The only "reasonable" way that I see to do that, that would actually work, would be to install a proxy allocator that checks if we're calling free on memory that has been allocated using the old allocator or the new one.
This is all academic discussion, though, because such proxy would probably completely defat its own purpose by adding a time overhead for each free() call
#perf_prof_branch
1 messages · Page 2 of 1
@tawdry gazelle what happened to thread on forum?
2.10.150123 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Possible multiplayer desync by deleting a remote player's uniform/vest container, which would then be deleted locally but not remotely - https://feedback.bistudio.com/T167483
- Fixed: Visual glitches with wrong fogDecay values - https://feedback.bistudio.com/T123262
- Fixed: doStop in an init script could break AI behavior in multiplayer - https://feedback.bistudio.com/T167206
- Fixed: It was possible to move objects below the terrain by using Alt+LMB in Eden Editor
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
objects below terrain in Editor
Wait, this wasn't supposed to be possible??? ASL mode should let you do whatever you want for altitude, shouldn't it?
- Fixed: doStop in an init script could break AI behavior in multiplayer - https://feedback.bistudio.com/T167206
I wonder if that also fixes the issue where player is not initialized (stays as a seagull) on dedicated.
Yes and ASL mode still lets you do it. But above terrain mode is supposed to stop, above terrain, and did in most cases
It caused an issue where the AI group was not synchronized over network. I don't know if that would break things for players 🤔
I will test. Basically doStop this when done on dedicated and on player caused him to stay as a seagull.
Well that does indeed sound exactly like this 🤔
that's very old issue, great if it was resolved 👍
I remember this all the way back to ArmA 2 days...
maybe the 5 "seagul" for createvehicle.txt could become finally extinct 🤣 {workaround how fix stuck player with the issue}
KOTH server 85.190.148.52:2102, low edge fps (not spikes) 004 players : 950 fps 008 players : 900 fps 012 players : 850 fps 024 players : 800 fps 032 players : 750 fps 040 players : 600 fps 048 players : 500 fps 056 players : 450 fps 064 players : 300 fps 072 players : 250 fps 080 players : 200 fps not looking bad at all
2.10.150146 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Eden Editor Translation Widget sideways movement could move objects below the terrain, even if surface snapping was active (it now follows the terrain)
- Fixed: HashMap did not handle nil keys correctly (it considered two nil's to be different keys)
- Fixed: In modded keybindings, key combinations would block the main key - https://feedback.bistudio.com/T164496
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Have a nice Christmas 🎄
is -bandwidthAlg2 still experimental and should it be used on live servers?
also we're running on v10 v9 and have some massive BattlEye related problems
17:22:16 Client: Object 2:262 (type Type_117) not found.
17:22:16 Client: Object 2:262 (type Type_118) not found.
17:22:16 ["BIS_Escape_fnc_OnPlayerRespawn",[2031068: seagull.p3d,<NULL-object>,1,30]]
could this be related to the recent fix? JIP client is unable to get into game - stuck in the loadingscreen
Type: Public
Build: Stable
Version: 2.10.150146
referring to this
(Escape doesnt use doStop - only CP)
More likely
Fixed: Possible multiplayer desync by deleting a remote player's uniform/vest container, which would then be deleted locally but not remotely
it can be used w/o problems, please remind me next year so i can discuss with dedmen if we can make it default 
btw - RPT is printing this for ages now:
d:\bis\source\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
you guys should do the briefing 😄 😄
while investigating the BE issue I found this error in several client logs:
14:27:52 (7335 [update._supplyEnt]): Network sync error - NMTReplaceContainer 14:27:52 (7336 [update._fromSupply]): Network sync error - NMTReplaceContainer
what does that mean? is this related to any perf update?
in all cases the error happens when a player is connecting
yes could be same as I posted above, that was related to containers
This is JIP into a existing unit? aka player taking over a AI unit?
yes
Something I haven't tested 😄
Good to know. Does it actually break anything tho?
well, it crashes the player multiple times and kicks him out via BattlEye Query Timeout
at least these are the symptoms
well, I don't think that these crashes are related, can only tell that players told me
Report all crashes pleae
it seems no dump files were created, sadly
still FT ticket to make, attach RPTs from client and server with the errors
do I need to open a ticket for every user?
https://feedback.bistudio.com/T169312 uploaded all I had
RPT's are useless for crashes, only need mdmp's
if you don't have any then I don't need a ticket
And no, I don't need ticket spam
Seems class Land_Rail_Track_TurnOut and class Land_Track_01_turnout railway segments (terrain objects) draw a blue line from the object to [0,0] grids on the map after last DEV and PROF update
https://ibb.co/5Tnt9hF
https://ibb.co/ZWGsQxJ
- Open Tanoa
- move Eden editor camera to [10421.6,4976.46,39.1409]
- take a look at the map on the camera position
New easter egg
Now the big question, how could I possibly have messed that up... There was dabbling in there for the new river rendering
Fixed: Possible multiplayer desync by deleting a remote player's uniform/vest container, which would then be deleted locally but not remotely
yep the clothing/gear gets removed (player setUnitLoadout (configFile >> "EmptyLoadout");) and replaced (by the server)
the clients had 2.10.150146
but arma3server_x64.exe is 2.10.149954 - will fix and try again
PERFORMANCE and PROFILING branch discusssion goes here
This is still an issue btw.
There no updates yet, mb fix already in internal prof branch
Rivers
Bug in 2.10.150146, not sure how new: Have actions defined in CfgUserActions and mapped to Y and leftshift-Y. When pressing leftshift-Y, only the Y action fires. Works fine in 2.10.149954.
Same problem if binding is removed and re-added in the UI.
got another bug for ya!
Profiling: https://gyazo.com/d9a825ae53c34ec3e7bee61b0f7db357
Non-Profiling: https://gyazo.com/e0f4f8d4d4558eb5e9214bab3f1ac03e
oh yeah it also happens on ground vehicles, some ai or crews will desync outside standing like that when going at full speed
isn't that also an issue in the base version? Seen this in few Workshop scenarios already
I uninstalled the prof branch and loaded the scenario with the normal exe (which is the 2nd photo)
does it happen on non perf?
Well the only change there was in latest perf, and it was exactly to fix such a bug 
Having Shift+W custom combo, would block any W key actions when it was pressed.
So after fix both Shift+W and W actions both fire when Shift+W is pressed
is this reproducible?
I have seen this issue a couple times, but extremely rare and I saw no relation to profiling
That's not what's happening though? On stable, having both shift-Y and Y actions works correctly. They both fire when they should do. On perf, only the Y action fires regardless.
I'll check that tomorrow.
Planning next prof for wednesday
Maybe it's different when only one of the actions is from CfgUserActions.
In this case it's both.
From what I've seen only modded vehicles are affected. Will get someone else to try my steps to see
Modded vs Vanilla
https://gyazo.com/e941f939aa34cc2083b19d1c3a7f8a11
and the same above, (but without profiling) https://gyazo.com/821b225b22a29bb5a16969bfcf9cc74f
I had a similar instance happen on a modded vehicle yesterday, but wasn't running perf/prof
Cannot repro that on my internal build 
Shift+Y is action1
Y is action2
pressing Y activates 2, pressing Shift+Y activates 1 and 2
And just retested on profiling 2.10.150146, same thing. Both my actions eventhandlers fire when pressing shift+Y
Oh I see, this is intentional...
Isn't that going to break a lot of other stuff as well? Like you don't always want the key action firing when you hit shift+key.
The order doesn't help either. In our case we have different menus on Y and shift+Y, so when you press shift+Y the Y action fires last and replaces the shift+Y menu.
Is this specific to the shift modifier? Because, for example, in the default controls I believe you have G for grenade and Ctrl+G for switch grenades, obviously if they both fire that's going to be a bad time
It seems like any other bound combo with G doesn't throw the grenade, so apparently that has different rules.
I put shift-G on GPS and it only opens the GPS.
But otherwise shift-G throws the grenade.
This seems entirely reasonable to me and I'd prefer to maintain that behaviour for user actions unless there's a very good reason :P
all modifiers because it would block vanilla keys
guess I'll make it a config entry on the action whether its modifyer blocking or not?
I thought this feature already existed? 
ah yes-ish
Ah no
its only for UI display "hey this key is bound twice"
not for keys blocking eachother
this system is mess, need to find way to make everyone happy 
inb4 Keyboard Input FSM
well prof tomorrow is gonna have the completely non-blocking thing.
I'll think about that more tomorrow to make a flag and choose some default
2.10.150195 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: PhysX vehicle suspension reaction on setDamage - https://feedback.bistudio.com/T167797
- Fixed: Copy-pasted units in Zeus did not have their origin waypoints set - https://feedback.bistudio.com/T164049
- Fixed: Linux server was not correctly handling large numbers in config files
- Fixed: Random numbers on Linux servers were not always random - https://feedback.bistudio.com/T169575
- Fixed: Railways on the 2D map would render blue river lines
- Fixed: Crash when a HashMap was in a variable in a scheduled script while saving the game
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

what are the changes compared to stable? what purpose/usecase do the profiling branch have over the regular version of the game?
im having a issue where it would get stuck in the loading screen when joining a started multiplayer server turns out it was a mods incompatibility weirdness
https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-210-performance-binary-feedback/
It started purely as special branch with a focus on profiling (multiplayer) performance and trying experimental optimizations or changes. Recently it has been used a bit more broadly to try certain engine fixes / optimizations / additions before hitting other branches. Many of these changes get to the next platform update, but some will never graduate. One rule is fixed: it must be multiplayer compatible with main / default branch.
Bohemia Interactive Forums
NOTE: 2.10. PROF/PERF up! you dont need a new client on the PERF/PROF server! there is a branch on steam you may use, but beware that sometimes data on dropbox are newer due to manual build e.g. on weekend: special profiling Steam branch for Arma 3 following this wiki page : https://community.bis...
Fixed: PhysX vehicle suspension reaction on setDamage
I wonder if that is one of the reasons for exploding vehicles in persistent game modes like Exile and co.
Vehicle gets setdamage from the server on creation, but since its not simulated that suspension reaction might be in the queue till a players gets nearby and it simulates the suspension then and boom (due clipping into ground/elements) ?
I saw this suspension reaction often as player even under other circumstances like using Enhanced Movement to climb on a vehicle.
who knows the engine is mega complicated, you just have to try and see
I forgot about this.
But I cannot reproduce this, also not the JIP unable to get into game thing that kju reported.
I thought it would be the naked player fix. But what that does is we delete less objects than before.
This sync error hints to deleting more objects than we should, not less...
so it been lately used in place of dev rc branch? or for stable minor fixes?
both are used in the same way, prof branch has to be mp compatibile and adds stuff that don't break mp, dev adds everything else
it might run smoother than the base branch in some cases, it's compatibile with stable branch servers so you could use it, but it's frequently updated and can have bugs
it gets bug fixes and performance improvements first. Which would make it worth using.
But it also sometimes gets bugs first 
hm, how can we spot bugs or regressions?
when you notice something broken in game 😄
Like that ^ 😄
that's not easy for someone getting started with arma 3
yup
i experienced a issue where launching from the launcher to join a server keeping the mod selection wouldn't work properly
mods not being there properly
and i had the issue where the watch wouldn't stick when pressed
um what are the known issues so far?
oh good question, how do you switch to profiling exe if needed with the default launcher? which launcher would yall recommend?
You don't, you switch branches in steam and that's it,youre using the performance.exe
yeah but im asking about switching to the profiling exe after switching to the branch on steam with the standard launcher, it is not possible?
if you chose profiling branch in steam in the beta tab, launcher automatically detects new exe and starts it instead of the stable one
performance branch replaces arma3_x64.exe.....
im asking if its possible to switch to profiling exe with the launcher
do i need to disable battleye to use the profiling exe?
You shouldn't need/want to use the profiling exe, unless you want to measure the performance of the game and need additional debugging.
yeah, im asking in the event a user ever needs the profiler/debugging, how would one do it from the commodity of the included launcher?
Branch switching is not controlled by the launcher.
