logs there were errors with the network engine, that it failed to send too large a message. I kind of fixed that in basic.cfg but I didn't have enough players to test it yet. The server FPS is averaging 40. Using two headless on a remote machine with Xeon via ACE Headless module. Here is our basic.cfg // This file has been tuned for a box running only one Arma 3 server on a // 1 GBit/s pipe with 64 slots /////////////////////////////////////////////////////////////////////////////// // Default Options language = "English"; adapter=-1; 3D_Performance=1; Resolution_Bpp=32; Windowed=0; /////////////////////////////////////////////////////////////////////////////// // Bandwidth Tuning // 100MB * 1024 * 1024 = 104857600 MinBandwidth = 104857600; // Do NOT set this too high or your Arma server will simulate ego-ddos // 1000MB * 1024 * 1024 = 1048576000 MaxBandwidth = 1200000000; /////////////////////////////////////////////////////////////////////////////// // Network Tuning MaxMsgSend = 1024; MaxSizeGuaranteed = 512; MaxSizeNonguaranteed = 192; MinErrorToSendNear=0.04; MinErrorToSend=0.004; MaxCustomFileSize = 122880; All in all, I'm lost. I can't figure out what's causing the clients FPS drop. I tried everything, optimized the mission as best I could so as not to cut the content for players, changed mods from RHS to 2035, played with basic.cfg and tried another machine. Nothing I suspect the problem is still somewhere in the crooked settings of the network engine but I need help with that. Thanks!
  9. Screenshot: everyone know how to fix the issue in the red cycle radically, i use blender with Arma toolsbox
  10. titus_be

    Arma 3 low FPS bug

    German: Ich spiele seit kurzem Arma 3 mit einem Clan. Wir spielen mit relativ vielen Mods und es gefällt mir sehr, jedoch habe ich ein Problem: Ca alle 30 Minuten habe ich einen Bug, der mein Spiel auf ungenießbare 4 FPS (normalerweise 60+) limitiert. Der Ton stockt hierbei und ist ca. 1 Sek normal und anschließend 1 Sek nicht da, das wiederholt sich immer wieder. Der Bug tritt nicht in besonderen Momenten auf, jedoch ist es schon mehrmals passiert, dass er kurz nach dem Eintabben ins Spiel aufgetreten ist, dies könnte jedoch auch Zufall sein. Außerdem konnte ich auf einer Modkarte das Spielen nicht mal anfangen, da der Bug jedes Mal direkt beim joinen auf den Server aufgetreten ist. Der Bug ist erst beendet, wenn ich das Spiel verlasse und nach einem Neustart ist es für ca. 30 Min wieder okay, bis es wieder von vorne los geht. An meinem PC kann es eher nicht liegen, da ich relativ gute Hardware besitze und das Spiel, bis auf die WQHD Auflösung, auf den niedrigsten Einstellungen und mit einer relativ niedrigen Sichtweite spiele. Meine Specs: Amd Ryzen 5 2600X RTX 2070s MSI B450 VDH-Pro 16Gb G.Skill Ripjaws Und das Spiel sowie der Modlauncher ist auf einer 500Gb SanDisk Sata SSD installiert. Ich habe bereits versucht, das Spiel auf verschiedenen Laufwerken(von M.2 bis 7 Jahre alte HDD) zu installieren und habe meine CPU/GPU/RAM Auslastung sowie Temperaturen überwacht, doch konnte nichts feststellen. Ich hoffe, jemand von euch kann mir helfen. English: I recently started playing Arma 3 with a clan. We play with quite a few mods and I like it a lot, however I have a problem: About every 30 minutes I have a bug that limits my game to an unenjoyable 4 FPS (normally 60+). The sound stalls on this and is normal for about 1 sec and then not there for 1 sec, this repeats over and over. The bug does not occur at special moments, however it has happened several times that it has occurred shortly after tabbing into the game, however this could be coincidence. Also, I couldn't even start playing on a mod map because the bug occurred every time I joined the server. The bug is only finished when I leave the game and after a restart it is okay again for about 30 min until it starts again from the beginning. It can't be due to my PC, because I have relatively good hardware and play the game, except for the WQHD resolution, on the lowest settings and with a relatively low visibility. My specs: Amd Ryzen 5 2600X RTX 2070s MSI B450 VDH-Pro 16Gb G.Skill Ripjaws And the game as well as the modlauncher is installed on a 500Gb SanDisk Sata SSD. I already tried to install the game on different drives(from M.2 to 7 years old HDD) and monitored my CPU/GPU/RAM utilization as well as temperatures but couldn't find anything. I hope someone of you can help me.
