#perf_prof_branch

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restive pilot
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@inland dew do you use the maxMem parameter?

inland dew
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no

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never used max mem or vram params

heavy vortex
#

out of interest, what are your page file settings?

inland dew
#

but I'm using mimalloc 2.12 with lock pages in Windows, for 2 MB chunks of memory, instead of 4 KB chunks of memory of the default Intel malloc

inland dew
heavy vortex
#

Yeah it doesn't actually use it but it allocates it for texture backing, I think.

#

probably unrelated anyway. If that was an issue then it wouldn't just be Arma that had issues.

#

Usually Windows knows what it's doing :P

inland dew
#

HWiNFO says that it uses 0.6% of the paging file
but since it's auto, I don't know 0.6% of what 100% size it is

heavy vortex
#

I just noticed the 12000m infantry view distance on the right of the screenshot, so 16GB RAM usage makes a lot more sense now.

inland dew
inland dew
inland dew
#

btw, this is a capture with patch 1.98.146597 on our PvE server with -limitFPS=1000 and 2 HCs
this way, server FPS went down like a meteorite within like few hours or less, without server FPS recovery, despite all the garbage, like corpses, wrecks and inventory stuff cleaned +- aggressively within reasonable intervals

with default 50 FPS and even without the 2 HCs, we can play +- ok for like 6 hrs full server, with like 200 AI, jets, helis, armor, arty etc

halcyon iron
#

but you're using a 60hz monitor though right

vivid rune
#

Don't play with our feelings. This was a little rollercoaster ride.๐Ÿฅบ

vivid rune
# halcyon iron but you're using a 60hz monitor though right

The 50Hz are reffering to the server. Other games would call it "server tick rate" (e.g. Battlefield) and would describe more a "response rate" of the server regarding the data exchange with the connected clients . It has nothing to do with client monitor refresh rate.

empty goblet
#

32GB (or more?) RAM cases or same bug exists for VRAM too ?

restive pilot
empty goblet
restive pilot
inland dew
#

will continue to fly, since I haven't covered even half of Altis yet

#

flying over each village many times, almost touching the roofs, also over every field and forest

restive pilot
#

So you mean so far performance has not degraded yet?

inland dew
#

will tell you later
frametime is spiky, but not that much and since I'm changing directions and locations a lot, FPS also changes, so difficult to say for sure, for now

#

12k view distance extreme settings 1440p

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vRAM 14 GB

inland dew
# restive pilot So you mean so far performance has not degraded yet?

performance has degraded (see high and uneven frametime and low FPS)

but!

the server restared, with the saved state of the mission, so "everything" is like before restart and ta-da! - FPS is like new and frametime flat and low, with me still having 20 GB RAM and past 15 GB vRAM occupied, when I reconnected

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so either the server or me needs restart, to restore client FPS, in both cases

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when I restart and reconnect, with the server still running for hours - good client FPS

when the server is restarted and me still in the game and reconnecting to it - also good client FPS

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server FPS before restart and after 6 hrs of online and me playing on it also close to 6 hrs, was between 37-46

inland dew
analog acorn
#

What happens if you just DC and reconnect without any restarts?

inland dew
#

so I restartcor the server, to restore client FPS in both cases

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if the server is still running and I only disconnect and reconnect, without restarting the game, it's like I haven't left the server - same crappy performance

inland dew
#

so, you restart Arma, to reset RAM and vRAM and reconnect as clean client to a not fresh at all server, that's been online for many many hours - good client FPS

with your client, with pretty filled RAM and vRAM, after hours of playing, without restarting Arma, you connect to a freshly restarted server - also good client FPS blobdoggoshruggoogly

#

go figure...

#

this is good FPS and flat and low frametime, thus buttery smooth gameplay

inland dew
#

maybe it has something to do with simulation or synchronization of stuff...
I have no ideas anymore

halcyon iron
fickle geyser
#

it's not, he plays PvP, games can feel a lot more responsive at higher frame rates.

analog acorn
#

Performance issues can affect everyone. The person investigating here and now may only have a 60hz monitor, but that doesn't mean people with higher refresh rates aren't also impacted.
Frame rate also affects script and simulation performance, and generally leads to smoother gameplay when it's high.
Also, having a high base frame rate means you have more room to eat into when things start to crunch.

inland dew
#

don't feed a troll that has nothing to add and doesn't contribute in any way to a solution

lets focus on the problem instead and ignore him

vivid rune
# restive pilot So you mean so far performance has not degraded yet?

Mh. Idk where your focus of searching is, so i would share my guesses after thinking about these regular spikes in frame times: What if the problem not allocation itself but somthing with a growing array or something similar? Maybe the program is has to allocate more and more space for a growing object and that slows the graphic renderer(e.g. a sorting algorithm takes more and more time on finding or providing infos). Just my two cents.

halcyon iron
restive pilot
#

I figured out a repro that takes less than a minute, but whether that's the same problem as the one that occurs after long gameplay is still too early to tell (once we hopefully post a fix, the community can test and tell us if it fixes the long gameplay issue too)

inland dew
restive pilot
#

no. that's not a repro ๐Ÿ˜… (well it is but that's a bit silly)
it has something to do with growing hashmaps

inland dew
#

ok

restive pilot
#

actually maybe limiting maxMem to a small number could give us a quicker repro for the long gameplay issue (hopefully less than an hour) think_turtle

inland dew
#

don't think so
must be something else than memory

#

but lets check the fix(es) and see

#

there is something between server and client going on

inland dew
restive pilot
#

I know. I mean it gives us a quick repro

inland dew
#

ah, ok

#

the thing is that one can't repro this in SP and while trying to repro it in MP, stuff also evolves on the server at the same time...

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it also happens faster for the client, if the client has higher FPS

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same for the server - the higher the FPS, the faster it will start to happen, with no possible recovery, unless restarted, like the client also

heavy vortex
#

Happening faster with higher FPS sounds more like a leak.

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Although you can get increasing memory fragmentation with alloc/free spam even if nothing is technically leaking.

inland dew
#

the higher the FPS, the sooner it will be very low )

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easier to repro on a server, since no image to display, so very high FPS is easily obtained vs. client

heavy vortex
#

Depends if the server needs to do anything as well.

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I guess I can test that easily enough...

warm vault
#

How do i talk to a dev

inland dew
heavy vortex
#

My server does not go that high :P

vivid rune
#

1000FPS means "unlimited" or "as fast as it can".

inland dew
heavy vortex
#

You get 300. I can run that for most of a day and see if it slides.

inland dew
#

depends on the mission, how well scripted and heavy it is and whether PvP only, or PvE and how many players, AI, vehicles and cleaning stuff on the map

heavy vortex
#

That's kinda the trouble. It probably depends on one specific thing out of that list.

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Unless there are multiple leaks :P

inland dew
#

yes

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in our mission, there are many many bots, they're flying many jets, helis, driving a lot of armor, reinforcements arrive to the villages constantly

each of dozens of players can also recruit several bots and buy them armor or air and send them to attack

heavy vortex
#

hmm. Surprised it even maintains much more than 100fps then.

inland dew
#

it doesn't

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or you're talking about your server?

tribal bay
#

Ive got crashes with perf_branch client when using a certain mod (CBA and BWMOD). The games crashes when useing the turn out on mod vehicles of the BW Mod. In the stable aka normal branch there are no issues. Whom Im reporting this issue to? Mod devs or perf branch devs since the issue only exist with this arma build

heavy vortex
#

I would lean Arma. If something crashes with perf but not stable then that's surely worth checking.

restive pilot
tribal bay
restive pilot
silk pewter
hushed seal
restive pilot
#

is it new?

hushed seal
#

nah, been talking to dedmen for a while about it, not sure if perf branch or mod related or something else. Just wanted to hear if anyone else has seen this and people in here have seen the most whack stuff.

heavy vortex
#

Is that just on the client or the server as well?

hushed seal
#

on the server as well, had a debug.exe that was logging players without a group

boreal wigeon
heavy vortex
#

Now that one I've seen.

plain trout
hushed seal
plain trout
#

We have 30-40 people regularly and it doesnโ€™t happen ever. Itโ€™s only when people disconnect that this issue shows up. Maybe locality of the initialization is broken and init.sqf or initserver.sqf have some special setup?

hushed seal
empty goblet
restive pilot
#

I don't know

whole cloud
#

Can you send your RPT from that run? superflush also prints new diagnostics

inland dew
#

will see if I have it

inland dew
#

or you need the while RPT?