He's not talking about switching branches, he wants to use the profiling instead of the performance exe when on the Perf/Prof branch. And as Veteran said, you'll have to rename the profiling exe
thanks for the responses!
Honestly switching between perf and stable is not a big deal. The download size difference is typically under 100MB
it's 250mb for some reason
what else is there to transfer other than the executables?
is the profiling branch just including the profiling depot on top of arma 3?
oh i see, the combined size of all the profiling branch executables totals 266mb
Last I tried it only downloaded the exes. Dunno what has changed. Dedmen knows
yeah i realized that
im seeing through steamdb that there's a separate depot for profiling exes
so i assume the branch includes the profiling depot on top of everything else
Well it downloads the compressed version. Afaik it should be less than 70MB (at least that's how much I download per dev branch update, which should be the same as profiling
)
oh really there's no asset testing on those branches?
There is. I meant when executables alone download
There's not much asset testing on perf/prof because changes to assets aren't very MP-compatible. There's not much asset testing on dev branch either really; it is possible but changes to assets are pretty rare at this stage of development (and new assets are even more rare)
1.52.133024 profiling & performance v5 server and client, windows, linux
- more crashfixes/freezefixes (+hmtload in pbo fixed vs filepatching)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
awesome :)
When actually occured the error with NMTReplaceContainer?
I'm down to perf v6 and I still see it on many client logs
What?!
I thought v9, the uniform naked units thing
V6 on both server and client?
If server is older perf, it might still happen if a client has the new one?
If it's not that uniform naked fix, i need to know as that's quite a big Bugfix that i took back out to be safe in case it is causing that
I tried to repro that replaceContainer thing but couldn't. And also kju's report of JIP being stuck and also couldn't repro
the server is on 149973, the client who had this error is on 149954
Hope this error report gives you no migraine
Any new information about that topic? 
next prof I'll revert that one naked units thing, and we'll see if that makes issue go away
If iam not mistaken the NMTReplaceContainer rpt error was there before.
First post about it was august 2016 🤣
But why did it appear so much recently

every arma bug ever.
Oh no 
ctrl + X don't work for Zeus
Vehicles and Props a little jumps and with AI nothing happen
wow i have won't work ctrl+X in Zeus on dev, prof and stable
Can anyone confirm?
- open Zeus scenario
- place any object by Zeus
- try to cut this object (ctrl+x)
not tested, but check your keybinds.
in Eden editor cut works fine
zeus are different I think.
mb, but when I try to cut the vehicles jumps a little
yup, doesn't work 😛
you can copy, delete and paste 😛
then ctrl+v. it has the same effect
i'm on stable btw. it just appears there's no ctrl+x
Did it work before ?
I'm not sure 
2.10.150241 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: selectionPosition would print an error when querying proxy positions even if the proxy was found - https://feedback.bistudio.com/T167265
- Fixed: Eden Editor Compositions in Zeus did not correctly synchronize waypoints - https://feedback.bistudio.com/T163128
- Fixed: Vehicle sensor detections (except data link) were ignored if a target was outside of visual range - https://feedback.bistudio.com/T166838
- Reverted: Possible multiplayer desync by deleting a remote player's uniform/vest container, which would then be deleted locally but not remotely - https://feedback.bistudio.com/T167483
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
💩
Zeus also has no undo/redo. So I'm pretty sure ctrl+x is not a thing (Eden uses undo/redo functionality to implement that)
When ctrl+x on vehicles or props they jump and moves a little, the game try do something with them
why? 
the touch of god? (the damage to cause a PX bounce maybe?)
Reverted: Possible multiplayer desync by deleting a remote player's uniform/vest container, which would then be deleted locally but not remotely
Is this/could this be also connected to BI garbage collector? Like we are seeing floating and naked vehicle crew in MP/DS env - as we dont do vehicle cleanup ourselves, it must/should be the BI garbage collector we are using.
If that bug is now gone, I guess it could. Please tell me if it was
clients used a mix of stable and perf. server is on stable - next play-test is on Sunday
Speaking of mix stable/perf. If the server is on stable, is it a good idea to force stable clients?
No
As it seems the error is still persistent (stable client, perf server)

Hmm, discovered an interesting crash in 2.10.150241. Still working out the details on why (disabling code until it stops crashing)
Both lines cause immediate crashing
addUserActionEventHandler ["moveUp", "Activate", {}];
addUserActionEventHandler ["moveDown", "Activate", {}];
I got a report too, looking into it rn
addUserActionEventHandler ["moveUp", "Activate", {}];
is the repro, on vanilla
causes immediate CTD
I fixed that yesterday, after prof
:sad:
yep the report i got is that too, sad
new prof is on ze wai
2.10.150255 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Improved performance of nular commands and variables
- Fixed: Crash when adding UserAction Event Handlers for non-modded keys - https://feedback.bistudio.com/T169879
- Fixed: RscPicture texture paths were always forced lowercase
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

I'd like to know if this breaks ArmaDebugEngine or ArmaSciptProfiler, I don't have time to test. But I assume it should be fine
what about intercept? 
is there someore in indept page or something on what intercept is / does/ how its used?
wiki page there contains more info as well
simply put it allows you to make extensions and also call sqf commands inside your extension too (which is not normally possible with ordinary extensions)
with extensions you can perform operations that the game can't and then transfer the results to the game. e.g. you can do file operations, use SQL database, interact with another program (e.g. TeamSpeak), etc.
with intercept you don't have to "transfer" those results anymore. you can do it directly in the extension
does it work with layout also?
or just function / command calling
wdym by layout?
so for ex use css so you can make a nice rectangle with edged corners
stuff like that
no. you can make overlays tho, but they're not "part of" the game
ok, ill read trough the github
The good thing is, that this fix:
Fixed: Possible multiplayer desync by deleting a remote player's uniform/vest container, which would then be deleted locally but not remotely - FT-T167483
seems to work. I can remember that i played some loot based round in Arma with >=V9 and we saw no things like you cannot take things from killed AI.
I've tested it again now with perf client/perf server
got this warning vehicle connecting:
Warning Message: Can not create source for procedural texture - probably badly formed texture name: "#(argb,8,8,3)color(0,0,0,1)"#(argb,8,8,3)color(0,0,0,1)"
(this isn't present in stable client)
but also sadly still "Network sync error - NMTReplaceContainer"
Well that proc name is badly formed, its duplicated
As it seems like, but why is it showing up in perf and not stable? Which change made it looking this way? Or is it an error?
I don't know, I need to know which prof version it first appeared in
when you first posted about it, that was just after the naked units fix thing, which could cause exactly such issues. Now its removed again and it still happens I have no idea why
Sadly this I can't tell you. I installed perf client with v13 for the first time
note, all the large official Arma 3 servers (KOTH and Warlords) run recent profiling , so if anyone observe oddities please ping me and dedmen at once, thanks
2.10.150272 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Clientside game crash
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
"+hmtload in pbo fixed vs filepatching" so we can do something like https://www.youtube.com/watch?v=sSmPEmOYii4 again?
no, the fix is addresing loading of htm,html files from inside .pbo, wasn't working for w/e bug reason
oh, that is said. is it wanted that websites can't be loaded or is that something that will be patched as well?
websites you need whitelist , read comments from Tupolov https://community.bistudio.com/wiki/htmlLoad
also server side you can deploy server.cfg allowedHTMLLoadURIs[] = {}; // does support asterix too https://community.bistudio.com/wiki/server.cfg#Server_Security
our server provider have the option for running Performance-branch or Profiling-branch. I am using the Profiling-branch myself client side after it being recommended but what is the difference compared to Performance-branch? I though they were the same thing bundled into Profiling
They're the same branch. The default exes are performance, the ones called profiling are profiling.
You shouldn't use profiling if you don't need profiling
ok, so what they call "performance-branch" would be the one to use then in our case, if any. is there any recommendation in general for running the server (+hc) on performance vs main? or do we just have to try and see if there is a difference in our case?
you get early access to fixes and regressions 
And sometimes bugs 🙃
We've been running profiling for our server for quite some time, don't notice much performance impact. Still gets 800 FPS idle and ~70 under load.
Or is there some reason I'm not aware of? 😅
Ah okay, well I like to do frame captures every now and then so probably won't switch to perf.
Actually I don't see any big difference on client side with performance (tested it on KOTH some days with each more then 6 hours playtime). But on server side there is a huge impact on CPU usage which is actually very positive.
It's the difference between the server grinding to a halt with high player counts and AI on stable but on perf it doesn't care and can be pushed wayyyy further for me.
Yup
Server side improvements on dedicated servers only or it also helps with hosted servers?
I only mess with dedicated servers, running an intel 12th gen cpu and it screams with unlocked limitFPS.
how do you "unlock" limitFPS?
should also help hosted servers althrough it might be limited, not sure
Command line, -limitFPS=300 or whatever
It's mostly a waste of electricity though. Only makes sense for benchmarking.
And what is your average client FPS?
On Antistasi Community servers? Maybe 30 :P
That is average or .1% lows?
Average, .1% lows would be garbage due to spawn hitching.
If you rent your dedicated server you don't really care...
Having the FPS unlocked gives more headroom for the server to recover in a low FPS event, so instead of it dipping from 50 to 5-10 it dips from 700 to 100, and once the server starts to choke it's difficult to get it to recover (without cleaning up units, objects, scripts, etc) so its best to stay away from dipping too low. At least that's my experience.
Just for my clarity, is perf branch inherently always faster than stable because of how it is, or will that reported 70fps under load come to stable as well in a future update?
Can never guarantee anything
There are some performance changes that are currently exclusive to Prof and are not enabled on stable, because it's not clear if they are safe
Like the recent thing that made all scripts faster
This thing preventing AI freeze too i think
Right, but it's changes that could theoretically become stable depending on whether they work, not something about how the perf exe works that makes it Just Better™?
after testing, the weird looking road (looks like a static tv screen) also happens on stable with thermal
Yes. Everything on perf is just flick of a switch away from working in stable
are any of the perf improvements validated as safe for stable?
all the one's that made it into stable I'd say 😄
ah fair
Just curious...when there are crash fixes on perf build, are those fixes related to crashes caused by older perf builds or can they be related to the stable build as well?
For example:
Perf v8 mentions - Fixed: Several game crashes (helicopter waypoint, Unicode script error, UIOnTexture, dynamic simulation) - are those related game crashes still possible within the current stable build or only if you are using perf v1-7?
Thanks. 🙂 I ask because we've been suddenly experiencing very weird mass lag spikes which seem to lead to Arma 3 server not responding crashes over the past month or so every now and then. Lots of "network message is pending" and "network sync error - NMTReplaceContainer" spam, but they feel impossible to even determine the source of what is causing them. However, I do know that we recently made dynamic simulation way more prevalent so I'm starting to wonder if it's related to that. We reverted to the stable build to see if it would stop and everything was fine up until about 30min ago when I tried turning on our second headless client and it almost instantly timed out the server.
well, we have the same issue with NMTReplaceContainer - but sadly Dedmen cannot find the issue. maybe the issue is even older has we believe and only a small fix/edit did it. I feel really sorry for Dedmen and his hours he spent and will spend to find this damn error
Do players on your server get timed out or mass kicked for high ping? Does it make your server crash?
I also feel bad for Dedmen. From what little I've done to investigate it, I am resisting the urge not to smash my head through a wall so I can only imagine what it is like for him lol.
We had only one crash so far so I really don't thing this is related to perf.
We only experiencing players who getting kicked with "BattlEye Query Timeout" while connecting the very first time on the server. After that, they connect without any problems. But not everyone is affected. I also used perf for a week or so and hadn't any problems after all.
Yeah, we have similar issues with BattlEye Query Timeout and BattlEye Client Not Responding, but I agree they are likely not related to performance builds so this probably isn't the best place to discuss it further. Do you mind if I DM you about it? Just curious about your experiences compared to ours.
I meant that I don't think the crashed aren't related to perf.
The BattlEye Query Timeouts might related to perf.
Sure, just DM me.
If you could try old perf builds and see if that makes the issue go away that'd be great. Knowing which build introduced it would narrow it down a lot.