  11. vAiDriving Multiplayer Script by Valmont RELEASED! Improved Ai Driving and Civilian Pedestrian Simulation will now also increase your FPS rather than decrease it! (Three for the price of one, order NOW!) (promotion ends when Arma 4 releases or we run out of stock!) EDIT: -SOLD OUT- Inspired by (And adapted from) the work of the Ai Driving master @RCA3 ! REQUIRES CBA_A3 ! vAiDrive Main Features: 1) Greatly reduces the chances of Ai Driven Vehicles colliding with objects, vehicles and other units. 2) Greatly improved the chances of Ai Driven Vehicles evading other vehicles and units. 3) Since version 13 the script is able to handle the waypoints and movement of both vehicles and pedestrians and therefore it no longer needs manual waypoints setup by the mission maker. All that is required now is the placement of civilian vehicles and units on the scenario and the script does the rest. 4) By giving vehicles the optimal amount of waypoints, waypoint distance, timeout and position while also giving pedestrians custom routines that mimic real urban movement patterns the immersion of any mission using civilians is greatly increased. 5) Has the option to cache far away units and vehicles being handled by the script. 6) Due to its many optimizations, instead of having a toll on server performance this script actually INCREASES the performance (FPS) on the server! Extra Features: 1) Ai units in the way of vehicles will move away from the streets and into buildings. 2) Option for Handled vehicles to open closed bargates automatically. 3) Option to add random uniforms and gear to civilian pedestrians automatically. 4) Ai vehicle Drivers will occasionally use their horns when a obstacle is in front. 5) Ai Drivers are optimized for driving! And if their vehicle run out of fuel then they exit the vehicle and the script stops (liberating resources). 6) The script uses a combination of scheduled and unscheduled Environments to achieve that virtual CERO impact on performance. OBS: Since version 13 it is nearly impossible to have fatalities of any kind due to bad Ai Driving with vAiDriving enabled (for the CIVILIAN SIDE). CHANGELOG: How it works: Limitations: Usage: Script Optional Configs: The script (Updated to version 12): PS: This script aims towards making the Ai Driven vehicles brake better. If you actually want to make the Ai drive better then you should use @RCA3's amazing AI Driving Control. (Link in spoiler Below) Enjoy and I am looking forward for suggestions and testing input! Special thanks to @RCA3 again for his work and sharing his amazing scripts and mods with us! vAiDriving version 13 Demo Mission (Malden) DOWNLOAD LINK: https://drive.google.com/open?id=133RUlQmcrzXFxV9RLC27sdIQYOLkFyR5 PS2: I haven't tested this script as a CONVOY but I believe it should also help with convoy missions probably. (Please report your results)
  12. I do like to introduce a mod created by me to improve the performance or to use unused resources. This has been combined with the render/view distance. The Ideo behind this is: What about having constantly 60 FPS and a good render/view distance? Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1516607781 Google Drive: https://drive.google.com/open?id=14SoIsXYNSXmUt0ABsgh3-9FAUFt7NCuc Well, let's say this mod is what you are looking for because of... 1st great view distance in air, 2nd high fps in cities like Kavala, 3rd greater view distance on hills or mountains, 4th balanced object render distance, 5th easy transitions from ground to air, like get on a helicopter without changing view distance manually This mod is all about performance and efficiency !ATTENTION! Using Vsync may cause a lower render distance Server Key is included! If you like this mod pay tribute by leaving a comment and vote/rate! I would be very grateful for feedback to keep improvement high! How to use the "Normal Mode" and change settings: 1. Start Arma 3 with this mod loaded. 2. Open the Video Settings Main Menu. 3. Set View Distance as your minimum render distance. 4. Set your prefered fps into the shadow distance field (only active when in Max Performance Mode) Your render distance is: On foot = inserted value In Ground Vehicle = inserted value * 1.5 In Air = inserted value * 2 In addition to this, your altitude above sea level is taken into account. To enter Max Performance Mode: Set the Object Render Distance to 500 If your View Distance is set to 500, set View Distance to 501. Check that Object Render Distance is still at 500! What is the "Max Performance Mode"? It allows you to define a minimum view distance for phases, on Foot, in Vehicle or in Air. This mode removes the factors 1.5 for Ground vehicles and 2.0 for Air. To enter it look at "To enter Max Performance Mode". Here is a video that shows mission test with the mod running in Max Performance Mode. Note for the mission: This is a heavily ai based mission, that holds up to 64 human player slots. In this mission are 200 friendly additional units facing thousands of rebels (Opfor and Independent). In a range of 700 meters, each (1400 km in total) are 300 to 400 Units minimum. Change Log: Update 27.09.2018 13:35 CET + Added FPS Settings for Max Performance Mode (Instructions at "How to use" section in the description!) Update 19.09.2018 20:10 CET * Improved rendering + Added a Max Performance Mode + Added adjustment via Arma 3 Render Settings Menu