whole cloud
#

Ah profiling exe has more data about script memory, forgot thats prof only.
Well its atleast doing something

rain moth
#

in tank coop event, half the crews have 2 fps and contant object flashing

heavy vortex
#

Replicable? :P

restive pilot
rain moth
#

testing now

rain moth
#

no more issues so far for me

restive pilot
#

you should be ok with up to 100% of your RAM too but I didn't want to risk it ๐Ÿ˜…
hopefully we can fix it properly soon โ„ข๏ธ

whole cloud
#

Oki leopard found one issue definitely.
The game's default maxMem parameter works like this

physicalMemory = 1024MB;
virtualMemory = 1228MB; // This is minimum required to run Altis on 32bit

physicalMemory = SystemStats.TotalPhysicalMemory * 75%;
if (physicalMemory > SystemStats.CurrentlyFreePagefileMemory)
{
      Rpt("Warning: memory usage limited by a page file. Current limit %d MB, wanted %d MB.", SystemStats.CurrentlyFreePagefileMemory, physicalMemory);
      Rpt("Increasing your page file size might improve game performance.");
      physicalMemory = SystemStats.CurrentlyFreePagefileMemory;
}

if (running on a 64bit system)
{
      virtualMemory = 4GB;
}

if (maxMem parameter is set)
{
      physicalMemory = maxMem;
      virtualMemory = maxMem * 75%;
}

if (virtualMemory > 8GB)
{
      virtualMemory = 8GB;
}

So the game thinks, it can only allocate 4gb of memory. unless maxMem is set. That is just hardcoded there.
I looked up the reason for this. Back in 2016 "limit is purely artifical an could be freely increased over 10 gigs if necessary."
"64-bit is currently limited to 8 GiB which is a rather pessimistic choice. However, it can be increased in time after we test our x64 game properly."
Okey then, I think we'll just get rid of it.. I think we tested it properly enough over the last 7 years.

I looked where this virtualMemory is actually used..
Handful of usages.. one of them is unloading blocks of terrain objects when the free memory gets critical.... Flickering trees.

We definitely still have some memory bug. Because it gets worse and worse over time, so something is still wrong.
Fixing this will give us a couple more gigabytes of headroom before the critical limit is reached and you feel it. But we still need to find that leak.
From my testing, I couldn't find any leak.

silk pewter
#

dang!

random isle
#

i had this issues few nights ago on (i think previous pref), like 4-5 hour game and the flicker started and fps were in 20s, but every couple of minutes it looked like it cleared the ram fps where back to 60s but then again back to 20s after another 30 sec, so was going back and forth

#

anyway i can get a good log w/o crash ?

whole cloud
random isle
whole cloud
#

no, and would still be useless

hushed seal
whole cloud
#

yes thats it

hushed seal
#

Feels good knowing changing that actually did something ๐Ÿ˜„ And good work finding that!

woven loom
#

Crazy stuff! Curious why 75% is chosen as a multiplier for things.
Also wondering why virtualMemory = physicalMemory*0.75 wasn't just done always if it was safe to do when maxMem was specified (they wanted to test more?)
It's also strange because iirc virtual memory in windows = RAM+page file, so virtual memory pool should be more than physical memory, afaik, but not a dev so could be very wrong about this.

whole cloud
#

I am also wondering that.
code is now
virtualMemory = physicalMemory.
Because that works blobdoggoshruggoogly

#

x64 linux server is hardcoded to 4GB limit. Again, unless you manually specify -maxMem

It actually does know how much ram it actually has.
But there is a "Throttle" limit, that it "tries" to stay under. And thats 4GB.

woven loom
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Amazing

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What effect does this throttling have on the server? It's not doing rendering and stuff so what would it unload etc?

heavy vortex
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In my experience of -maxMem=3GB, not a lot.

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It just keeps trying and freeing barely nothing, hence <5fps.

whole cloud
#

In windows in the Rendering code, it unloads blocks of terrain chunks.
I would expect that on server that rendering code doesn't even run

hushed seal
#

or rather decrease and become a whole lot more unstable, whole reason I've started using maxmem

woven loom
#

Thanks! Will pass this on. Exciting times ๐Ÿ˜

whole cloud
#

Prof v11 shall be tomorrow morning

random isle
#

dedmen this game still alive because of you ๐Ÿ™‚ thank you for your care

whole cloud
#

Also the "free memory" considers all of the game's allocated memory.
So a lots of data stored in script variables, can also cause the terrain to flicker and go into "emergency mode"

That is the repro Leopard found, which creates a huge hashmap and causes the flickering.
So chances are, even if I look more for a memory leak. I might not find it because it might simply be scripts storing lots of stuff.

Simply creating some couple million element long arrays in a while loop, should pretty quickly lead to chaos.
And there's not really anything we can fix about that

heavy vortex
#

Could kinda do with a script memory diagnostic command.

whole cloud
#

profiling build has it-ish.
On superflush it prints script memory usage.

heavy vortex
#

mmm, need to try that.

whole cloud
#

But that just shows you that there probably is a problem.
Not where it is

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I guess I could build a memory profiler with ArmaScriptProfiler.. but that's so much work :U
And the profiler isn't that well suited for memory

feral harness
fickle geyser
#

We need #LiveOps_Praise, easy to forget about other people as Deddy has biggest online presence due to all the writeups he does (which is great), we luv u all

restive pilot
restive pilot
# whole cloud Also the "free memory" considers all of the game's allocated memory. So a lots o...

Simply creating some couple million element long arrays in a while loop, should pretty quickly lead to chaos.
And there's not really anything we can fix about that
actually, I had an idea to increase the limit gradually once its violated several times after cleanup. worst case scenario is that we get a crash if the user doesn't have enough page file, but at least that's better than a low FPS torture ๐Ÿ˜›

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but anyway yeah we should find that leak, which is what I meant by "fixing it properly"

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imo we should add some additional profiling stuff to detect these leaks. it's very hard to find them in "synthetic" tests

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most people encounter these issues after several hours of gameplay, which is not a feasible repro for us

vivid rune
#

Is there a (easy) function in C++ to measure the size of objects/structs? So maybe a frequently scan over all structs to identify the biggest objects/structs over time?

restive pilot
#

size of a struct is constant meowsweats

whole cloud
#

Also should test what happens if we just disable page file. And disable all the checks in Arma that say "you must have page file" and see if that actually is a problem

restive pilot
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but anyway afaik no. you should manually detect allocations and deallocations

whole cloud
#

Memory profiler can run in retail.
But then Arma quickly uses like 16gb of ram to run

vivid rune
#

is there someting equvalent like lists in C#?

whole cloud
#

C++ does have linked lists yeah

vivid rune
#

This 3FPS Topic is only a A3 thing, right? So what was functional introduced in A3? Maybe this can also identify some spots to investigate.

restive pilot
charred holly
#

Could memory fragmentation be a problem? Or is that handled on the OS level?

restive pilot
#

it can be a problem but this sounds more like a leak

empty goblet
vivid rune
#

Mh. Interesting: I run A3 with MaxMem=256 (yes 256MB) but MSI Afterburner show a usage of 2500MB (allocated 17GB). It runs with 3-10 FPS with graphical glitches but it doesn't crash. (i also used hugepages)

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(tested with YAAB)

vivid rune
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I can remember there was some memory thing for terrain loading on the server a few weeks ago and a memory limit was set higher. So there are some hard coded "memory budgets" for different "systems" as i understand. Would they also dehardcoded and become more dynamic?

inland dew
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no mods used

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also today, as admin, on Malden, stayed for hours only at main island airfield, without going anywhere and RAM grew to like 20 GB and vRAM to like 14 GB, just staying AFK
so no flying or going anywhere on the island and FPS was very very bad
that was with -maxMem=23552

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but tomorrow we'll also set -maxMem manually on the server (-maxMem not used on the server) + tomrrow's patch

restive pilot
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you won't need -maxMem with tomorrow's patch anymore

obsidian relic
#

Did anyone had an issue where they don't see that player joined (server/squad) and you can't hear/see them on tfar, DUI, CTAB too? You can see model moving, get in vics, fight etc but player itself does not exist for you.
I got it twice in the row, while playing on the server, a lot of mods but it does not happened (yet) on stable, that's why I am asking here

woven loom
#

Random thought โ€” is there any difference in how nvidia and AMD GPUs behave? Just wondering if the potential leak isn't due to an nvidia driver interaction or something

heavy vortex
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Doubt it tbh. Seen people posting with similar issues with a wide range of GPUs.

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Nvidia obviously more common but then so are the cards :P

inland dew
heavy vortex
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I'd assume that it still exists as an override.