But i fear it's also happening in the oldest you try
Correct. The crashes we have been experiencing also happen on Stable build too, which is why I originally asked. I intend to update to anything beyond Perf v8 soon since that addresses crashes related to Dynamic Simulation and we made some changes a while back that swapped a lot of global simulation for dynamic simulation and these crashes began occuring a little while after that. I'll follow up and let you know how that goes.
if you have crashes you could also report them
How? Just post RPT here?
feedback tracker ticket, upload crash reports
full crash report with mdmp, not just rpt, rpt is useless
2.10.150307 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Unable to pick up items from a dead character's inventory in some cases - https://feedback.bistudio.com/T126030
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
"- Fixed: Unable to pick up items from a dead character's inventory in some cases"
Some might think this is a small thing but for many it was a huge deal! I have had many new players not returning to my A3 sessions due to this bug because it could break the mission flow, specially in some instances where the mission requires scavenging due to limited resources. It can also happen for items on containers or items/weapons just on the floor so the issue is not exclusive to dead bodies as shown in the video: https://youtu.be/a7FLyLSqhN8?t=99
TCs plays in the Uncle Games against each other. All hail Uncle. Enjoy this video of this event made by Zapper and Stormhammer.
The Cooler Server is an Arma 3 group. Apply here:
https://www.thecoolerserver.com/
TWITTER: https://twitter.com/darkliberator
FACEBOOK: https://www.facebook.com/DarkLiberatorZone
TWITCH LIVESTREAM: http://www.twitch...
I hope you guys are able to hunt down all those instances where it becomes impossible to pick up items in MP because it can become really frustrating for players. Even worst is the fact that once it happens once (on one dead body for example) it was very likely to happen again for the same or other players on the mission, usually requiring a full restart to mitigate the issue
6h Dynamic Bulwarks (same session). No issues, 32bit Linux Server V15 on a potato. 👍
Only thing to be full happy is to get rid of the second start of the server every day because on first start per day the server crashes.
any chance of this 19:18:58 Tried to AccessTargetList for non-local AI group while non-local targeting was disabled! Engine will now enable non-local targeting which will hurt clientside performance also logging which script/mod/whatever is causing this?
no
@hushed seal disableRemoteSensors check that and you might find it
Thanks! will try and run that on everyone except zeus and server/hc
Just to follow up: currently using v14 and have not had any crashes since switching from Stable to v14 over the past week. I believe the Dynamic Simulation fixes implemented in v8 fixed our issue. Thanks! 🙂
😐 Of course...30min after posting that, it shits on itself. I think this problem is related to one of our headless clients though since it was a severe lag spike that did not stop until I ended the task of the headless client. It never actually crashed.
I'll move any troubleshooting/updates elsewhere though since I I do not believe it related to Perf Branch. Sorry for the false alarm.
@empty goblet The latest perf build just saved our mission. Everyones arma crashed on mission start so i thought maybe perf build's crashfixes will help. I distributed latest perf to everyone and now everything is running fine
Did the HC join mid session? I've done that once and it lagged the server to shit.
thanks for telling us @whole cloud yet it seems the new perf breaks someone else mod so expect new one soon with more fixes ;)
yeah now ive got one guy for whom it doesnt work but still about 20 people that can play with it
Hi, i have a question about this command:
diag_captureSlowFrame ['total',0.3];
I use the A3 profile branch and start my mission in the editor as an mp game. After a certain time I want to run this command via the console. But this error comes up:
21:47:52 Error in expression <diag_captureSlowFrame ['total',0.3];>
21:47:52 Error position: <['total',0.3];>
21:47:52 Error Fehlendes ;
What am I doing wrong? According to the wiki it should actually work like this (https://community.bistudio.com/wiki/Performance_Profiling).
Profile branch has two sets of exes. The default ones are performance branch and have no profiling support. You have to use the ones with profiling in the name.
Ohh sry for that, thanks for the fast help
Used that yesterday and seems to have worked great, disabled remote sensors for every player except zeus and pilots.
Hi, can someone tell me what this rpt log message mean (Profile branch):
19:24:17 TimeLimiter, Category AICreateTargetList exceeded time limit, runtime 20036, limit 20000, denied requests 0
19:24:17 Ent 2189883f640, dbg , time 20036
only Dedmen/KK can/could 🙏
i too but i will need to remember what they told me 😁
wait there is already perf_branch for 2.12?
2.12.150330 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit
- Sync with 2.12 main branch update
- Previous Profiling branch exclusive improvements are still present
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
AI processing took too long. Reason we don't know.
But the engine stopped it and postponed all AI processing to next frame, so you don't get a huge frametime spike/freeze
Could we get the V2 dx11 renderer as a gift for the 10th anniversary :)
Would repro missions to cause that be of use, or wont get analyzed/improvement unlikely possible anyway?
repro would be good, but quite hard as usually its not even a reliable repro
I was able to get slow AI thingies, but never reliable enough to analyze it
Would I be correct in thinking the "dotColor[] = {1,0,0};" functionality was only applied to non-IR lasers in the end?
I'd hoped it would affect IR lights too as a way of balancing dot brightness (not size)
But a quick series of tests now suggest no effect. (It's been a long day so I might have f-ed up somewhere - hence wanting to check...)
yes
Thanks. Although it’s not the answer I’d hoped for, the confirmation is most appreciated as it stops me spending an hour or so fighting with configs this evening before coming to the same conclusion!
Hey Im trying to Follow a tutorial (https://www.youtube.com/watch?v=86d3VCpWPIE Link) however, at the 13 second mark, he tells me to go to the website to copy a line of code. I go to the website and theres no line of code for me to copy. (https://community.bistudio.com/wiki/Arma_3:_Steam_Branches) I've looked everywhere online for this code and I can't seem to find it. Can some one please send it to me, I just want to make custom Compositions
Link number 1: https://community.bistudio.com/wiki/Arma_3:_Steam_Branches
Link number 2:
https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
Quick details:
(1) A new review is on the way.
(2) This is the start of a series of short tutorials on A...
The Access Code is no longer necessary, it's available in Steam by default now. The video is a little out of date.
oH
q, anyone has crashes from 1.52.133024 (or 1.52.132868) ? if yes please pm me url where i can download the dumps
perf linux 1.52.133.024 cant Load my ALiVE insurgency after i click okey in the lobby i go to loading screen and after that im back in mission selection. Nothing unusual in RPT. And with perf v2 (1.52.132.709) with the same startup parameters and mission it loads and runs just fine (Although perf v2 on linux server crashed twice for me in the last 3 days after about 4 hours of play)
via PM to you? @golden crest
Thanks, looking at the logs now
Hmmm weird looks like v5 breaks ALiVE badly
will need to test
ALiVE doesn't even init
any module init changes in v5?
I've been looking at the output of #monitords 5 for a bit and it seems odd to me how rare it is that Nonguaranteed and Guaranteed messages get reported on there.
Surely if there's fighting going on there's no way that there is zero G or NG traffic happening for 10 minutes?
It’s not at all unlikely that it reports the amount of traffic in the queues the moment that message is printed
Since traffic should get sent asap, that would make sense it’s always 0
that’s speculation on my part though
that would explain why the only time you do see values in there they're 5 digit numbers and up
the documentation on it is quite sparse
I see similar things, it's either 0 or a really big number.
whats your usual intervall?
Same, was just looking at the logs and was wondering, idk why I never thought about it before
I just like to see my server using 5000MB of ram 
ahahahaha, I was wondering if #monitor accepts numbers smaller then 1 as argument
0.1 works
0.01 also works
lol
Do you want that though... The amount of writes...
100 kB for about 1.5 minutes of logging
16:10:11 Server load: FPS 280, memory used: 2256 MB, out: 86 Kbps, in: 0 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 240, memory used: 2256 MB, out: 59 Kbps, in: 0 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 270, memory used: 2256 MB, out: 64 Kbps, in: 0 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 220, memory used: 2256 MB, out: 49 Kbps, in: 0 Kbps, NG:0, G:60, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 228, memory used: 2256 MB, out: 57 Kbps, in: 0 Kbps, NG:0, G:60, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 238, memory used: 2257 MB, out: 27 Kbps, in: 0 Kbps, NG:0, G:60, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 272, memory used: 2257 MB, out: 49 Kbps, in: 0 Kbps, NG:0, G:60, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 171, memory used: 2256 MB, out: 36 Kbps, in: 0 Kbps, NG:0, G:60, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
16:10:11 Server load: FPS 142, memory used: 2256 MB, out: 81 Kbps, in: 3 Kbps, NG:0, G:60, BE-NG:0, BE-G:0, Players: 1 (L:0, R:0, B:0, G:1, D:0)
buut there's now small values in the guaranteed messages column
can i ask how you got those printed so nice?
or where you found them
logFile argument in server.cfg, running monitords dumps into the previously defined .log file
thank you
@golden crest using params ? please do see http://feedback.arma3.com/view.php?id=26336#c100770
otherwise i would need to get simple repro and new A3FT ticket with it
Any idea what this is dlcUpd; 1.46536; 21.28701; this is from diag_captureSlowFrame
hmm unchecked require DLC in editor and its gone
It seems like #monitords only works reliably on perf branch with the profiling.exe. Is that intended behaviour?
I have it working fine with the performance.exe? What issues are you experiencing?
with the arma3server_x64 on perf branch? It just ignores it, same modset and everything, all I'm doing is switching branches and trying the different .exes
lauch server, login as admin, select mission, run monitords 5 and observe
only prints to console window with profiling.exe for me
I'm on Linux though 🤔 might be an difference then.
something that works on linux but not on windows? what is this?? proper servers?
Linux is the way arma was designed to be played /s
But tested it myself and appears to be fine but unknown if I'm on the latest, I'll have to check that later if you haven't figured it out yourself
Someone else reported it working for them. Mine is still borked. I'm just gonna sit it out.
1.52.133114 profiling & performance v6 server and client, windows, linux
- more crashfixes/freezefixes and minor tweaks
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
ALiVE problem still persisting
Ran across this old screenshot (sadly with scaling cut off) but would large public variables manifest themselves like this?
https://i.imgur.com/IOodPSH.png
captured on the server
I guess so
This works with script command hook, so it will only detect variables that are sent from the client you are running on
ah so if a client is receiving? a big public variable that wouldn't show up
What tool is this?
no, if its running the script command
its only intercepting the script commands
Dedmen, have you tested a stock ALiVE mission with just CBA, ALiVE?
Just would be good to rule anything else out, weird ALiVE is not initing - its not the Params issue
ill try
Hello Dedmen. I am the creator of that mission, if you send me what you have ill take a look at it in the next few days. -Dev Hazey
What exactly do you need? rpts and missionfile?
Both would be fantastic.
However the RPT is fine now to start with if you have it.
I can tell you I have not visited the base mission for about 6 months due to taking a temp step back. So the base mission is broken as well.
well the mission works fine on perf v2 or lower
Hmm. Grab me a V2 rpt and a V5.
see private messages
Thanks
@warm sable - might not be just mission issue with v5. Looked like ALiVE didn't init
@golden crest @whole cloud, Yeah I don't see Alive even being stroked in V5
@whole cloud Have you tested just Alive with V5?
no v6 also not working same symptoms
Ill now test v6 just with cba and alive and with the mission provided in alive download
I will just continue drinking
over 150sec loadTime but works... weird
Check your PM in a second.
~~Okey was not ALiVE sorry for that :X. Now @empty goblet in perf v5 and v6 filePatching seems to have a problem
server has allowedFilePatching = 2; in server.cfg
but
1:24:26 Warning Message: Script \userconfig\asr_ai3\asr_ai3_settings.sqf not found
1:24:26 Warning Message: Script \userconfig\asr_ai3\asr_ai3_settings_ss.sqf not found
exactly same settings on perf v2 v3 and v4 work fine.
ASR_AI is using
ASR_AI3_SETTINGS = compile preprocessFileLineNumbers "\userconfig\asr_ai3\asr_ai3_settings.sqf";
ASR_AI3_SETTINGS_SS = compile preprocessFileLineNumbers "\userconfig\asr_ai3\asr_ai3_settings_ss.sqf";
to Load its configs~~
Wow perf v5 added the need for -filePatching startparameter on LinuxServer without real notice in the Changelogs. So after several hours hunting the error and half an hour searching the source of my servercontrol software i got my server back up and running...