  13. Hello Arma 3 Community, My problem is that I have "screen lags", which I had 1-2 weeks ago not. The game (the screen) then hangs for less than a second and is then fluid again. This repeats every 2-3 seconds like you see in the Video. The game is installed on an SSD. I have already reinstalled the game and checked for errors. Processor: Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz RAM: 15.92 GB RAM System: Windows 10 Graphics card: GeForce GTX 960 The Video: https://youtu.be/Oyy8dHLFdvo
  14. DISCLAIMER/ INTRO: Hello, sorry if this is the wrong place to ask, but I no longer know where to look for advice. I've looked all around the forums and googled around for a week now. I have made missions for my friends since arma 2, but I have no experience with scripting other than implementing simple scripts that is rather user-friendly. PROBLEM: So I have made 6 star wars co-op missions for my friends to play, while I zeus around. My first 4 missions runs in multiplayer with no problems, but my two last missions I am having some trouble with: While I'm making my mission in the editor, I use the singleplayer to test it, however when I tried running it in the multiplayer to make sure everything worked fine before showing it to my friends, it all seemed to freeze up completely when spawning into the mission. It got so bad I had to Ctrl+Alt+Delete to exit the game. The first 4 missions worked fine, with only the 4th mission using one simple script in the trigger. However in the 5th and 6th mission (the ones I'm having trouble with) I introduced some ALIAS scripts into the missions (not sure if that's directly the problem). I am wondering if there is something I can do to fix it or optimize it for use in the multiplayer? I really need it to work, but I don't know what to do anymore.
  15. Hi, today im reaching here to see if someone knows how to improve my FPS on arma, my specs are a Ryzen 1500X- 16gb RAM and a Radeon RX 570 Series, i run everythin on standar, but Arma 3 suggest me to upgrade the grapichs up to Ultra, but if i run it on ultra it runs at 2 FPS Please Help!!!
  16. I know everyone is comparing Arma 3's Real Virtuality 4 engine performance to that of DayZ's Enfusion Engine but that is NOT a fair comparison by any means because: - Arma 3 has a far more complex Ai Ecosystem than the barebones Ai framework that DayZ currently has. - Arma 3 has far more assets and objects to support all its diverse maps, factions and ecosystems. - DayZ has a far more complex Lightning system. - DayZ has a fairly different Server-Client infrastructure. Clients feel smoother in DayZ just because much of the load is handled by the Server while on Arma 3 the Server and Client load (when hosting) is handled under the same system/core. The weird thing is that on players only Arma 3 servers (no Ai) such as the ones on most Life Servers I get the basically the same very high FPS I get on similarly sized DayZ servers (amount of players) which leads me to believe that under similar conditions (No Ai) both Engines run at about the same FPS even thou Enfusion uses more cores but in the end how players measure performance is by their FPS and not the resource utilization, and also it makes no sense to optimize the engine to use more cores but get no FPS improvements in the process. So my question is: Where are the real performance improvements of the long Enfusion engine development cycle if under similar conditions it performs exactly or perhaps only slightly better than the old one?
  17. Hi, Many authors are in quest of performance for Arma3, and some tools are already useful for that: garbage collector, dynamic simulation, simple objects... I was asking myself is there could be a way to skip the code(s) scouting for achievements (104 of them at this time). I guess the global gameplay stats (useless imho), then the engine, is waiting for some "events" like: Safely ejected from any compatible jet using an ejection seat. I'm aware of the added value for some personal challenge and the interest for some players trying to improve their own stats. On the other hand, it's a waste of code, even at low level engine, event handlers or else, to say the truth, for most of the authors of scenarios. So, the 2 cent question is: why not a launch and/or server parameter skipping all that hundred+ stuffs if this could improve, even slightly, the global performance? Thanks
  18. heres my build I5 9600k RTX 2070 16 gigs gskill corsair 750 watt note: all my games run on an external