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Server providers with their -maxMem=3000 are gonna freak out otherwise :P

quaint flame
empty goblet
whole cloud
whole cloud
whole cloud
inland dew
empty goblet
inland dew
#

not complaining, since why not use RAM and vRAM, if more than enough available, to keep as much stuff as possible cached, for as stable/high FPS and stable/low frametime as possible, since all the stuff is still/already cached

whole cloud
#

2.14.151225 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Player leaning sync in multiplayer (it can potentially also fix other animation desync; this is a server-side tweak) - https://feedback.bistudio.com/T177317
- Fixed: Vehicles' VisualSensor could see targets through buildings/objects - https://feedback.bistudio.com/T176526
- Fixed: Crash when deleting UI elements inside an OnDraw Event Handler - https://feedback.bistudio.com/T177796
- Fixed: EPE events were not returning Simple Objects - https://feedback.bistudio.com/T177763
- Fixed: Default system memory detection on 64bit systems was limited to 4GB (now it is 16GB)
- Fixed: Default system memory detection on 64bit Linux servers was limited to 4GB (now it is 8GB)

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

quaint flame
#

So the 16 gig is a Windows limit?

empty goblet
whole cloud
#

We can remove it also without command-line option. But I don't know what purpose it serves so I'd rather leave it.
16GB gotta be enough for everyone

rain moth
#

640K ought to be enough for anybody

empty goblet
quaint flame
#

We should just test what happens ๐Ÿ˜ˆ

rain moth
#

there's always -maxMen if you're on a workstation rig with 1TB RAM shrug

calm mantle
#

Is there anything on VRAM limits? I've seen object flickering without my VRAM being maxed.
Of course, it's possible the flickering isn't VRAM related. I'm just curious.

#

Nowadays I only see trees/buildings pop when flying. And I bet the RAM change may help that.

inland dew
inland dew
#

if I disable paging file, would that be a problem for Arma?
does Arma really need it or it should be fine without it, as long as there is enough available RAM?

empty goblet
rain moth
empty goblet
#
{
      virtualMemory = 8GB;
}

if (maxMem parameter is set)
{
      physicalMemory = maxMem;
      virtualMemory = maxMem * 75%;
}