2.12.150383 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: maxFileCacheSize command line parameter
- Tweaked: Eden Editor OnHistoryChange event is now called after the editor is cleared (because history is cleared too)
- Fixed: Unable to pick up items from a dead character's inventory - https://feedback.bistudio.com/T126030
- Fixed: Crash if a default user name could not be determined (now it displays a critical error message with a workaround) - https://feedback.bistudio.com/T170710
- Fixed: wheel_* animation sources would not animate for remote vehicles - https://feedback.bistudio.com/T150837
- Fixed: Eden Editor/Zeus placing units into vehicles ignored locked turrets if they were also the primary gunner/commander turret
- Fixed: On Linux servers error messages did not print a timestamp to the log (thanks @trim anchor) - https://feedback.bistudio.com/T171037
- Fixed: Linux servers were limited to 2GB of RAM usage (thanks @rough pebble) - https://feedback.bistudio.com/T80680
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
awesome work! really curious to try these new fixes
@whole cloudwhats the usage on the command line param maxFileCacheSize -maxFileCacheSize=1024?
- Fixed: Linux servers were limited to 2GB of RAM usage (thanks @rough pebble) - https://feedback.bistudio.com/T80680
I use maxMem=4095. Docker is showing a use of 3.648GiB, #monitor shows 2648 MB. Is there a explanation for the difference?
praise dedmen for new profiling
there's a massive difference in windows aswell between what task managers says and #monitor outputs
always been there afaik
Yes, I'm not sure that #monitor also shows the file cache usage
Would it make sense to raise the maxMem Number higher than 4095MB on a 64bit Linux running the 32bit Arma executable in docker? I would say it would make sense if the file caching is a separate process, right?
@whole cloud you got some unpacked data ?
I don't think so since it's not going to be using more than 4096MB anyway due to it being the 32 bit binary.
You might want to use the new -maxFileCacheSize parameter though.
Any chance to fix mixed tracer magazines so that:
multiple CfgAmmos per CfgMagazine are possible or find a way to show tracers on other clients and apply air friction.
I’m happy to post it on the official tracker if there is any chance to realize this
just repeat what i posted in the #community_wiki channel
for sake of curious experimenting if one has tens or more GBs RAM, i would love to see
maxFileCacheSizeoption to support >2GB at 64bit OS under 64bit binary
what does it do?
is the value to set in Megabytes?
what's the max limit?
how high can I set it?
I would expect as much as you want/os memory size?
you mean useable/available RAM size?
so it's like RAM disk, kinda
it's in the message, limit is 2GB atm
?
Default size was either maxMemory - 448MB or if you had more than 2GB of memory available to Arma, it would be limited to max 2048MB.
I've had a couple CTDs seemingly due to running out of VRAM (on my 3080 Ti?) while running a large modset but I've only started to get these issues in the last 3 or so months.
I have crash logs while running 2.12.150383 if that would be of any use.
could observe even more than 16 GB vRAM usage on my 3090 Ti (no mods), after having played several hours at 1440p ultra on whole Altis, flying and on the ground
Yep, I get that it'll use as much as you can give it but I have to change my texture quality settings to clear it out and bring it back down to ~4-6GB after playing for several hours just to ensure I don't crash while operating a critical asset. Tried running with the custom mimalloc-v209-lock-pages to maybe see if that could help but I'd assume that's not related to VRAM management?
no i dont. But ASR_AI is using an sqf from \userconfig\asr_ai3\ as a config and server just throws back to mission selection if it cant load that... although i wonder why it doesnt just fail the script but fails to start the mission
With GM assets i simply can't run very high or ulta textures because it overflows my 1660 Ti's 6GB VRAM at 1080p
Made a number of feedback tickets about it too
With vanilla arma i don't have an issue running ultra high
It's a shame because vanilla textures don't look great with high settings so i keep having to switch back and forth
Am I miss something. 2GB limit - default behaviour. But with param you can set as much as you want. In dedmen post he put 4GB example
I tried 20GB cache size and maxmem set to 25GB with a total of 64gb of ram and it would let me load on a server. Just complained about running out of memory. That’s with mimalloc v209. After changing to system allocator and no ram lines it would later use 19.3 GB of VRAM on 4K, all ultra 150% scaling.
I haven’t seen any performance changes in modded koth with 16GB of cache, mimalloc v209
-maxMem is for vRAM, not RAM.
-maxFileCacheSize doesn't really improve FPS.
it improves gameplay smoothness.
you need to look at frametime graph of MSI Afterburner.
frametime graph will be much more flat/stable and also lower, thus gsmrplay not as choppy
Isn’t the -maxvram parameter responsible for that?
oh yeah.
but one better shouldn't touch -maxMem parameter
fs is filesystem, its a load from disk.
txtLd is texture load
running on SSD?
You could try the increase of file cache size, then it might only load it once
"seemingly due to running out of VRAM" how did you get to that conclusion?
yeah, on SSD. Also happened to pretty much every player in the area.
pacRd seems to eat up most of the frametime.
Is there a pacLZ in there?
In this example there was
Starting arma now to take another look at the framecapture 😅
looks to me like texture is LZ compressed.
Game loads from disk into temp buffer, then decompresses on CPU before sending to GPU. But why would decompression be so extremely heavy 🤔
here are my three framecaptures if you want to check them out yourself.
Two of them in the low FPS area, third someplace else.
Maybe due to an error and then logging?
LZ doesn't log errors
I can speed up that pacLL, but that's only 200us, thats the actual disk load
2.1ms to decompress that file.. well how large is that texture file? :u
nvm can't speed it up, its already doing that
each PAA about 1MB, all in one big 1GB sized PBO
specifically only the lca layer masks.
That's the only thing that uses that code path 🤔
Maybe I can move them to thread
yup. that's the one taking the longest https://i.imgur.com/pOuCROR.jpg
do the lags stay though? it should just do that load once and then it stays in cache
oh they stay
can you get me coordinates of that?
sure thing, let me just check if it occurs in the editor...
Alright, can't reproduce it in the editor 🙃 But I do have footage of it sooo
https://www.twitch.tv/videos/1776481051?t=2h30m58s
exact timestamp of teleporting around trying to triangulate the source of shit FPS
Location where I look down into the ground and get the bad FPS
X: 8090.88
Y: 8486.31
Z: 115.555
Chongo map from the Angola Maps mod
Would you like it as a ticket?
There is a spot on Livonia too, one particular angle while in the radar station compound in the south
Absolutely tanks FPS with high view distance while looking at a wall
oooh
It has hardcoded limit to only cache 10 layer mask textures
if youre view distance is high enough that you need more.
It will re-load them every frame
heh yes. todo...
"your mission, if you accept it: Ctrl+F TODO"
Also its supposed to asynchronously preload that texture. So then when it actually needs to load it would have it ready.
That was never implemented, so it does the full load then and there causing you the fps drop.
I'll increase the cache size that should help a bit
next prof will have it
So the issue is more the amount of mask textures? Meaning if a map would only have 10 of them in total all of them would be kept in cache?
I don't quite understand why it isn't showing in the editor tho, in MP it was really noticable
I also couldn't repro just now
I'm gonna give it a try on the dedicated server.
nope, standing in the exact same spot, same mission server and everything and nothing.
wPrep now doesn't even mention texture loading now
how exactly do you capture @hushed seal ?
profiling.exe and diag_captureFrame 1; in debug console locally executed.
We had terrible lags in internal SOG builds at some point and iirc it was due to compression of Textures or RVMATs so there might be something wrong with it.
@shell wyvern should remember more about that issue.
oh god 😄
thanks. to capture a specific event, you would need to do this AFAIK:
diag_captureSlowFrame ["wPrep", VALUE];
true, although during the OP itself wPrep was quite present in every framecapture.
Could be tho that it still happens with only one player, just less frequent so I'll try that command.
i would assume you need a combination of factors to trigger it - like you may need a higher base level of CPU/GPU/RAM/VRAM load to start off
so in your OP you had other conditions to start with
still an issue worth investigating, but may need some more "pushing" to replicate it via editor/lower scale setup
like a similar thing we experienced with Enoch objects and vegetation - in MP it could grind any system to <10 FPS even for powerful systems and rather low AI counts/else by just looking into specific directions (but not towns or other obvious trigger points)
Kept task manager open and watched the VRAM usage climb from 5GB to 11GB and crashed as it got right next to 12GB.
was just misunderstanding on my side, i'm testing use on the default servers of -maxFileCacheSize=8192 (should be enough for default server w/o any CDLC)
ofc i expect most of advantages to be for clients with excessive amount of ram ... (more reasons for those 48GB DDR5 sticks ... )
buying 64 GB...
will also benefit since it's also dual rank
increased bandwidth also helps a lot in loading textures much faster from RAM
it's quite problem to find any good >32GB (DDR5-6400/6800/7200 (32/34/36CL) modules those days so i will be lucky to find 24/48GB ones
unless i can buy it locally in EU w/o headache of import tax and vat declaration
Did it crash with a graphics/DirectX out of memory message?
Why did I not hear of that back then 😢
cause you (and other programmers) fixed all the other bugs first 😁
idk, it was over 2 years ago at this point.
The joys of arma debugging and the reason I always run profiling.exe, so hard to reproduce issues.
and we were in a crunch and did not had time to do any detective work, we just fixed our pipeline to not compress these and carried on.
It did cause an out of mem error when I first started having the issue, although the most recent crash was an access violation IIRC
I wonder if it's at all related to the fps bug on weferlingen 🤔
RAM/VRAM running out like with the "3 fps" bug?
Two/three years ago we had a similar issue on vidda on parts of the map. I wonder if that's also the same reason.
@whole cloud also use v6 not v5 (already outdated)
yes if you have some unpacked data, then you need use -filepatching, that's since 1.52
i know that it should be since 1.52 but it worked without -filePatching till v5
@wide field regarding the Angola maps comment about bad FPS, thread starts about here.
I remember, that one of the RHS vietnam maps has bad fps if you looked in a special direction.
I even get that on Livonia 
just because this may happen when you look in a specific direction, doesn't mean every specific direction issue is the same
the original PKL or the RHS flavor?
The RHS one.
So a map that isn't designed for long view distances?
That's why you always run profiling 
Hmm
So is that engine bug, engine limit, I have to do something to fix that?
We did 100+ player ops on that map and didnt experience this... at all?
If someone tells me what to do, I'll fix it.
Interesting. On which view distance do you fly a helicopter on these maps?
I know what you're trying to do here. Lemme just quote from the mod page
I am not here to blame maps for it performance. What i understand is that we search for reproducible frame drops on a map to help dedmen to optimise the A3 engine. As i understand the point are mask layers. Maybe it can be reproduced by using the rhs map, maybe not (it is only too much objects).
if you turn south on Angola something completely breaks the rendering. It is a different issue to the high density problems on some maps that appear on almost all machines. I saw arma taking up all 20GB of my vram easily and once arma has to load/unload vram, stuttering begins. But again on Angola, there is something different going on because it basically only happens when you turn south and no matter the viewdistance
That has been our experience as well, more South East but same general direction. In some places you get really bad FPS looking straight a the ground and FPS improve once you're looking up again.
Zipped up a few crashes (don't have RPT logs for the older ones)
https://feedback.bistudio.com/T171253
always exact repro is best, this is like the bug in Arma 2 i found on Chernarus with reeds in the south islands ...
each time i flew with airplanes over them, the FPS went from 100 to single digits
turned out , the models of reed failed to LOD and used the highest poly count only
so if you have situation where FPS goes to hell , make mission with repro, with exact fov / angle / placement / movement etc.