  19. Greetings! The 122nd ODST Division is a new unit, looking for people who are active and are 17+ or older. The era the unit will be taking part in is the war with the Covenant (along with fighting insurrectionists as well) and the possibilities can range from dropping behind enemy lines, to supporting militias on occupied worlds or can range to planetary defense or invasion of an occupied world. we are also interested in playing with other units. Information The unit is a community between milsim and casual play, in-game during unit events, members are expected to play with a sense of realism from loading in and grabbing gear to the ending with a debrief. Campaigns will be 4 missions long (1 mission per week), Major Campaigns will be 6-8 missions long (1 1/2-2 months long) operations will be on Sundays at 6pm EST (5pm CST) and training will take place on Friday at 6pm EST (5pm CST). Campaigns will have different endings depending on the outcome of the previous missions before the final one, and can depict of moving the unit to another planet or retreating and changing the outcome of its position in the UNSC's fight against the covenant. Outside of operations members are encouraged to play games with each other in team speak and build a camaraderie between each other to build a tight understanding that can be used in operations without conflict arising. If interested please come join us on our discord is: https://discord.gg/PEw5eM
  20. Simple test: In vanilla Arma, place an ammo bearer at salt lake on Altis (not too much objects, here). In Editor, change its loadout for a bunch of smoke grenades. Preview and throw grenades. Before throwing, I got something like 90 FPS Throwing 2 grenades, not too far, FPS drop to 70, Continue throwing up to 6 grenades, FPS drop to 40 Walking inside the smoke, FPS fall down to 10 !! Config: CPU i7-7700K @ 4.20 GHz video : NVidia GTX 970 Arma on SSD, 8 GB RAM All video settings to ultra or max and: AO: HBAO + medium FSAA: 8x ATOC: all trees + grass PPAA: CMAA
  21. AlbayKilic

    FPS Problem

    System I7 6700k 4.00 ghz NVIDIA 960 4GB 24 GB 3000 MHZ RAM Z170A GAMING PRO MOTHERBOARD and in game fps 24-30 ( no mod, normal Servers ''Invade Annex....etc'' servers ) what is that problem other games not doing like that. anyone help?
  22. I have a windows pc with a amd phenom 1055t x6 six core 2.8 ghz, a pny gtx 960 4gb and 10 gb of ram. I get around 20-30 fps on low to standard settings i get frame drops when shooting and moving. Do anyone have an idea to increase the fps? https://imgur.com/a/H4CRQ6Z
  23. https://feedback.bistudio.com/T130564 Already posted on feedback, post on reddit and forum for visibility. I found a way to reproduce this bug with low fps, even if literally nothing is happening and map is empty. https://feedback.bistudio.com/T124746 One of the biggest reason why its happen is bug with “ssAdv”. Even after I delete everything from map, I still have low fps (40 from 120 at start) and everyone on the server, until they restart their clients or just randomly fps goes instantly to normal. I think that everyone encounter it, because it happened after every firefight. Fps suddenly drops, and goes down with every minute. Sometimes after some time it goes back to normal fps, or “just enough”. EDIT: WORKS ONLY ON SERVER! Probably cause is sounds are not cleared on clients. steps to reproduce: 1. Download mission file from first link (works fine with mods/ vanilla, same results) 2. Play scenario in eden / on dedicated server. Bots will spawn after 15 seconds. 3. Wait until bot counter reaches 1000-2000 (best way to force it to happen early, it could take some time. Just leave game with camera pointing at every bot. No worries, only spawn max 40 bots at same time. I think this could be skipped to just 100-200 bots and fps should go to lower values too.) 4. Watch your fps goes from 120 at start, 60 from spawning bots to 20-40 after couple of minutes 5. Stop spawning script when you see 20-30 fps (in my case, depends on PC), delete every bot from map with this command (exec it on server): testing = false; {deleteVehicle _x}forEach allDeadMen; {deleteVehicle _x}forEach vehicles; {deleteVehicle _x}forEach allUnits; 6. Watch your fps stay at similar fps that was with bots, and goes to lower values with each minute. 7. If you have “profiling - Performance Profiling Build” enabled, use command: diag_captureFrame 24; and see what causes it. https://www.reddit.com/r/arma/comments/8rdfag/arma_3_low_fps_and_degrade_over_time_because_of/
  24. Leonid198

    Frame rate lag

    I have this weird problem where the frame rate drops to 1 every 3 seconds, I've tried reinstalling, validating, everything except reinstalling windows. The weird thing is, if I set it to windowed mode it still does this, but if I alt tab and look at it in the background with a window in front of it, the frame rate is completely normal! TL;DR: As long as I can put input into the game it lags, the moment it is out of focus it runs fine.
  25. Hi. Currently I have a problem with one of my scripts. It uses "sleep" in lots of places (mostly short duration ones, from 0.01 to 0.1). The problem is that when I run a script-heavy mission and my FPS falls below 30, the sleep times do not work very well (e.g I'm using sleep 0.01 but it's too long when FPS is low, so it's like the "actual" sleep time is 0.1 or something) How can I account for this engine behavior? I'm personally thinking of something like this but I'm wondering if it's effective? sleep 0.01*(diag_fps/60 min 1) What I mean is that I want the sleep time to be shortened when FPS is lower than 60 otherwise remain the same.
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