if (virtualMemory > 16GB)
{
      virtualMemory = 16GB;
}
``` this is the change how i understand it from the changelog
whole cloud
#
physicalMemory = 1024MB;
virtualMemory = 1228MB; // This is minimum required to run Altis on 32bit

physicalMemory = SystemStats.TotalPhysicalMemory * 75%;
if (physicalMemory > SystemStats.CurrentlyFreePagefileMemory)
{
      Rpt("Warning: memory usage limited by a page file. Current limit %d MB, wanted %d MB.", SystemStats.CurrentlyFreePagefileMemory, physicalMemory);
      Rpt("Increasing your page file size might improve game performance.");
      physicalMemory = SystemStats.CurrentlyFreePagefileMemory;
}

if (running on a 64bit system)
{
      virtualMemory = physicalMemory ;
}

if (maxMem parameter is set)
{
      physicalMemory = maxMem;
      virtualMemory = maxMem * 75%;
}

if (virtualMemory > 16GB)
{
      virtualMemory = 16GB;
}

Thats the new flow

whole cloud
empty goblet
#

thus doesn't matter if i set the value of maxmem to 64GB, it will still cap the virtualmemory on 16GB

whole cloud
empty goblet
#

hence why i want to get rid of the cap or increase it significantly (96GB RAM, 256GB SWAP ... oh cmon it ain't that crazy, even i have it)

rain moth
#

yes please, all my RAM just sitting there, teasing me, while game is crying

inland dew
#

so one can't use maxMem to tell Arma there is more than 16 GB?

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so it was better before then???
because one was able to use maxMem, to tell Arma, there is more than 16 GB RAM available

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so it should now be worse?
because it always goes towards 20 GB RAM for me and now one can't even use maxMem anymore to override new default 16 GB...

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I prefer to have default 8 GB RAM and being able to force it to be the value I set than just 16 GB and deal with that

#

unless I don't understand todays change correctly

patent dome
#

maxMem still has the same behaviour. Compare with this explanation: #perf_prof_branch message
Just the hardcoded values of 16GB and the x64 check were changed.

inland dew
inland dew
whole cloud
#

You can use maxMem to set whatever, but it applies the 16GB limit AFTER maxMem is read

#

Refer to the pseudocode above

vivid rune
#

OK. Now we have possible 16GB for virtualMemory. I played the campaign a bit but it doesn't load more than about 5GB.
I guess the different systems (terrain loader, script thing, ai thing,...) have also there different caps, right?

whole cloud
#

Maybe. Or maybe it only needs 5

calm mantle
#

Before, no matter how high you set max mem. It would get pulled to 8. If you didn't use maxmem, then it defaulted to 4.

Now the values are essentially doubled. Still a big gain.

Did I get that right dedmen?

whole cloud
#

Previously default was 4.
And with maxMem capped to 8.

Now default is however much RAM you have. And with maxMem capped to 16.

vivid rune
whole cloud
#

Well if you play the campaign, then units spawn, units die, units get deleted..
So....

#

Ofc it doesn't keep deleted units in memory, deleted is gone.

inland dew
patent dome
whole cloud
whole cloud
inland dew
vivid rune
#

Is there a reason to limit it to 16GB? Does Reforger has a memory limit, too?

whole cloud
#

Don't know

#

Reforger has a memory budget configured somewhere

calm mantle
#

Yeah I don't see the point in the hard limit, but I'm far from qualified enough to argue against it.

We still have double the ram we had before.

whole cloud
#

I don't see it either

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But whoever implemented it a long time ago, surely had a reason for it

inland dew
#

I launched Arma now and connected to our server and instantly see almost 17 GB RAM
only Arma and Steam running (no maxMem used)

whole cloud
#

Well you also previously saw it use more than 8gb right?
The virtualMemory is limited.
I don't know why it can use more, but yeah it does. It did so previously and it still does so now.
Nothing was changed besides the limits.

inland dew
#

PC was freshly started, before launching Arma

vivid rune
#

On 32bit time it would make some sense. For testing the 64bit exe on the early days okay. But if the different systems are clamped to some values, it would not make so big difference.
I tested YAAB with vanilla (some around 4GB usage) and with heavy mods (around 6,5GB usage). So in heavy mod scenarios there is a some kind of advantage (the fps in v11 vs. v10 are the same - so no gain)
(I use MSI Afterburner for the memory values, it shows the allocation (around 17GB instantly and the "usage" (slowly gained over time running arma).

inland dew
vivid rune
#

I checked the different documentations of the maxMem parameter. Maybe it is by the next update of A3 the time for an clarification:

In the tooltip in the parameter folder of the arma launcher:
Something like: "sets the memory allocation in the range of 256-<all your RAM> - limited by your installed RAM"

In the wiki:
1024MB is a hard-coded minimum...

  • 64-bit Windows + 64-bit game: (physical memory * 4) / 5
    -> this means if you have 64GB RAM, it uses 51,2GB
calm mantle
#

From what I understand, we are mostly talking virtual mem, which is only page file?
I guess it depends on how Arma chooses to use virtual and physical ram.

vivid rune
#

When i think about this two definitions. it means that arma can use all your RAM. What if this "RAM clamping" was only introduced to test the "unload mechanism"?

#

Would it not make sense to have the maxMem parameter for setting the virtual Memory value to every value till maxRam*0.75 and clamp the default to 16GB as a compromise?

heavy vortex
#

Isn't this line backwards?
virtualMemory = maxMem * 75%;

vivid rune
#

I hope it is the same as
virtualMemory = maxMem * 0,75;

restive pilot
heavy vortex
#

Is this incorrect then? I don't understand why you'd set committed memory smaller than physical memory.

yes virtual memory is the "committed memory" in Windows, which is the sum of RAM and page file

calm mantle
#

'''
physicalMemory = SystemStats.TotalPhysicalMemory * 75%;
if (physicalMemory > SystemStats.CurrentlyFreePagefileMemory)
{
Rpt("Warning: memory usage limited by a page file. Current limit %d MB, wanted %d MB.", SystemStats.CurrentlyFreePagefileMemory, physicalMemory);
Rpt("Increasing your page file size might improve game performance.");
physicalMemory = SystemStats.CurrentlyFreePagefileMemory;
}
'''
So if someone has 64GB physical RAM, and say 16GB page file size, then Arma could only use 16GB of physical RAM?

vivid rune
#

I have a question: The "virtualMemory" is not the only thing that Arma claimed from physicalMemory, right? FileCacheSize is also claiming RAM on top of this, correct?

whole cloud
whole cloud
vivid rune
#

and maxFileCacheSize is clamped to 2GB max, right?

#

Then for correctness this line should be edited to (i know, the maxFileCacheSize can be seen in the 25%, but so it would also be possible to set maxFileCacheSize higher than 2GB safely):
physicalMemory = (SystemStats.TotalPhysicalMemory - maxFileCacheSize) * 75%;

restive pilot
#

No. The 75% part is still nonsense imo

#

E.g. If you have 64 GB RAM it makes no sense to "reserve" 16 GB for Windows and other stuff. 4 GB is more than enough imo

heavy vortex
#

I don't know. That's a pretty scary default.

vivid rune
#

I looked on the Steampage. Minimal Memory Requierement are 4GB RAM. So you should define for lower than 8GB a special case with 25% value for OS. Equal to and over that 8GB RAM it can be a hard-coded value of 4GB.

restive pilot
#

So it should be safe

heavy vortex
#

Discord, VSCode and Steam are all ~500MB each these days. Windows stuff is what, 2GB? And then web browsers are monstrous once you have a few tabs up.

restive pilot
heavy vortex
#

You need a web browser for Arma so you have something to do when you're ACE unconscious :P

empty goblet
#

so glad for 64-bit ... now i can game arma and browse w/o running out of memory before weekend ๐Ÿคฃ {reader warning, this applies only perfect scenario w/o memory leaks}

heavy vortex
#

If Arma's not clearing anything up until it hits the limit then 75% of physical memory is a bad default IMO. A flat 6GB would be preferable.

#

maybe 8GB at a push?

empty goblet
#

so while you knew how much memory was there (after lot of fixes and tweaks), it was much harder to know how much is used vs free (available) and in modern era, there was always something eating VRAM

#

@whole cloud @restive pilot would be possible get RPT entry if the 8 GB (linux) or 16GB (windows) is reached (and flushing happens or similar), so we can actually tell how often that happens / when ?

restive pilot
#

When it happens you get object flickering hmmyes

empty goblet
vivid rune
#

But when the flickering is the flushing, then the flushing not able to real "flush" ALL memory or the new data is so big that flushing is immediately necessary again.

restive pilot
vivid rune
#

That was also my idea to have the maxMemSize unlimeted for testing reasons.

#

(I don't see a performance gain by using more RAM so far)

heavy vortex
vivid rune
#

Other point that could be investigated: CacheFileSize is also using RAM but is an "independed" system as I understand. Is there all right and no leak?

ashen helm
#

I'm on perf branch currently, been playing some missions set on Sumava map and I noticed that sometimes when zooming in (hold RMB) my GPU % usage goes up to 100% and while there is no visible lag or stuttering in game, it causes my OBS encoder to go down to 30ms per frame or even worse. I don't remember if it ever happened on stable but if it did, I would just see lower FPS in game when zooming in, not like here. Would limiting video memory through parameters help or should I seek a solution elsewhere?

whole cloud
#

Do you get higher fps when zoomed in? Maybe VSync or fps limit

ashen helm
#

in this specific case they didn't go higher but stayed on the same level as normal. I was playing with Vsync disabled, no frame cap but they were between 42-55

plucky lichen
#

the marker error popup is still there on v11, been there since v10
16:06:25 Warning Message: No entry 'bin\config.bin/CfgMarkerColors.'. 16:06:25 Warning Message: No entry '.color'. 16:06:25 Warning Message: Size: '/' not an array 16:06:25 Warning Message: Size: '/' not an array

inland dew
#

ok, could test current perf build on my end, on our server also running it, me and our server not using maxMem and having page file on auto in Windows - same/similar result in FPS degradation as it always has been

#

restarted the client and reconnected to the still running server and FPS went up by a lot and frametime also went down by a lot and was flat again

restive pilot
plucky lichen
whole cloud
#

"just king of the hill"
KotH is lots of scripts. that could cause exactly that.
You could run with -debug parameter and it might tell you what script causes it

ashen helm
inland dew
#

@feral harness can you, maybe, have a look at this?

when setUnconscious true gets applied to AI while the healing animation is played (so healing animation gets interrupted), if you apply setUnconscious false, AI is stuck on his belly, with weapon behind his back, unable to stand up and do anything

only if you injure the AI and order it to heal itself (so finish or redo the healing animation, interrupted previously by setUnconscious true), only then is AI usable again
https://www.youtube.com/watch?v=_Gj9AT_pM8s

feral harness
inland dew
feral harness
#

the ticket we have is open

inland dew
#

then, maybe, this is something you can check?

https://feedback.bistudio.com/T154433
Tank AI commander, when 0 commander turret machinegun ammo, makes player as gunner or AI gunner reload 7.62 mm coaxial machinegun after each shot (despite gunner coaxial machinegun having full belt of bullets), once/only if enemy AI gets spotted

concerns all types/models of armor with commander turret that has a machinegun

https://youtu.be/epiMGFElpuo?feature=shared

whole cloud
vivid rune
brazen orchid
#

Hello, the 3 FPS bug has disappeared after we have disabled BattleEye, confirmed by 2 players already @empty goblet @worldly badge @whole cloud

worldly badge
#

Why did I pinged

plain trout
#

We do get the 3fps bug in non BE environment :/

ashen helm
silk pewter
#

@worldly badge yeah

worldly badge
#

I hate you

quaint flame
#

Has anyone else issue with Arma 3 being forced in the background if right clicking on an empty desktop? Is that a Windows issue or has this been introduced with the recent prof update. Never had that before.

Seems like a Windows issue ๐Ÿคทโ€โ™‚๏ธ

hot hollow
ashen helm
#

is this a perf branch thing now? shows up when I give an EOD order to disarm a mine while he is in the Stealth combat behaviour. Haven't seen this before.

charred holly
#

I'm not certain about this, but I think rotor blades can now kill virtual curators.
It happened in two missions today and yesterday, but I'm not sure what version the players and the server are running.

heavy vortex
#

uh oh. What about other logic objects...

feral harness
#

what is virtual curator?