I guess splendid camera helps with that
And then wonder why it doesn't happen with only one player...
make repro for server mission with multiple players 😁 then
There are still a few 100% repro reports for heavy stutters or FPS drops to single digits but it seems no one cares about them:
I remember Leopard even posting videos about it... when driving or shooting near those big rocks caused FPS drops like crazy, but I can't find those videos or the ticket now thou
I north west malden and several workshop maps that use those rocks extensively all show FPS degradation when shooting/driving near them, including the many "cave" composition on the workshop that also use those assets so not only it is possible to replicate the issue 100% of the time but it is also very prevalent on many scenarios (AKA it is a common and recurrent source of FPS degradation and stutter)
That happens with all rock formations. Issue get a lot less if you disable shadows
Wait disabling shadow? I thought it only lowers to Low
I remember someone suggesting that the issue was related to how collision was calculated and that those rocks had a "too complex" geometry thus causing those issues. I don't know why arma has to calculate collision/physics on rocks the bullets are not even impacting on when players driver near them and not over them but that was the explanation I was told before. Never knew shadows could also exacerbate the issue
All I know is that it can be fixed because the devs of SOG Prairie Fire also encountered this issue and they simply redid the big stones in a much more optimised way. I don't know why BI doesn't just buy those assets from SOG devs and just replaces those unoptimised rocks (because they clearly lack internal developers to do it)
The rocks issue is known. They have very complex geometry/physicsgeometry/firegeometry. Thats just how that is.
The way to fix it is also known. but.. just not done
Thank you for clearing that up. Perhaps those tickets could be updated with that statement and closed as "Won't fix"... unless that " just not done" is more of a "just not done... yet"...
None of these are VRAM related
Its all @st_intercept, and one of them is a known crash with map icon rendering thing
A mod could do that, right?
In that case my bad, must've been crashes from when I was doing dev stuff, I'll see what I can do to try to force the conditions but it might not be creating a dump.
Out of memory messages I don't care about, their dumps won't be useful.
But actual crashes without messages would be neat.. I mean not neat but neat neat
modded or unmodded?
Arma is a modding focused game, so mods shouldn't crash it. So I don't care
ErrorMessage: Fatal error: Out of memory in the file operation
Exception code: 0000DEAD at 6FE1CD29?
thats what I mean without messages.
0xDEAD, don't care. It told you what's wrong and I can't tell you much more anyway
ok
I don't envision a mod fixing it when even the official devs can't / are not willing. (And it is not about just replacing the rocks via modding with the SOG ones, because that fix would only work for players with SOG enabled, the SOG mod installed and/or only on maps that the mod supports and not all maps... so it would be a half baked fix for a limited number of players on a limited amount of maps)
But... getting the devs to acknowledge an issue, even if they don't fix it in the end, is already a win in my book 😎
If you ever get to that stage as a person who reports issues, that is as far a your responsibilities go. After that the ball is not in your court anymore
it's fair, but do also prioritise reporting issues that you know are most likely to be fixed at this stage of the game life
otherwise if done knowing it won't be fixed, it's more cluttering than anything
2.12.150430 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: selectionVectorDirAndUp would print error when querying proxy positions even if the proxy was found - https://feedback.bistudio.com/T167265
- Fixed: Creating a new user profile now trim's whitespace from the profile name
- Fixed: Terrain performance issue related to layermask
- Fixed: RPT Error spam when loading mission that uses waypoints - https://feedback.bistudio.com/T171125
- Fixed: Amphibious vehicles ignored obstacles on terrain above water during pathfinding - https://feedback.bistudio.com/T167742
- Fixed: Map icons (drawIcon) were always drawn as 4:3 aspect ratio irrespective of real screen aspect ratio - https://feedback.bistudio.com/T170754
- Fixed: Engine/Scripting caused changes of slider control positions did not trigger SliderPosChanged eventhandler
- Fixed: UIToTexture displays that contain another UI Texture would not load the sub-UI when they are first rendered - https://feedback.bistudio.com/T170766
Note: Shotguns that use Submunition should not have changed their spread, if they did then please inform us.
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Terrain performance issue related to layermask
is that the issue people reported here?
ah it's this one?
I guess/hope the cache size got increased.
I doubt it only took three days to make the whole thing async 😅
i doubled the cache
async and/or threaded when?
no

@oak minnow
That was quick 😄
Right
if you are on a different branch, but overwrite the exe with the perf/prof, will updates on other branches overwrite the exe again or does a branch not necessarily have also the exes in them? or is every branch always standalone (contains all pbos and exe)?
Other branches generally will use binary from the win/linux depot, profiling branch uses another profiling depot to overlay the common win/linux binary depot. So generally it will be overwritten if changed and 100% if verified
You can apply the win/linux profiling depot on top of your other branch afterwards with some scripting
Thanks. Isnt it easier then to move prof/perf exe+dta into a custom modfolder instead?
You can fetch the profiling binary depot to a separate folder if you prefer that
Forgot to mention, scaling of map icons was fixed.
That will be noticable on the ACE map tools, they'll stretch horizontally because they try to workaround the bug that now doesn't exist anymore
This was mainly noticeable with larger icons?
ye
@whole cloud i have since a long time a issue with my arma server, i know thats a lot of text but i have to explain all of the last ~9 month
**The entire dedicated box get a blue screen if more than are ~15 players playing I have this massive problems since August ~September of the last year. **
I'm hosting currently (since september) 4 Arma3 Exile server at one dedicated box (provider= hetzner.de)
It was now since ~9 month not possible to get more than 10-15 stable for one server period (4h), if there are to many players, the root machine just crashs with Kernel-Power ID 41 Reason
"The system restarted without first shutting down gracefully. This error can occur when the system has stopped responding or has crashed, or the power has been unexpectedly lost."
I tried in that last many month so much stuff to figure out whats wrong there. At fist i thought that the root machine is just broken and switched... At least i tried 3 diffrent AMD server (Ryzen 9 5950x) and between this time i also tried to remove AI script, use the latest available AI scripts, removed old ones, removed parts of my own overwrite mod and so one... then i thought maybe arma has a compatibily problem with AMD hardware ...okay then i tried intel... Now im on a i9 9900k and still the same problem dedicated box freeze complely on more then 10-15 players. The crahes happens all time if at one server more than 10 players are playing, so if on each server just ~6-7 players all its fine, it also happend while i just run 1 server and more than 10 players was online at the same time🙄
~1 Year ago i had up to ~50 players on the entire root machine with no crash problems, all runs fine on that AMD R9 5950x, sadly i dont made a 100% backup of this time where it was working perfectly
Then i asked @kindred radish after help what i can try, so he told me I should try the performence branches because since a arma patches there was problems with random crashs like mine but they should already fixed, according to his statement..
So then i tried all dev branches, still the same. I reduced AI count at all server on the same time to... still the same problem
The Rpt logs shows no critical error to me what can cause a blue screen of the entire dedicated root box... I have no crash dump files from arma because arma dont crashs directly it crahs the whole machine. Sadly Windows dont create any bluescreen crash dump reports on a Kernel power- applikation hang crash. I have just nothing, just my half rpt.log until the crash happens
I already spent, because of the often dedicated box changes, ~400 € without any improvements or changings of that problem, i just dont know whats wrong with that server, on weekend now i will try to just redownload everything again (but i already tried this some month ago) just to be sure thats not just a dump mistake what i did, maybe its a dump mistake by my own side, maybe not i just dont know.
So thats the current situation since 9 months and ~400€ later, I hosting arma exile server since 7,5 years now, so im not completly new to that.
Serverstats of my 3 AMD Servers (from past)
Ryzen9 5950x
128 GB DDR4 RAM
4 TB M2.NVme drive
Now im on an
Intel Core i9 9900k
64gb DDR4 RAM
1TB NVME
I use Windows Server 2022 Standard Version: 21H2
Mods what I use: @Exile;@CBA_A3;@PS46;@CUP_Units;@CUP_Vehicles;@CUP_Weapons;@NIArmsallinone;@BWMod;@Enhanced_Movement;
So no really weird or unormal mod stuff, many exile server use that too
So maybe you or someone other here have idea what i can try
friday late evening is bad timing for long text
no problem its okay if you can take a look on monday
i have this problems since 9 month so i guess i can wait some days longer
if i miss something just ask, i can also send rpt. log filles of times where the servers had crashed (last time yesterday while 10 players was at server 1 and 6 more on the other 3 server)
@sage zenith can you drop the rpt. curious to see how it looks
did you try to monitor cpu and ram usage?
not directly monitoring it but i can say the CPU of i9 9900k is around 50-60% load and RAM usage is ~33% (currently 21 GB of 64 used)
the RAM usage of the servers themself are between 3,3GB (Namalsk) and up to 7gb for my main altis server (using arma + exile 64bit version)
well in any case drop one of the rpts here
fun fact in january i tried hosting over my 2nd home PC (I7 6900k @4,4GHz + 32gb DDR4 ram) all 4 servers runs without any crashs too
but bvecause of the prroblem that locally the ip gets changed every time i just got 1 day with ~9 player at one server and in sum ~13 players at the same time so i cant be sure if its also would crash on my home pc with mor players or not
okay
sorry
Pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
i want to upload that from crash yesterday, too but its to large for pastebin.com... only can 512bk??
Im wrong or was the limit in past higher, had in past never problems to post the entire rpt log... and with 6k lines its not so ultra large
here that one from yesterday, the last dedicated root crash happens 22.35.52sec (windows syshtem event display)
i removed some typical arma stuff like loading pbos, and error bone messages to can it post i made . inside this lines where i removed stuff so dont wonder
wait was the wrong one
now its correct😅
Pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
sometimes he reach 2,5 or 3h
its random depends on player counts
here i have some historic log filles there happens just 3 blue screen crash within less than 30 minutes
i saved all .rpt from all servers
i pacekd them into .rar because pastbin for 12 logs need to much time^^
here some pics from windows systhem monitor
https://files.fm/u/gddjbhs87
may or may not help
this file is from a custom .dll loot spawner I also tried without it but changed nothing
(by uninstalling the entire custom loot spawner)
but has no effect still crash by ~10 player
hard for me to say if/how much Arma related
when i removed that and its still the same problem its not related for me
with my mind logic
but if someone or dedmen menas that could be the reason and maybe something other too, i will just uninstall/delete this... I will try everything what maybe could help, wasted 9 month in my free time and i dont got any good results
things i would try but likely unrelated:
- drop and let auto detection sort it out
-limitFPS=100 -malloc=tbb4malloc_bi -enableHT
- fix
18:09:08 Error in expression <"SQL",_parameters]joinString":";_result=parseSimpleArray("extDB3"callExtension _>
18:09:08 Error position: <parseSimpleArray("extDB3"callExtension _>
18:09:08 Error parseSimpleArray format error
18:09:08 File mpmissions__cur_mp.Altis\ГБВЩР\ \ЪЪАШБЯ\\ЙПТ\ \ \ ..., line 1
- fix
18:09:29 Error in expression <}) then
{_obj setPosATL _objPos;
_obj setVectorDirAndUp (_x select 3);
}
else18:09:29 Error position: <setVectorDirAndUp (_x select 3);
}
else18:09:29 Error 0 elements provided, 2 expected
18:09:29 File x\addons\dms\scripts\fn_ImportFromM3E.sqf..., line 63
- fix
18:15:25 Cannot create non-ai vehicle Land_Cargo_Tower_V4_Fv,
18:15:25 Error in expression <bleDynamicSimulation true;
_character setPosATL (_obj buildingPos (round(rando>
18:15:25 Error position: <setPosATL (_obj buildingPos (round(rando>
18:15:25 Error 0 elements provided, 3 expected
18:15:25 File q\addons\custom_server\Compiles\Units\GMS_fnc_placeCharacterInBuilding.sqf..., line 13
- [processReporter] Active SQF seems to have some "issues" with logging of scripts with non ASCI characters
to 1
i alread use that
to 2
mhh its a funny error just get display if i obusqf my mission file😅 but i will take a look
and not on all servers if i remember correct
to3
Is form a AI mission where some objects/ buildings could not be loaded can fix that but im sure the server get no blues screen because 3 buildings couldnd be loaded😅
but i will take a look there
to 4
should be the same basic issue like the 3. but with the diffrence that the server blue sceens happens too altrogh the entire GMS mission systhem is removed from the server
to5
could you give me more details like what log file you found that and on which time/line pls
ie
18:32:11 "V71 (23-01-2019) [processReporter] Active SQF: [""DyCE_fnc_convoyController"",""mpmissions__cur_mp.Altis\БЙИР\ \ "",true,1] @ 241.114"
because of this?
mp.AltisБЙИР
its due to privat obfuscating the mission.pbo file
with obfusqf
https://obfusqf.bytex.digital/
use this since many years
but that log line is from occupation extension (roaming ai script for exile)
i also tried completly whithout that, still crash with 10 players
alright, I have a possible repo for you. Once the VRAM hits the max, the tree textures/Lods are flickering like crazy
I've heard of many possible repro's but never got any that actually worked for me
if you fly around on livonia you get the vram filled up at some point, and if you then keep flying around it start becoming unstable
until arma dies
I basically added a lot of GM assets with ultra textures enabled, changed to a new map, repeated, etc. as described here https://feedback.bistudio.com/T153532
It has worked 100% of the time, and I've tried on multiple occasions over the years
Are you using GPUs with a lot of VRAM or something?