#

the change was/will be removed from prof as there is better implementation now but do create a ticket so we can test against

analog acorn
feral harness
#

i'll check tomo if even possible to hit it with rotor

charred holly
charred holly
analog acorn
#

If your server is running the Performance/Profiling branch of Arma 3, and this doesn't happen on the Stable branch, then this is probably the right place.
If you're not running Performance/Profiling, try #server_admins or making a ticket at https://feedback.bistudio.com/project/view/1/
e: this referred to a deleted message

charred holly
feral harness
charred holly
#

Yes

feral harness
# charred holly Yes

Revision: 151232 Cannot say it was because of the rotor tweak could have contributed, but it is getting removed from profiling, instead the new patch will be added you would be able to test it on dev first probably, so next dev could you try to reproduce it please?

patent dome
whole cloud
#

Oops missed a pin

charred holly
feral harness
charred holly
#

Virtual curators can still be killed in 2.14.151229, in case anyone was wondering

feral harness
#

yeah most likely was always possible, the new patch should take care of that

tribal bay
#

how do you open the minidump to try and figure out an issue ^^

ashen helm
#

You don't

whole cloud
#

You send it to me. In two weeks

#

I'm the opener

silk pewter
#

he can
he can opener

stark falcon
#

I think this is a profiling only thing, but when arma crashes I get a extra popup to create a "full crash dump"
That little window doesn't show mouse cursor for me (so it's hard to click No). Not sure if it's just me?

whole cloud
#

Arma might not release the cursor when it crashes yeah.
Not sure if I can figure out how to do that.

But the dialog has keyboard navigation.

I don't know if No is the default button though

#

Easy fix, just stop crashing

#

I need a way to release mouse lock for other things anyway. I never found the time, maybe now I will

pallid island
#

yeah, no is default

#

happens every time after a session of Arma and closing the game normally for me though

#

and not sure why, but Arma seems to delete rpt logs and mdmp files if the last one was close in time

pallid island
heavy vortex
#

What was -maxmem for that one?

inland dew
#

no -maxmem

heavy vortex
#

I lost track of what prof is defaulting to now.

analog acorn
#

Going by the pinned notes, looks like 16GB default limit

inland dew
#

just by the fact of using it

#

no -maxMem - no problem

restive pilot
#

the default is 75% of your RAM, or page file size if page file is smaller than 75% of RAM

plain trout
#

That video is 1 year old

inland dew
#

nothing has changed in that regard )))

whole cloud
#

Thank you for providing such valuable information all the time. We really appreciate you!

empty goblet
kindred radish
#

How is the syntax for sendChatMessage now ?
https://community.bistudio.com/wiki/Arma_3:_Server_Side_Scripting
I get an error now when i try this

params ["_playerId","_WaitTime"];
private _AllowJoining = "DELAY";
if(serverTime < 120) then
{
    _AllowJoining = "DELAY";
    _playerID sendChatMessage "TEST";

} else
{
    _AllowJoining = "ALLOW";
};
_AllowJoining
19:47:18 Error in expression <en
{
_AllowJoining = "DELAY";
_playerId sendChatMessage 'You are Queued for Load>
19:47:18   Error position: <sendChatMessage 'You are Queued for Load>
19:47:18   Error Missing ;
whole cloud
#

missing semicolon error == that command doesn't exist

kindred radish
whole cloud
#

what before?
I think thats how it was since it was introduced

#

how did you format your script in server config?

kindred radish
# whole cloud what before? I think thats how it was since it was introduced
onPlayerJoinAttempt                 = "call (missionNamespace getVariable ['CWZ_JoinQueueHandler', {'DELAY'}]) ";
params ["_playerId","_WaitTime"];
private _AllowJoining = "DELAY";
if(serverTime < 120) then
{
    _AllowJoining = "DELAY";
    _playerId sendChatMessage "You are Queued for Loading!";
} else
{
    _AllowJoining = "ALLOW";
    _playerId sendChatMessage "Queue finished, loading Server!";
};
_AllowJoining

Worked last time i tested without the sendChatMessage tho.

whole cloud
#

sendChatMessage is a server script command.
You are trying to use it in normal script, its not available there

kindred radish
#

Nvm then, sry ๐Ÿ˜„

whole cloud
#

The script must be compiled as server script.
If its from missionNamespace then it won't be

restive pilot
#

__IS_SERVER__ wen?! ๐Ÿ˜…

vapid plank
#

is there a "best guide" for learning how to use profiling branch to understand what is hurting performance?

heavy vortex
#

Nah, there's almost nothing written down. Some things are fairly obvious in the frame capture output. Some things aren't.

#

You can spot scheduled & unscheduled script costs. Individual vehicle simulation. Networking. Total renderer cost.

vapid plank
#

so arma runs poorly by itself, mods make it worse, and the tools to debug it are poorly documented? how does this game even perform as well as it does? must be a tremendous amount of dedication.

ashen helm
#

Performance/profiling branch is a new thing and was released to public only because Dedmen wants to flex around troll_smiling

woven loom
#

Hmm? Hasn't it been around long before dedmen joined BI? I remember dwarden posting perf/profiling stuff long before ๐Ÿค”

hushed seal
#

Use the profiling.exe, take frame captures, look at frame captures.
Or use Arma Script Profiler to look at unscheduled mods (or even in engine if you enable the option)

rain moth
woven loom
#

Right. That's even earlier than i remembered, I was thinking 2015 ๐Ÿ˜„

spiral pond
#

The biggest problem is the non scripting impact (simulation, rendering, AI, sound, etc) - very hard to impossible to judge.

#

Basically down to A-B testing, narrowing down, trial and error.

vapid plank
#

AI is a massive one

plain trout
#

Nobody should be complaining in here. The game is old and still being actively developed. While Iโ€˜m not a programmer and barely understand this, dedmen and the other that are still working on arma are digging into issues that sound like lazy programmers from the past. And itโ€™s a lot old code that he hasnโ€™t made. Heโ€™s actively engaging with the people here that take this seriously and implements things that are being suggested by the community. Show me any other game/company that hires such people after a game was released so long ago. It is what it is and we got to make out of it what we can and that doesnโ€™t work if people complain.

#

Also I think we are still missing a reliable repo for the 3fps bug

analog acorn
#

....who was complaining?

spiral pond
#

A3 is still selling very well @plain trout

plain trout
#

I know. People are asking on Reddit and other platforms for advise or ask if and how it is worth getting the game and a scarring amount of people give bad advise how to optimize performance based on the old recommendations still on steam and the forums.

That complaint got removed. Someone complained about a supposedly bad documentation.

analog acorn
#

There is a lot of bad documentation (or bad absence of documentation). The wiki crew have done a wonderful job, but there is a lot of information that's not written anywhere, or it was written somewhere that's now lost, or was written down but has changed since, or no one even knows to write down. There's stuff even the devs don't know. Some parts of this game were developed at a time where internal documentation wasn't anywhere close to the priority it is now, let alone public documentation.

It doesn't mean the devs don't care, but we do have to deal with it.

spiral pond
#

Better performance will lead to happier players, and customers - thus more sales. As such it should and is a priority. Giving better tools and documentation to the community to either achieve better performance on their own, and help the remaining devs to isolate performance problems is very useful.

#

To give you a specific example - we are currently developing a tank mission for SPE. Its only 10-15 active tanks. Most of them even stationary. However their performance impact is HUGE - if you disableSim on them, you get 20-30 FPS more . (with still other vehicles types and a good amount of AI remaining simulated)

#

Something bugs out with either PX or other parts of tank simulation.

#

We profiled it down to individual tanks (at times also planes) taking up to 10x the usual calc cost - something is wrong for sure. (1 to 5 ms per tank/plane vs the usual 0.1 to 0.5 ms)

#

It could be some constant collision triggered (terrain or objects) by a tank.

#

One can see this happening at times if you use the EPE EHs

quaint flame
heavy vortex
#

Whether there's also a memory leak contributing to that is unknown.

inland dew
heavy vortex
#

...on the current perf branch.

#

On stable it's still going to be 4GB.

inland dew
#

forget about previous builds of perf, since it's past already

  • we're in perf section
    or if you write something - specify that what you're writing, concerns stable branch only, if that's the case, to avoid any confusion, imho
vapid plank
vapid plank
analog acorn
# vapid plank I think itโ€™s accurate to say the devs donโ€™t have it prioritized because theyโ€™re ...

I was talking about the historical record. BI has evolved and is following modern development practices; documentation is now being built as the game is built. There is a dedicated docmaster Lou and things are documented as they're released. Documentation is now a priority - it's just that this doesn't automatically retroactively create documentation for things that were developed a long time ago, and it's difficult to do that because the information is scattered or outright unavailable.

vapid plank
#

100% agreed, this is exactly what would be done in any modern software engineering firm. Instead of fixing the old undocumented app that is very large and complex, build a new one from the ground up that you document as you build it.

#

@silk pewter I want to say thank you for all you do and also a thank you to all the devs you work with, for documenting Arma!

rose moth
#

that sound like lazy programmers from the past
Not denying the awesome work that Dedmen and others are currently still doing, but this is inaccurate to draw as conclusion. You can't compare the situation of prime time development and now ๐Ÿ™‚

plain trout
#

Ok. Sorry

silk summit
#

Impressive to say the least... These devs are truly giving lots of love back to the community ๐Ÿ‘

#

With semi-confirmed new CDLC in the works, current CDLC patches coming (as mentioned in the YEAR IN ARMA 3 2023 official article) and these devs backing the CDLC creators up with these much needed improvements 2024 surely looks bright, perhaps just like DayZ, A3 still has some records to break even after all these years ๐Ÿฅ‡

quaint flame
silk summit
#

Quoting the last paragraph of that official post:

"So, what is the plan as Arma 3 enters its 11th year? Even with Arma Reforger, reaching its 1.0 milestone this past November, and with development of Arma 4 underway, we still have some plans for Arma 3!

We will continue our maintenance and support of the game in a similar way as last year. We expect to publish more updates for existing third-party Creator DLC, and potentially some entirely new Creator DLC projects. This cannot be confirmed, however, until such time as these projects near their final milestones, so stay tuned for more information."

plucky lichen
#

Details on new perf build 151273?

whole cloud
#

No hmmyes

#

Nothing to see here

whole cloud
tribal pasture
#

Or only the locality was fixed?

whole cloud
#

@feral harness ^

feral harness
#

fixed, should not kill as before

#

For purity of experiment it has to be tested with client/server on the same wavelength

#

Also, it takes 3 hits from 100% to kill with rotor

tribal pasture
#

Also remote projectiles sometimes remain in the world thronking

feral harness
#

on v5 (2.14.151058)
That's from September, why?

tribal pasture
#

Yeah, we reverted there after rotor issues since it was randomly killing players

#

not sure why v5 exactly, but it is what it is

#

Investigating, gonna update to v15 now

feral harness
#

Damage related changes came later

tribal pasture
#

Yeah, thought we had v15 or something later, but turns out its v5, still very weird

#

Turns out client is on 2.14.151273

#
16:27:19 Received 203, expected bool
16:27:19 Unexpected message data from 1: message struct NMMA_247, item N/A
16:27:19 Before (0x00000034): 68 73 5f 77 65 61 70 5f 6d 34 61 31 5f 62 6c 6f 63 6b 49 49 5f 67 72 69 70 00 23 c4 40 3a 00 01
16:27:19 Current (0x00000054): cb
16:27:22 Received 203, expected bool
16:27:22 Unexpected message data from 1: message struct NMMA_247, item N/A
16:27:22 Before (0x0000002c): 72 61 63 65 72 5f 52 65 64 00 00 52 48 53 5f 77 65 61 70 5f 67 61 75 31 39 00 f0 09 23 3d 00 01
16:27:22 Current (0x0000004c): cb
16:27:22 Received 203, expected bool
16:27:22 Unexpected message data from 1: message struct NMMA_247, item N/A
16:27:22 Before (0x0000002c): 72 61 63 65 72 5f 52 65 64 00 00 52 48 53 5f 77 65 61 70 5f 67 61 75 31 39 00 0f a2 22 3d 00 01
16:27:22 Current (0x0000004c): cb
```Lots of such spam
#