Because what I've seen matches what KajSchak describes
I have an 7900XT and once the 20GB are filled up the flickering starts kicking in
Oh wow. My GPU has only 6GB VRAM so that's full almost immediately with GM assets + very high / ultra textures
So I assumed with more VRAM the situation would be much rarer / harder to trigger
Depends on the map. This was on Gulf Coast. In the past I managed to get the issues on Livonia with 8GB of vram after 1-2 minutes. Just fly around enough and fill up the vram. System memory allocator handles this better then any other, although technically that shouldn’t affect the vram?
Weferlingen will trigger it sooner too, since its assets also use 4K textures afaik
I also had this with Gabreta while in the editor
Probably setting viewdistance to full will accelerate the process too if you're just flying around
any chance of getting diag_captureSlowFrame a server version so it outputs to file?
Only in current prof
100% sliders value are not visible, shows only 0 - 99%
- open Eden any map
- open Intel settings
- set any slider at 100 %
- close Intel settings
- open again and take a look at the this value
https://ibb.co/t8ry2DK
wtf you use editor for ?
https://medal.tv/games/arma-3/clips/12uB3vehfwF1mu/d1337xORuh7K?invite=cr-MSxUSlQsMjMxMTAyNTMs
I experience the same flickering issues.
Watch Big lag and millions of other Arma 3 videos on Medal, the largest Game Clip Platform.
I can't post a screenshot, but my vram was only around 3GB. during this. Testing in SP, I can get it up to 10 before my frame rate dies. Even then I do not see flickering.
I created feedback tracker for this issue a few years ago
https://feedback.bistudio.com/T152339
https://www.youtube.com/watch?v=zD4hg1Y4WpI&ab_channel=Swofford101
Yes. You already have it.
When it tries to open the capture UI, but fails (because it doesn't have UI) it will write to file as fallback
Hm, I tried that but it didn't seem to write any file. The normal captureFrame command worked so I assumed it didn't have the same fallback. I'll check again.
normal captureFrame and slow frame both fall into the same thing, and logs to RPT Capture Frame saved to file
I've been trying it around 2y ago and slow frame variant never worked for me on dedicated server.
works only with prof exe, or not even with that?
I tried it with the profiling.exe, no bueno
darn. so we need to pray to Ded and KK 🙏
Created a ticket: https://feedback.bistudio.com/T171346
yes only profiling exe
Steam is officially dropping support for Windows 7 and Windows 8 soon, mostly due to security concerns but also due to those two windows being used by less than 2% of all users and dropping fast. Perhaps it is a good time for Arma 3 to also breaking free from those older systems. I remember some newer features not being implemented due to "having to support" windows 7 and since A3 requires Steam and Steam won't run in windows 7 anymore, it could be a good time to look into that 😉
I can't think of any feature besides thread naming which isn't public anyway
Well, its been a long time since someone mentioned "legacy support" as a reason not to implement "x optimisation" so perhaps since then those previous restrictions have already been revised and if that is the case please disregard my suggestion 
And even if. Steam dropping win 7 doesn't mean we can too
scarce resources that could be assigned elsewhere 👀
Well, only cracked versions of A3 will be able to run on steamless systems right? Another reason for a windows 10+ only version of A3 is that you leave pirates with an older version 🙂
Arma server doesnt need steam
Good point, I did not know that
it's dropping support of W7 and W8 because they use chromium and are year behind (hence it's scheduled from Jan 2024) and chromium ceased to support old systems since Feb 2023
Steam dropping support also doesn't necessarily mean that you cannot run steam games anymore.
Maybe people will be allowed to keep running old steam versions or whatever.
Now is too soon to tell what steam does in a year
Yes, but also due to security concerns and because those OSs have such low % of usage, otherwise they wouldn't dare dropping support. But yes, Chromium was another main reason
most likely Valve may offer way to run the W7/W8 users in offline mode only (conserved state of client)
That would be nice indeed!
Well said, can't argue with that
Arma 3 DX12 update when? 😛
still prefer the dayz renderer upgrade first before dx12
what stopping us from getting it on arma 3?
Probably simply too much work for three-men team
but.. but... 60fps arma 3..... 
Buy a decent cpu and you'll have that today 😉
Sadly, he's right, you know? 🥲
Buy a decent game and you'll have that today 🙃
Minesweeper with 60fps
but but 4k??
I can confirm. I recently upgrade from a 3570k to a 13600 and it's insane
Just buy two 13600k? 🤷♂️
Sounds legit
Besides it's not like you need that 4k monitor to hunt pixels hiding in bushes, in Arma, right?
...right, guys? 🙄
1080p on 48" monitor is not ideal 😛
Pardon my ignorance, but who is the third programming person besides Ded and KK? 😬
Joris
Oh, didn't know that. I thought that he was a team leader, more of a managing person
I mean, true, but I count him as the member
The running joke in the team is that I'm a part-time Junior Designer 😅
Mmmmaybe we can count reyhard as well, but anyways
I think NeilZar does some stuff for A3 too, but like as a side thing
I'll also just shout out to @patent dome as our Deployment Engineer and making all pipeline magic happen, and Wulf our QA Tester. And indeed Reyhard as the main person remaining to do most data fixes and tweaks. As well as several other folks doing ad-hoc dev support.
There turns out to be quite a lot of people working on A3 still!
...DayZ renderer in Arma wen?
I do dabble in A3 engine programming so now and then, if something catches my eye and I have the time for it.
duly noted to be used in the future
There's a data fixer? How about with this: https://feedback.bistudio.com/T166456
I asume, it is in the data because there are other fences that work.
(or the mentioned glas ticket would be fixed(dedmen seems now really fit with shaders 😉 )
valve will keep a version for the os for a while then it'll be dropped and no longer offered. there's no such thing as offering a way to run offline mode unless you got a client backup.
when xp support was dropped they froze the steam client build. they dont offer steam for xp anymore but i think the updater offers the xp build if asked from said OS (not sure of that). but anyways there's a bit of a special case there because some underlying changes to how the steam implementation works which are tokens requirement and manifest request codes enforcement. that happened after xp client stopped shipping making it non functional.
there are third party software that can emulate steam services that enable a client to run but its all work in progress of someone's hobby/free time @empty goblet
not sure if this is the right channel, but what should i set arma3 exe affinity to in process lasso, a guy said take off cpu 0 , another said take off non physical cores , so im not sure
If it even matters, I don't think there will be a definitive answer that works for everybody. Every CPU has different cores that perform best or worst, so which cores you need to set is different from what someone might be telling you. In the end, I don't see why you would do it, unless you need to lock it to specific cores for some reason.
all non-physical is probably sensible but I'd be surprised if it made much difference.
In reference to this terrain object flickering.
The most recent event of this had my vram around 11GB out of 12. I've also noticed higher frame drops/ lockups with explosions while the objects are flickering. Almost like the high VRAM is making the standard explosion lag much more severe.
Also, it's worth noting that playing with low object textures does not delay the issue.
This is while running GM WS and SOG.
a common use case is to set the server to some cores and the HC to others
That is the scenario I was trying to give as "lock it to specific cores for some reason", but couldn't find the correct words to explain it. Although it seemed like he is trying to just get more FPS on the client.
Can stuff like this not be made automatic/improved engine side? Feels weird to make people do this manually if it actually does anything useful
It's usually not a good idea for an application to do anything other than decide how many threads to run.
Because otherwise you're fighting with the OS.
we shouldn't even need a HC to begin with.
I don't know enough to comment on that really
Headless clients are just hacks to make up for the server lacking sufficient threading.
I think server AI threading improved recently too, at least on perf?
please let us know if we can ditch the headless clients. Scripting AI with HC is always a pain.
you gotta try it and see, really.
It is a pain, yeah
Won't happen
Maybe on Arma 4 then
@whole cloud do you know why when you're trying to change overall, objects or pip distance in video settings, by starting to enter a number with the keyboard, no matter what number you enter, it always writes 5 first, then you have to delete this number 5 and only then you can write your number?
wasn't always like this.
previously you could experience this only when trying to change pip distance by starting to enter it with the keyboard.
now it's also happens with overall and objects
really annoying
If its only on prof its probably
Engine/Scripting caused changes of slider control positions did not trigger SliderPosChanged eventhandler
before latest perf/prof, it was only the case with pip slider.
now it's also for overall and objects
don't know about stable, since never using it
View distance had this issue where typing 1 for e.g 1500 would automatically fill 500
I see that with current perf you also can't change anymore separately from overall, the distance for objects and/or PiP, like at all.
you have to use overall slider to adjust objects and pip.
and pip and objects are now always the same value, namely ~50% from overall, for both...
that sucks big time
Lol fun things happen when you get into static weapon and then attach it to your self and play a move 😂
Don’t ask why lmao
So I've tried maxFileCacheSize and not sure if it's working.
-setThreadCharacteristics -maxFileCacheSize=4096
I've set it to 4GB and my whole arma was using 1.6-1.7gb during 3h co10 Escape session.
video it
you become basically an air plane you fly around map and can actually turn left right up and down
It increases the max it can use. If it doesn't need that much, it won't use that much
Though i found it's rather.. eager in purging stuff from the cache sadly. Everytime you tab out, it does a flush and throws everything out that isn't currently in use
somewhere where I can get it
I started moving the camera in eden editor when the mission file was still loading
preprocessLineNumbers scrpt ran. Loaded a.. apparently very big file? 🤔
inside a UI eventhandler 👀
Who is processing files inside a eventhandler 😠
:mild-panic:
you got a mod name? it's a pretty big modpack. Could it be the USAF AC130 which we haven't updated yet and is throwing a lot of error messages
-
scriptpath "z\\ace\\addons\\medical_gui\\functions\\fnc_modifyActionTriageLevel.sqf"
MouseMoving eventhandler
Seems its on the Eden display
https://steamcommunity.com/sharedfiles/filedetails/?id=1911374016 I would guess it is from this mod
Yes its MouseMoving eventhandler, on Eden MainDisplay
That in line 33 of unknown file, does preprocessFile on that ACE function
I cannot find code that does this inside ACE (and tbh didn't expect to)
no MouseMoving in there
if (!(missionNamespace getVariable ["cba_xeh_isProcessed", false])) then {
diag_log text format ['[%1] (%2) %3: %4', toUpper 'cba', 'xeh', 'INFO', format["missionNamespace processed [%1]", (missionNamespace getVariable ["cba_xeh_isProcessed", false])]];
[] call CBA_fnc_preInit;
};
This is the content of the MouseMoving eventhandler 🤔
Maybe its just preInit?
https://github.com/CBATeam/CBA_A3/blob/d64453d4ec032fc07c9e615fa41f7990010f1918/addons/xeh/fnc_initDisplay3DEN.sqf#L12
There it is, eh.. CBA runs preInit on MouseMoving?? Weird
So all the mods are just initializing (at a unexpected weird time)
That will take a long time if your hard drive or PC is slow. But the game should just freeze for a bit (drop the freeze dumps) and then recover from it
it's plenty fast, it does take time though. But on this load the game just vanished, on the second time the loading worked fine, just slow
Freeze dumps don't kill the game (Except on diag binary)
And there is no actual crash dump in the files, only that freeze
so 
oh well, I'll keep looking out
windows event logging was empty too
thank you for what you are doing
Oof, I alt tab a lot.
Just felt bit weird that it used so little on bigger mod pack while it takes 4gb when I open mission in Eden on almost vanilla 😄
so when you alt-tab to check the used cache, it just purged - genius move BI 🤣 "see? our game only takes 1GB cache!"
Not sure if it affects me tho, I always run borderless and noPause 
It's like these old mining viruses that stop if you open task manager. Genius.
Mining on all the unused threads would certainly make it look like it's multithreading 😄
yeah it detects when game looses focus, even with that (Hey, we can afford to lag a bit now to clean stuff up)
2.12.150487 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Terrain Quality video options limits (higher view distance limits maximum available quality less)
- Tweaked: UI to Texture now supports mipmaps - https://feedback.bistudio.com/T170799
- Tweaked: Generic performance improvements
- Tweaked: Added recursion protection to LBSelChanged eventhandler
- Tweaked: Performance optimization for configClasses command
- Tweaked: SQF Performance improvements (type check, array returns)
- Fixed: Eden Editor Init script boxes did not correctly display compilation errors
- Reverted: Fixed: Changes of slider control positions by engine/scripting did not trigger the "SliderPosChanged" Event Handler
Note: Please pay attention to unexpected/newly appearing script type errors like "Type ... Expected ...". If you think its wrong, please notify us.
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
@inland dew that should fix all your issues
awesome once again 👏
Tweaked: Terrain Quality video options limits (higher view distance limits maximum available quality less)
anywhere to learn more about this please?
Also what does that sentence even mean? 😅
The sentence means, the maximum view distance to use the high terrain quality settings, is now greater
The engine uses the view distance as input, to calculate approximate memory usage to store all these terrain squares.
And if it was too much for your VRAM, it will lock you out of the option, so if you increase the view distance, the higher options start to disappear
That calculation was waaaaay off though.
Like previously the algorithm calculated that for 16km distance on max quality you'd need ~125gb of video memory.
While.. If I bypass that check and run 16km distance on max quality on my 2gb vram gpu.. it.. works.
We wanted to allow for ultra quality which, with that old calculation was basically only possible if you reduce view distance to 2km or below
Wouldn't make sense to add "extreme" options, if noone could use it
How is that going btw? Currently looking at my notes regarding that 😄
Sounds like it's time to scramble them again 
Noo 😦 It's so useful knowing what's wrecking server performance
It's still that public variable... but now with Arma Script Profiler working I'll find the mod and kill it.
"working" xD
Well... if you're not using this branch 😄
now for overall and pip, when you start to type the distance value with the keyboard, it directly shows the first number you enter with the keyboard.
but when you start to type distance value for objects with the keyboard, it still always shows as first value "5", regardless of the first value you enter with the keyboard... (((
it previously was only for pip, if I remember correctly
or it was for both, pip and objects
then there was the previous perf, which made it also do for overall
now overall and pip good, but objects always 5, regradless of what you start typing first
so you have to first start typing, then it results in first value 5, then you have to delete it and only then you can type the objects distance you wanted...
I wonder if it's the same for shadows 
Now after 150487prof all sliders values(numbers) are not visible,
see weather settings in Eden or health, ammo etc. setting in soldiers/vehicles attributes
Ah dangit
not sure what the heck you did but im getting double the fame rate when looking at map
Didn't do nuthin
saw 250 when zoomed all the way in lol (thats with draw system in place)
on game load would go to 1000 never seen that before
that configClasses perf improvement is a 2x speedup on "true" configClasses _cfgPatches btw :harold:
only cfgPatches ? 
no wuv for configProperties? 😢
Thats just the example I was testing on. Others probably too much faster.
config properties only has that problem in the non-"optimized" case where it runs your generic script
I shall fix it, but when I put short circuiting into that it will fix it anyway
16:43:09 Unsupported language english in stringtable
16:43:09 ➥ Context:WW2\LIB_Missions_p\Arsenal_p\s
16:43:09 Unsupported language english in stringtable
16:43:09 ➥ Context:WW2\LIB_Missions_p\Campaigns_p\XXX\missions\XXX.YYY\s
getting some strange cut off for some logging
➥ Context:#(ai,64,64,1)f
havent seen this before
1.52.133152 profiling & performance v7 server and client, windows, linux
- performance optimization for both client and server when verifySignatures =1 and =2
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
ya? coooooooooooool
installing now, got some big coop sessions on mon/tues shall let you knmow if we have any crashes
2.12.150512 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Experimental script performance optimization "short-circuiting" (See discord #dev_rc_branch channel for details)
- Tweaked: Improved performance of select/apply loops
- Tweaked: Improved performance of nular commands and variables
- Fixed: Eden attribute slider textboxes stayed empty (since v3)
- Fixed: enableWeaponDisassembly effects were not correctly synced in multiplayer (Requires profiling branch running on server and client owning the vehicle) - https://feedback.bistudio.com/T171651
If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Speaking of these optimizations, they're unscheduled right?
short-circuiting may also run in scheduled (small array with simple checks, arbitrary unspecified limit, don't depend on it), but mostly unscheduled only.
the other stuff applies no matter how its ran
Are working all performance improvements only with 64bit or is "short circuiting" the only 64bit specific?
short circuiting is 64bit.
The others are just small-ish tweaks
Hi all, I'm not sure if I'm doing this right but my server still gives out Object not found errors despite adding this to my server_config.cfg?
LogObjectNotFound = false;
ignoreMissionLoadErrors = true;
};```
We're using the performance branch and its worked wonders for performance,
It turns off server obj not found messages, but not client ones
Some obj not found messages are still there server side
Can you post example?
13:35:14 Error: Object(6 : 548) not found 13:35:14 Error: Object(6 : 549) not found 13:35:14 Error: Object(6 : 550) not found 13:35:14 Error: Object(6 : 551) not found 13:35:14 Error: Object(6 : 552) not found 13:35:14 Error: Object(6 : 553) not found 13:35:15 Error: Object(8 : 662) not found 13:35:15 Error: Object(8 : 663) not found 13:35:15 Error: Object(8 : 664) not found 13:35:15 Error: Object(8 : 665) not found 13:35:15 Error: Object(8 : 666) not found 13:35:15 Error: Object(8 : 667) not found 13:35:15 Error: Object(20 : 109) not found 13:35:15 Error: Object(20 : 110) not found 13:35:15 Error: Object(20 : 111) not found 13:35:15 Error: Object(20 : 112) not found 13:35:15 Error: Object(20 : 113) not found 13:35:15 Error: Object(20 : 114) not found 13:35:15 Error: Object(4 : 690) not found 13:35:15 Error: Object(4 : 691) not found 13:35:15 Error: Object(4 : 692) not found 13:35:15 Error: Object(4 : 693) not found 13:35:15 Error: Object(4 : 694) not found 13:35:15 Error: Object(4 : 695) not found
I mean, it's not a big of a deal as the RPT is getting spammed with all kinds of error logs anyway. At least "object ... not found" is not that annoying as "Can't change owner from 0 to 2", as this doesn't stop when it occurs once
Actually the one you posted, only happens on ownership change
And that code has a todo from 2014 on it to stop doing that 😄
I'll work near that anyway, I'll look at it when I do
2014? Ah well, it's aging like good wine I would say 😄
If it helps you: some say forceAddUniform is the main factor of that spam
I heard about a bug with forceAddUniform that would trigger that spam, but didn't get a ticket with repro 😢
Hmm i can maybe see if i can get one as my unit utalises that
Maybe there are some repros in the bug tracker already. El Rabito also found something related to SupplyXX which triggers that, he wrote that here #arma3_feedback_tracker message (it's a direct link to the message)
I specifically want the forceUniform thing.
I know there are many other object not found things
I try to get a repro
@kindred radish may you have a quick repro? :3
No, i just got the info from someone else.
But i guess run forceAddUniform on the server for a client once with local check and once without
The one without should cause the object not found errors.
Also found this a while ago, not sure if someone tried a repro
When closing client inventory the server sometimes logs this below.
Just repeatedly open and close your inventory and this error should appear in the server .rpt.
18:21:14 Error: Object(6 : 6) not found
18:21:15 Error: Object(6 : 7) not found
18:21:16 Error: Object(6 : 8) not found
18:21:18 Error: Object(6 : 9) not found
18:21:19 Error: Object(6 : 10) not found
18:21:20 Error: Object(6 : 11) not found
18:21:23 Error: Object(6 : 13) not found
18:21:24 Error: Object(6 : 14) not found
18:21:25 Error: Object(6 : 15) not found
18:21:27 Error: Object(6 : 16) not found
I tried it quick and dirty:
- login in a server as admin
- put this in the dev console: player forceAddUniform "U_B_CombatUniform_mcam";
- execute it local -> error message on server
Ah, yes. I also can confirm this.
BTW: Can someone confirm this:
I tried to run on a vanilla server "Escape 10 Altis" but if i load into mission (after map screen) i have a SegFault.
I run ded linux 32bit server and latest perf/prof version (v4); client win10 64bit prof v4
on prof v3 server mission starts; client was win10 64bit prof v4
i downloaded the performance binary from the google drive, but i also tested switching to the profiling branch on steam beforehand... now, will switching branches give me the prof or the perf version of the binaries?
steam branch is default perf
Have you looked into marker creation at some point? I noticed that createMarker becomes very quickly very slow once there is a decent amount of markers ~5k
I am wondering what it's doing.
5k?! 
it was touched in that marker draw priority thing
if thats a new problem
if a new marker is added at not end (usually always is at end, except with the new priority thing) it needs to rebuild the hashmap of all markers
When I run diag_captureSlowFrame ["total", 0.3];, it gives me an error "Error missing ;"
What am I doing wrong?
Okay well I'm sure if I had actually selected the right executable I'd be better off...
That could be it. Let me test without priority
HOLY COW
With priority. It takes like 50 seconds
without barely 2
Let me get some concrete numbers
Still not workin 😦
do I have to run profiling on my client as well, or just the server side?
Does the debug console does some caching to executed scripts?
if you run script on client oyu need to run on client
I think I broke it somehow
it remembers the last executed if you mean that
I put > _start = diag_tickTime; into it
and it throws
for "_x" from _minX to _maxX step _resX >
21:46:25 Error position: <for "_x" from _minX to _maxX step _resX >
21:46:25 Error Missing ;`
Which is from a script I executed earlier 😄
Is there any easy to server exec the captureSlowFrame from debug console and have the window open back up on my client?
VAL_fn_tileFog = {
_tileSize = 100;
private _tiles = worldSize / _tileSize;
_smallmks = [];
for "_x" from 1 to _tiles do {
for "_y" from 1 to _tiles do {
_pos = [_x*_tileSize - _tileSize/2, _y*_tileSize - _tileSize/2, 0];
_pos = [(((floor(((_pos select 0)-0) / 100))*100)+50+0), (((floor(((_pos select 1)-0) / 100))*100)+50+0)];
_mk = createMarker ["small_" + str _pos, _pos];
_smallmks pushBack _mk;
_mk setMarkerShape "RECTANGLE";
_mk setMarkerColor "ColorBlack";
_mk setMarkerBrush "SolidFull";
_mk setMarkerSize [_tileSize / 2, _tileSize / 2];
};
};
V_UPDATETILE = {
{
_mkpos = getMarkerPos _x;
_near = allPlayers inAreaArray [_mkpos, 250, 250];
if (_near isEqualTo []) then { continue };
_near = _near inAreaArray [_mkpos, 150, 150];
if (_near isEqualTo []) then { _x setMarkerAlpha .5 } else { deleteMarker _x };
} forEach _smallmks;
};
while { true } do {
sleep 1;
if (diag_fps > 15) then {
call V_UPDATETILE;
};
};
};``` ----> this can create thousands of markers depending on the map size 😅
Still not working 🤔 I'm running profiling Steam branch on client side, and profiling branch on server side
Still errors out with "Error missing ;" when I run diag_captureSlowFrame ["total", 0.3];
Create markers without drawPriority
21:51:26 0.0839844
21:51:52 "Marker Count: 17856"
Create markers with drawPriority
21:52:39 1.54785
21:52:39 "Marker Count: 17856"
// Deleting 17856 markers
21:54:13 23.9067
21:54:13 "Marker Count: 0"
Okay, so the difference is not caused by drawPriority, but by actually deleting all these markers
So creating markers is that much faster than deleting them? That's weird
no
server will just dump into a file
delete reverse
👍
I think it's still not running profiling branch
maybe cause of A3 launcher
says the .exe is still arma3_x64.exe even though I'm on profiling
if you delete from start of array, all other elements need to be moved up and the hashmap recreated.
if you delete from end, it should be fast
allmarkers thing returns in order
I still don't understand what priority has to do with rebuilding a hashmap 
What hashmap?
what Dedmen said
☝️ "all other elements need to be moved up and the hashmap recreated" @quaint flame
hashmap is [name,index]
to quickly find the index in the marker array
I wasn't able to find that without you
if all indices change, need to rebuild
My launcher shows the profiling banner across the top left, but when my game starts, I can see in task manager that it's still using arma3_x64.exe. Shouldn't it be launching the profiling_x64.exe?
no. you should launch the profiling exe manually. the launcher just means you're using the profiling branch, not the exe
Probably yes, but requires more time to implement and wasn't needed
That's silly 😄 trying now with a startup bat
if its important i can look at that marker next week
It's an extreme case I guess, so not really important.