Looks like non-PERFs can't play on latest PERF server

#

Same RPT spam, but server-side now:

2024/01/15, 15:42:49 Unexpected message data from 2017015023: message struct NMMA_247, item N/A
2024/01/15, 15:42:49 Before (0x00000011): 07 00 42 5f 37 36 32 78 35 34 5f 54 72 61 63 65 72 5f 47 72 65 65 6e 00 e9 05 3b 46 db 39 00 01
2024/01/15, 15:42:49 Current (0x00000031): 2e
2024/01/15, 15:42:50 Received 46, expected bool
2024/01/15, 15:42:50 Unexpected message data from 780409929: message struct NMMA_247, item N/A
2024/01/15, 15:42:50 Before (0x00000059): 00 00 00 00 00 00 00 49 ca 9f 3f 00 00 00 00 fe ef 01 3d 00 00 00 00 00 00 00 00 5f 08 28 39 01
2024/01/15, 15:42:50 Current (0x00000079): 2e
2024/01/15, 15:42:50 Received 46, expected bool
2024/01/15, 15:42:50 Unexpected message data from 2017015023: message struct NMMA_247, item N/A
2024/01/15, 15:42:50 Before (0x00000059): 1b be 3c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3e fa 3d 3c 23 5a 53 3f d1 00 5b 39 01
2024/01/15, 15:42:50 Current (0x00000079): 2e
2024/01/15, 15:42:50 Received 46, expected bool
2024/01/15, 15:42:50 Unexpected message data from 2017015023: message struct NMMA_247, item N/A
2024/01/15, 15:42:50 Before (0x00000059): 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 92 bf 9e 3c 5e 13 bd 3f 5e 05 05 37 01
whole cloud
tribal pasture
#

Is this a bug or some engine change that makes these versions no longer compatible?

whole cloud
#

Don't know yet, we'll revert

feral harness
#

new message added so yeah

tribal pasture
#

forceHitPointsDamageSync I guess?

whole cloud
#

Out of 19 changes in 30 files, I missed one line of code notlikemeow

#

"Fixed: Repaired static buildings did not sync hit points for Join In Progress" that one is the baddy

tribal pasture
#

New message was added in the middle of the list instead of end of it? (not sure how this works exactly)

whole cloud
#

There is no new message

kindred radish
#

As we say in german "Wo gehobelt wird, da fallen Spรคne".
Rather some broken updates from time to time, instead of no updates/improvements at all.

jaunty juniper
#

German had a profiling branch back then?

fast hornet
#

i mean ... pushing a build that makes people invincible is a bit more than that ๐Ÿ˜’

feral harness
whole cloud
#

Changelog is loading, give it a half hour or so

whole cloud
#

Or a couple hours oops

#

2.14.151284 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Improved rotor collision handling
- Tweaked: Config errors because of the wrong weapon name in addWeaponX/addBackpackCargoX/addMagazineX commands are now suppressed and RPT entries are added instead - https://feedback.bistudio.com/T177653
- Tweaked: Removed hit point update messages for entities without hit points
- Tweaked: Blood drop effect was improved
- Fixed: Repairing a building in Eden Editor was not working - https://feedback.bistudio.com/T133265
- Fixed: Zeus curators could be killed by rotors - https://feedback.bistudio.com/T177898
- Fixed: Group name was not shown in the Eden Editor entity list - https://feedback.bistudio.com/T177915
- Fixed: Repairing static buildings destroyed with effects was not always working correctly
- Fixed: Dedicated Servers with autoinit and persistent=0 were not created properly
- Fixed: AI characters might move away while getting healed (failing the heal) - https://feedback.bistudio.com/T158514
- Fixed: Explosion sound effects were not audible if the explosion occurred beyond the view distance - https://feedback.bistudio.com/T171589
- Fixed: Crash when attaching to sling load

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

restive pilot
tribal pasture
tribal pasture
#

Why its not possible to send this damage through normal entity damage means? Have ammo as #rotor or something?

#

This way it would also go through HandleDamage on reciever side

weak panther
feral harness
feral harness
#

how much damage

tribal pasture
#

Looks like these are rotor damage logs, you can see guy piloting a helicopter and getting kicked because it

feral harness
#

possible, might be able to filter it

tribal pasture
#

Yeah, but damage is different every time, unlike say FAK which does flat 0.25

#

Can this rotor damage be implemented as usual damage that goes through HandleDamage?

feral harness
#

the helicopter is doing damage it is handled helicopter side

#

i am going to exclude engine damage from BE

#

should have been done long ago

#

rotor damage should not exceed 0.34 I think try that for now

tribal pasture
#

so it can be anything

tribal pasture
feral harness
#

it is hybrid physx damage and is handled differently

#

this will remove engine healing from be too

#

these damages should not go through be but they do

vagrant zodiac
#

Might be completely unrelated to the rotor collision handling but...
Would it be possible to elaborate on exactly what's been done?

The reason I ask is I've made a micro UAV mod that's been around for nearly 3 years now. I've not done helicopter/drones before then or since so don't consider myself an expert and it's likely there's some stuff I'm not doing properly.
However, it's no longer possible to land this drone with the latest performance version - it explodes with the slightest contact with the ground.
Given the frequency of performance branch updates, I'm not sure if it's just been the latest version or whether this has been introduced a while back.
But stable branch still behaves as expected.

Like I say, it's likely that I'm not doing something properly but it would be handy to know what's changed so I can fix what I used to 'get away with'.

vale shoal
#

"- Fixed: Crash when attaching to sling load"

Does this need to be on all clients or only server-side?

feral harness
feral harness
#

and server if server uses scripts. Donโ€™t worry about this, it only fixes possible crash

vale shoal
#

Well I'm worrying about it because it happened again with latest perf.

#

The server runs the script in this case.

feral harness
#

does it use attachto? then update the server

vale shoal
#

Yes, and the server runs on v13 already.

feral harness
#

then it is unrelated and is something else

vale shoal
#

Already wrote Rabito as he made the ticket (we're the guys who found this issue)

feral harness
#

if you can repro this crash just ping me

vale shoal
#

Willdo.

vale shoal
restive pilot
#

Maybe we can test it and tell you what's wrong

feral harness
#

what version client and server you have will double check @vale shoal

vale shoal
#

Server 151284, Client 151284

attachTo runs server-side, the rope things are probably client only

#

to fix the issue for now I destroy all ropes before doing attachTo, Advanced Sling Loading I modfied that if helicopter is attached to something ropes wont extend

@feral harness

vagrant zodiac
# restive pilot Which mod?

SPS Black Hornet
Like I say, itโ€™s very likely that itโ€™s something that Iโ€™ve done incorrectly thatโ€™s just now being exposed with the improvements being made all the time in all the updates.
So any info as to whatโ€™s changed could be helpful to diagnose and fix at my end.
One thing that is dodgy is that I donโ€™t have a hitpoints LOD but inherit hitpoints from the vanilla darter in config. I was expecting this would cause problems when I first made the mod but it didnโ€™t at the time so I took the โ€˜if itโ€™s not broken, donโ€™t try to fix itโ€™ option which in hindsight might be wrong!
Given the perf branch will at some point become the stable release, any help so I can fix at my end (assuming it is something Iโ€™m doing wrong) would be hugely appreciated

feral harness
#

possibly with video

kindred radish
vale shoal
feral harness
#

repro please otherwise this is a waste of time

feral harness
#

Reproed

feral harness
#

What is the advanced slingloading? I'm tempted to abort any slingloading operation on cargo with ropes attached to avoid millions of misuse cases

fickle geyser
#

one of most populars slingloading mods.

#

and quite old

feral harness
#

Revision: 151306

#

all illegal ropes will be destroyed

plain trout
feral harness
vagrant zodiac
vagrant zodiac
spiral pond
#

oldSize-1 != list.Size() 36 ,39
Offending nonprimary object ebe65240:SPE_GER_Soldier_XXX_Boots,ww2\spe_assets_m\characters\germans_m\ger_wehrmacht\spe_XXX.p3d
oldSize-1 != list.Size() 32 ,34
Offending nonprimary object c684c080:SPE_SdKfz250_1,<null>

#

is that a new logging? havent seen these before

#

Deinitialized shape [Class: "C_Soldier_VR_F"; Shape: "a3\characters_f_bootcamp\common\vr_soldier_f.p3d";]

#

also got this yesterday within a session - usually its only at the end of the rpt

#

but had also very severe fps problems with vegetation flickering at distance

#

down to <1 fps phases

#

seems something gone amiss with RAM usage (task manager showed still ~10% free tho)

#

-maxmem=2048

#

i tested with that first time. probably came from that. 2gb too low in general? even if, should the game not be able to manage it still?

whole cloud
#

Not new.
Dunno what thats about, but I know it doesn't matter.
You're describing the 3fps bug.
2gb ram only? on client thats too low

spiral pond
#

alright

#

might be good to adjust the available values in the A3 launcher then?

#

thats the default and you can go even lower than that

whole cloud
#

Probably, but touching launcher notlikemeow

vagrant zodiac
# feral harness always test in latest dev, there are fixes that cannot go to perf

Has anything changed in how land contact is calculated with regards to Heli updates?
Looking more closely, the issue I get appears to occur slightly before touch down. (I have the points in the LandContact LOD slightly below the drone)
The nature of the crash seems to be that there's suddenly a lot of energy released - the vehicle cartwheels almost as if it's detecting contact on a rotating element e.g. the tail rotor (even though it doesn't appear to have touched the ground)
Adjusting the position of the LandContact LOD (e.g. offsetting it lower below the drone) just makes the drone explode at a higher altitude. I.e. it's suggesting something goes wrong the instant the points in the LandContact LOD touch the ground.

feral harness
#

could you go to the

utils 2

in debug console and paste type of the drone into the search field and then generate config with
onlyclasses - off
include inherited - on

then paste the result here

#

I have pretty good idea what happened

vagrant zodiac
#

Sorry - being a bit dumb here - utils 2?

#

Ah - might have found what you mean - standby

#

Hmmm. Hitting generate just seems to default back to Classes Only ticked and is super short
/*
INCLUDE INHERITED ENTRIES: false
SHOW CLASSES ONLY: true
UNLOCALIZED TEXT: false
CONFIG PATH: bin\config.bin/CfgVehicles/sps_black_hornet_01_F
SOURCE ADD-ON(S): sps_black_hornet
*/

class sps_black_hornet_01_F
{
class UserActions; (1)
};

#

If I don't hit generate and untick Classes Only and tick Include Inherited, it's quite a big list!

#

Want me to DM it to you as a file?

#

Or just look for a specific detail for you?

feral harness
vagrant zodiac
#

DM-ed as I don't seem to be able to post it here

whole cloud
#

2.14.151313 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Additional context to the 'cycle as first waypoint' warning message - https://feedback.bistudio.com/T178338
- Added: Modded compositions now have a scopeCurator property that can be set to 0 to hide from Zeus - https://feedback.bistudio.com/T174947
- Fixed: "PlayerViewChanged" Event Handler was not firing for remote vehicles - https://feedback.bistudio.com/T127838
- Fixed: Another possible crash connected to sling loading
- Fixed: Bullets were not creating splashes when hitting water (broken since a recent revision), and fixed the water impact sound for bullets - https://feedback.bistudio.com/T176022

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

twin orchid
#

Does ArmaScriptProfiler with the -profilerEnableEngine flag still work?

Whenever I launch it with arma3profiling_x64 the game crashes

whole cloud
#

I heard of crashes. Already hotfixed one.
If it crashes then the answer is probably no

shell harness
#

im just trying to find a good server

heavy vortex
#

Then you are most definitely in the wrong place.

shell harness
#

dang

heavy galleon
#

Hey there, as far as capital letters in pbo name for linux - it works just fine with no issues, as long as the "addons" folder is all lowercase and not "Addons" as some mod creators like to name it... Would it be possible to have this fixed too?

whole cloud
#

Yeah possible to fix that but it would be so ugly.
Basically check both names ๐Ÿ˜ข

heavy galleon
#

It would be really appreciated
I spent way too much time trying to find out why it didn't work

hybrid cradle
autumn timber
heavy vortex
#

However, if Arma doesn't force every reference to lowercase, you're now dependent on modders getting their casing correct.

#

While currently you just have to change all the names to lowercase with a one-line script.

heavy galleon
heavy vortex
#

Wait, so lowercase forcing doesn't work anymore?

#

This is a really bad idea :P

#

Like do you really trust mods only tested on Windows to match their filepath cases with the actual filenames...

rain moth
heavy galleon
heavy vortex
#

Ah, but it still cares about addons/Addons, right.

loud condor
#

I have experienced when using the latest performance build that players and ai become invulnerable, regardless of side relations. Although when a zeus spawns an ai it can damage them (or himself), but not anyone else. I tested this with mods and without (full vanilla server and new server profile). I used the manual .exe from the google drive, as the one from the opt-in beta build.

heavy vortex
#

Is this with everyone running perf or just some players?

tribal pasture
#

Use productVersion select 3 to check build number

whole cloud
ashen helm
#

is the pop-up about creating a full dump a prof branch feature? Because the full dumps can be quite big and their size often match the RAM used by the game during its generation, it hurts my puter. Had to kill process through taskmgr so not sure if it's even a truly full dump

hybrid cradle
#

are you on prof or main

#

its not even a feature to generate a full dump on main afaik and popup is prof only yes

#

dedmen will see at some point to probably correct me on what i got wrong

whole cloud
#

Yes.
If you don't want full dumps, then don't click yes in the popup

ashen helm
#

I don't mean I don't want them, I wonder if they are supposed to be of this size

#

I already thought normal mdmp contains ton of data, what's in the additional 9,4GBs?

hybrid cradle
#

everything

#

all of it

#

yummy data ๐Ÿ˜‹

ashen helm
#

can I change its default creation location to a different partition? And does it have to take so much RAM it almost looks like it's a leak

plain trout
#

Thatโ€™s a new perspective. Usually people complain about arma not being able to utilize enough memory.

hushed seal
ashen helm
#

If it's supposed to help debugging stuff then hell yeah I will click "yes", all I'm asking is if it's supposed to, well, be like that. 14GBs of RAM taken after less than one minute of work.

hybrid cradle
#

iirc not really needed aside from obscure crashes

whole cloud
whole cloud
#

If I can see, from looking at the code at the location where it crashed. How the crash happened then a small dump does just that.
But if I need to see context, like which entity type did it, or what line of script ran or such. That info is usually not present in normal dumps. Its luck based

restive pilot
loud condor
loud condor
loud condor
subtle yoke
#

Guys, Hello!
Seems to be data passed to extension limited to 8kb, is it bug? Wiki says there is no limited?
Biki says passed data to RvExtension unlimited, but practice says it is 8kb max

#

@whole cloud @feral harness Help! salute

feral harness
#

you must be doing something wrong

autumn timber
#

Oh wait, sorry. I'm wrong. That's for receiving

subtle yoke
#

Someone told me that was "format" command limit which I've used before passing args to extension, now trying to do it without "format", 10 mins...

autumn timber
#

Looks like you're right about format:

The output of this command is limited to ~8Kb. joinString on the other hand doesn't have such limit and is a bit faster.

subtle yoke
#

Yep, that was format blobdoggoshruggoogly

flint ravine
#

Is there a way to run the diag commands on Dedicated Servers and still getting the menu to show up?

whole cloud
#

No

#

You can run them on server and print it to a file then open menu on client and import file

wraith jungle
#

Hey team,
Just wanted to double check as it's been a while since I've looked at this and some of the processes seemed to have changed.
It seems like you dont need the beta code anymore to unlock the profiling branch. So that's all sorted.
And tracking that the mod doesnt have anything in it atm.
But do you still need to rename the launchers in your base game folder to switch over to profiling completely?

heavy vortex
#

To profiling? Yes. The default-named executables in the perf/profiling branch are performance not profiling.

wraith jungle
#

Yeah sweet as. Assumed as much. Just wanted to make sure. Thanks for that. ๐Ÿ™‚

spiral pond
#

there was a fix for "edit terrain object" for MP state issues, wasnt there?

#

possible to apply same/similar kind of fix for "hide terrain object" module/hideObject?
aka the server hides objects globally, yet these dont get applied at times for clients as the [terrain] object has not yet been initialized on the client // might be same for mission objects

#

people says its even more of a prob with JIP. especially when you hide 5k+ objects

quaint flame
#

Can confirm. Even though hideObjectGlobal is used on the server. Players end up with different states.