Anyone know an easy way to copy the A3 launcher startup modlist to command line?
Doesn't show in my RPT because it's too long and copying these manually is painful
all good 🙂
Task Manager? 🤞 nvm somehow I thought it had the params, it doesn't
Process Explorer
it gives you the exact command lines and you can just copy paste them into a bat
appreciate, will try now
😮
Delete the normal Arma exe and rename the profiling one.
Can the server run performance branch or profiling, and the clients run regular? I've enabled perf on my server and I can't find it any longer.
Yes, perf branch is (by design) compatible with stable branch.
When I launch the server with profiling, and I run stable, I can't connect to it.
how so?
most of official servers (like warlords) are using the perf_branch
the client is compatible with any 1.52 stable server? in the forum i found the statement "(compatible with STABLE clients)" - but how vice versa?
Make sure your server is actually running. If it is head over to one of the server help channels and we can try to help you there. Once you post your server log file. ( #server_admins #server_linux #server_windows )
both way
thanks
played koth on some french server. 120ppl, w/o perf binary i had 25-30 fps, with the perf binary i got 30-35. besides the server is overloaded, thats a lot
they advice ppl to use the perf binary with BE messages. would the server load sink, if more players would use the perf binary?
can someone confirm the A3 server on profiling branch doesnt have the cdlc folders?
Yea, Profiling and CDLC are different branches for the server app
i see. you can use the workshop mod versions of the cdlcs instead, i guess?
If I'm not mistaken, they don't have the map data. So, yes to an extent. You could also get the Profiling binaries from the google drive and use those when the CDLC branch is selected.
they do have map data
thanks 👍
compat data must be equal to cdlc data for multiplayer to work properly.
either apply CDLC depots on top of profiling or even easier, apply profiling depot on top of creatordlc branch
I know this is probably just something I"ll have to pick through the "v03 crash fix" patche(s) and try to understand what's changed w/r/t type management of operators, but just in case someone could give me a point in the right direction --
Ever since the 2.12 v03 patches landed that changed the typing code for operators, custom-registered SQF functions from intercept plugins seem to return fully-functional game_values, except for somehow the type metadata. (i.e. causes script errors when passed to functions that accept that custom type, and typeName returns a concatenated list of all registered types). After a cursory look, I'm assuming there's something that ole' trusty register_sqf_function needs to handle differently now? or am I barking up the wrong tree?
Thanks in advance for the pointers... could save me loads of guesswork.
I thought i fixed it all 🤔
But i only tested that commands work and show correct type info in debug console. Which I'd expect to be enough
@whole cloud - I ran a quick test, and it seems that the "dubious" return values with incorrect typeName returns and other bad behavior (despite definitely being the right value -- str _value and friends return as expected) all relate to functions that return custom types registered with register_sqf_type. Looking through the code, it seems like some extra data space was added to either sqf_script_type itself, or at the very least interleaved with each sqf_script_type in an operator definition.
Don't take this as gospel, as I haven't spent hours digging yet, but even a point in the right direction as to what the original intent w/ this was (assuming it relates to type-checking improvements for short-circuit), is a help.
As an aside, a comment showing the intended unary_operator/binary_operator layout differences in addition to the runtime "fix" would make that kind of thing easier to understand (even if just mentioned somewhere in the PR on GitHub or in the git log). I was originally only looking at the unary one, so until I saw the *2 in the binary_operator class, I didn't grok that we were offsetting once per instance of sqf_script_type, so I was quite confused 🤣
If I can do anything to help you help me, let me know. The other guys who don't use the GDrive all reverted to stable branch temporarily, and they're not happy w/ me about it 🤣
If the size difference is actually in sqf_script_type itself (which seems unlikely given that it's stored statically in many locations which did not have padding added in the patch), then that might explain it, but based on the patch it didn't seem like that was the intent, so I assumed not.
Ah its only custom types. yeah that may be broken
it is in the type, type is now larger
Command registration accounts for it, type doesn't
ahhhh... ding ding
Actually I wrote that in my intercept channel on my discord
😦 whelp, sorry I guess I didn't read back far enough
seems like register_sqf_type just needs to allocate more space, and zero it out
and... somehow return a type struct that's 8 byte larger, but only when running the new build
But only if you actually use that type struct, chances are you don't
I think none of my projects actually need that, so you may get away without it
And I think compound type is fine
Most likely just allocating more space and zeroing it is fine
Honestly runtime binary compatibility isn't really an issue for me. I'm perfectly happy having that interoperability gated behind compile-time flags to avoid the runtime hack
Well you are, but I'll need to fix it properly for intercept itself. But if you could test if making a larger allocation is enough, that makes my fix easier
Yea, ofc
- going through it right now... just gotta revert the offset hackery as well
Thanks for the help. Unfortunately ran out of time before work, so I have to go for a few, but I'll get back to ya tonight (NA) with findings
Actually very smart to solve the type passing by enum/index instead of passing the actual type structs. So changes like this can be done in backend only.
Good job me! 
Bad job me for passing the type struct anyway. Seems noone not even me is using that anyway :u
neevermind you need the type struct https://github.com/intercept/intercept-database/blob/7ff7601d88a54c750a88d9e3d3b28c7304caefab/src/res.h#L41
uuuugh
Should just pass a pointer, not the struct.
API version change coming up 😄
clientside they get better FPS if they use PERF binary ... it will have neglible effect on server w/e client they use, ofc server uses the perf server too
just to let me (trying) to understand: if it works so well, why you don`t replace the normal files? like putting perf into testing, make it stable then?
it already works that way, just replace the arma3.exe or arma3server.exe files ... and it will become part of stable in future ofc ...
Awesome, thanks. I'll check it out now. Just getting back to this now, as things were a bit on 🔥 yesterday so I didn't get to it last night.
👍 to moving to pointers for sqf_script_type, and having the host extension allocate it since it should know the correct underlying sizes, even if the client is less up-to-date.
On that same note of ABI compatibility, though, is there a reason we pass the client_functions struct by value to the assign_functions function for intercept plugins? This makes it so that if you add a new function to that struct @ the end, it becomes ABI-incompatible, whereas a pass-by-reference/pointer then copy in the plugin would support such additions upstream w/o recompilation of the plugins.
@whole cloud - I'm still experiencing issues, but maybe because of the linux differences w/ script_type_info. Based off of the changes in intercept, it looks like that type changed size in addition to sqf_script_type? Is that the case? If so, would you mind quickly checking if the linux definition of script_type_info is still accurate w/r/t what's in upstream (performance v04) (i.e. that it's still missing description, _category, and _typeName)?
Right now, simply calling typeName on a game_value returned from a custom function results in "generic error in expression"
If that is accurate, then maybe the 2x space allocated is not enough to hold the new information on linux (because the base size is less)?
very cool
is it just me or something broke in perf/prof (the cut off)
Unsupported language English in stringtable
➥ Context:WW2\Assets_c\LIB_Characters\Core_c\s
Error in expression <getPos>
Error position: <>
Error Invalid number in expression
[] L140 (//temp/bin/A3/Ui_f/scripts/GUI/RscDebu
➥ Context: [] L5 (/x/cba/addons/common/XEH_postInit.sqf)
[] L21 ()
[] L17 ()
[] L19 ()
[] L77 (WW2\Core_f\LIB_System_TargetRadar_F\functions\radar\fn_animate.sqf)
[] L10 (WW2\Core_f\LIB_System_TargetRadar_F\functions\radar\fn_anim_flat.sqf)
[] L58 (WW2\Core_f\LIB_System_TargetRadar_F\functions\radar\fn_anim_flat.sqf)
[] L63 (WW2\Core_f\LIB_System_TargetRadar_F\functions\radar\fn_a
Original output filename: Arma3Retail_DX11_x64
Exe timestamp: 2023/04/18 13:19:44Type: Public
Build: Stable
Version: 2.12.150512
Frankly this is #perf_prof_branch
not Intercept support
are any other RPT log messages cut off?
have this in all for a while, yet only for these two types (as far as i can tell)
is there any other with of the context type?
anyone else on profiling has this?
using this opportunity to say I could enjoy a 0.1 or 0.01 precision here, as fog decay is set to 0.5% by default but just clicking on the number makes it 1.0%
it was pointed out before, everyone should have it (I do)
adding to the mix that typing negative values in Base does take the abs value
thanks for confirmation!
Fix the damn attribute then❤️
trust me, you don't want me in Arma 3 sourcecode
LouMontana in the sourcecode?!?!?
maybe in the credits, who knows
is there anything to learn from this message ? the server straight up segfaulted
Apr 30 17:05:29 novak kernel: [30491973.501370] Code: 75 e7 c3 66 0f 1f 44 00 00 4c 8b 05 a9 cc 2a 01 31 c0 eb 0d 0f 1f 44 00 00 48 83 c0 01 84 d2 74 20 0f b6 14 07 41 0f b6 0c 10 <0f> b6 14 06 41 0f be 14 10 38 ca 74 e2 0f be c1 29 d0 c3 0f 1f 40```
afaik the dump files are what's actually helpful
but thats linux and we don't have good dump files on linux 😢
Cannot repro.
But, cursorTarget forceAddUniform onto a unit that's remote, works
Inventory code in A3 is: (╯°□°)╯︵ ┻━┻
Networking code in A3 is: (╯°□°)╯︵ ┻━┻
Combination of networking and inventory:
The server is triggering error because its leaking a entity and not deleting it when it should.
And then it continues spamming errors because it deleted a entity it shouldn't have deleted.
And if you want some bonus.
The addGoggles command, which, while it only was added with Arma 3, is (according to our code) a Operation Flashpoint/Arma 1 script command, has a funky feature.
If you call addGoggles, with a uniform classname. It will create the uniform item, create the invisible uniform inventory container entity, then (because uniform doesn't go into goggles slot) fail adding the item, discard the item, forget about the inventory container entity that's now lying around somewhere outside of world bounds and will from here on till forever be network synced regularly.
Also addGoggles will delete your previous goggles, even though it cannot add new ones
It will not spam "object not found" errors on server and other clients though, because it actually is network synced properly and every client will have this bogus unused entity
You can actually find them using count (-1 allObjects 4)
hopefully will be addressed by Arma 3 Remaster in 2035
You are there twice, which most people cannot say 
One interesting trick for those that want to fix this inventory container leak stuff via script.
You can find it via allObjects by checking for "Out vehicles"
and if it doesn't have a parent, its a leaked uniform/vest inventory container
(A uniform that was dropped on the ground, will have its weapon holder as parent)
weapon holders won't be in that list, because they are not "out" vehicles.
so
(-1 allObjects 4) select {isNull objectParent _x}
should be pretty reliable I think
Is there any way of figuring out what script is causing 22:00:01 Can't change owner from 0 to 1136400883?
You mean after Server: Object info... not found ?