#

The Objects are hidden early via mission parameters.

weak panther
weak panther
#

btw when module area were set to more than 2 km, after admin clicked the โ€œnextโ€ button in briefing the mission did not start and froze player stuck on the 2D map, although the server console said that the game had started;

feral harness
spiral pond
#

@feral harness would this mean a difference if an object is located where the player unit is placed/location of the unit when JIP happens vs further away from that location/area? (aka outside view or rendering distance)

feral harness
#

don't know how objects are streamed and why sometimes they exist even if far from player view

inland dew
#

despite culling, when I join our server and respawn and turn around, frametime spikes a lot for many many seconds, so it loads a lot of objects, although I can't even see most of them, since where I spawn there is a building and walls

spiral pond
feral harness
#

make sure you test for object existence first as it will return false on objnull

#

or true, donโ€™t remember

whole cloud
#

2.14.151437 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: ENDLOAD cheat code that forcefully ends a loading screen - https://feedback.bistudio.com/T177862
- Added: New Aspect ratio settings for Ultra-Wide monitors (Disables the triple-head detection)
- Added: "Restart required" dialog when changing aspect ratio's triple-head state
- Changed: Ultrawide is now the default for high aspect-ratio screens (instead of triple-head)
- Tweaked: Small rotor UAV handling
- Tweaked: Improved reliability of healing injured soldier in MP - https://feedback.bistudio.com/T158514
- Tweaked: Further refined and improved helicopter rotor collisions
- Tweaked: Additional inventory item type validation for setUnitLoadout from an array
- Tweaked: Improved allPlayers script command on the server - https://feedback.bistudio.com/T166966
- Tweaked: Performance optimization for script boolean values
- Fixed: Sling-loading hooks were duplicated on savegame load - https://feedback.bistudio.com/T177659
- Fixed: Structured Text image tags would lowercase image path (Caused issues with uiEx procedural textures)
- Fixed: Missing instigator in some of the shell damages - https://feedback.bistudio.com/T178697
- Fixed: onUserSelectedPlayer returning null player - https://feedback.bistudio.com/T179027

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

restive turtle
#

@whole cloud question if im using profiling would that require everyone to be on profiling branch if i use it on dedi server?

obsidian relic
#

no

whole cloud
#

no, its the whole point of prof branch to be compatible. Unlike dev branch

restive turtle
#

gotcha thanks

fast hornet
#

the aspect ratio dropdown menu in 151437 has some missing string errors btw... otherwise it seems to be working fine.
See r9Ze3KV.png on imgur, not allowed to post screenshots or links in here.

fast hornet
#

ah ok.. that's what i get for trying to beautify my links ๐Ÿ˜„

silk pewter
fast hornet
#

i mean.. discord displays the real link when you hover over it.. but yeah, alright ๐Ÿ˜„

whole cloud
#

missing strings are expected because profiling branch has no data

tough escarp
heavy vortex
#

If you don't change the name then you're using the performance exes.

#

If you want profiling then you need to change it.

obsidian relic
ashen helm
#

once in drone's turret you don't get access to the scroll menu anymore and can't disconnect from it

random isle
#

^ same for remote AI, our remote ai controls broke as well on latest pref

hot hollow
random isle
#

i get [] while in vehicle

whole cloud
#

Thanks! The crew thing was a good hint.
There was one change about Crew stuff, and seems that broke everything
maybe can even get fix out today

#

Found it.
It was a missing const in one line of code. Broke all crew checks

silk pewter
#

but crew is not constant, they can move in and out?

woeful ridge
# ashen helm once in drone's turret you don't get access to the scroll menu anymore and can't...
  1. Have the same problem, with AR-2, Stomper RCWS, and others.
    It displays the wrong turret view (gunner instead of driver, or driver instead of gunner), while the camera cannot move anymore, and the beloved mousewheel menu is gone. notlikemeow

On the topic of crew, this didnt work anymore:

if (player in (crew _this))

While this worked:

if (player in _this)
  1. In multiplayer AR-2 Darter has problems going the set altitude, when not using workarounds and constantly checking. (Likely also in non profiling.)

  2. When going forwards, then lowering weapon and trying to stop, the character continues to walk forward for multiple meters. ๐Ÿ˜… (Likely also in non profiling.)

  3. UAV's stay connected to dead player terminals, blocking access, basically making it a lost asset.

ashen helm
whole cloud
#

Mh still have a weird issue.
All the reported bugs fixed, its building and will be done in an hour or two.

Weird thing in Darter turret, the "release control" action I need to press it twice for it to work ๐Ÿค”
That can't be my bug that broke everything. It works fine on second click. Weird

restive turtle
silk summit
restive turtle
orchid mesa
#

odd new bug with the latest profiling branch. friendly vehicles (including your own) don't show names of the people inside them. not sure if it's something SM needs to tweak because of a change, or an actual bug https://imgur.com/a/ZwKXLW8

feral harness
orchid mesa
#

sweet

whole cloud
#

Eh ?
Seems better but not much ๐Ÿค” Would you count that as better?

plain trout
#

7% uplift in fps is what Intel usually grants their customers as โ€œnew generation with the best performance ever.โ€

#

Assuming itโ€™s 44 to 47 average

#

Or as we say in German: Kleinvieh macht auch Mist

feral harness
whole cloud
#

2.14.151459 new PROFILING branch with PERFORMANCE binaries, v16, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Crew checks did not work since v15 (broke UAV control, unit remote control, crew command, and more)

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

obsidian relic
#

@ashen helm could you check turret camera movement in drones? for me it's not smooth as before(almost like it has velocity now), it's quite visible when trying to swiftly move camera around ie left right

it's hard to record it but here in both cases I am doing circles with my mouse, starts with slow and small ones and switches to fast and large ones
https://streamable.com/6rxrm1

woven loom
hollow canyon
#

Can someone on this branch who is familiar with the H-60 project, try and interact with the H-60 using only the required mods? (H-60 Pack, Hatchet Framework, Ace and CBA)

#

(Please reply to this message if you try it, A3 server notifications are off for me)

#

I've currently got 2 confirmed cases of the current profiling branch causing an error that bricks the hatchet mod. However, on Linux, Proton Experimental on Profiling, I am able to still interact with the bird, so I am at a loss for what is happening

ashen helm
#

tbh I thought it's been always like that and only driver's 2nd camera view does not have that auto snap thing.

obsidian relic
ashen helm
#

so maybe that's a feature then

obsidian relic
#

nvm, it does

#

the thing on perf isn't like snapping

#

it seems like camera has velocity with some limiter

ashen helm
#

I would call it acceleration, like old games did it.

#

and some angle snap too perhaps. Had to check it's not my mouse software

obsidian relic
#

ye, it's better word for it

vapid plank
#

This was a trend when they released the same cpu 4 years in a row

#

10 to 12 was a solid uplift (we donโ€™t talk about 11)

#

12 to 13 was even better

#

As you no longer had to disable e cores

silk summit
#

Lets be honest guys, for A3 there is nothing better than the 3D cache from the AMD CPUs

#

My 5800X3D gives me 130 FPS easily on most maps while my friend's 13600 can't go past 90

restive turtle
#

3D Cache goes crazy

#

tbh

orchid mesa
#

intel is very dependent on also having fast, low latency ram

#

xmp cl30 6000 vs 7000 cl30 tuned is like 25-30fps difference

patent dome
hollow canyon
#

They lose all interaction, the only error in one of their rpts relating to hatchet was this

12:15:13 Error in expression <
if (_canOpen || _vehicle ammoOnPylon 3 > 0) then {
[_vehicle, 3, 1 + vtx_uh60_c>
12:15:13   Error position: <> 0) then {
[_vehicle, 3, 1 + vtx_uh60_c>
12:15:13   Error >: Type Bool, expected Number,Not a Number
12:15:13 File z\vtx\addons\uh60_cas\functions\fnc_updateOverlayList.sqf..., line 18
whole cloud
#

_vehicle ammoOnPylon 3
returned a boolean ๐Ÿค”

#

Well yep.. That function returns boolean if _vehicle is null object...
The script function that only returns Scalar.. Returns false.

#

I don't know why that vehicle would be null.

But we should probably someday fix that wrong return. I'd expect a zero instead

patent dome
#

The wiki actually says it returns false if it fails harold

whole cloud
feral harness
feral harness
ashen helm
#

I assume this is related to that weird FPS bug (that caused vegetation to pop in and out when moving fast), but it's my first time seeing this "that" way. I was running a dozen seconds on 4x speed and noticed the character is gone, and now it shows up only under certain angles like on video. Tried doing the same numerous times on stable build and can't replicate, on perf this happened twice out of five tries

whole cloud
#

no thats not related to that

restive pilot
ashen helm
#

it happened just like that after running for a good while on 4x speed while in 3rd person

restive pilot
ashen helm
#

I'm set to auto stretch 21:9

plain trout
#

Sometimes that own texture flickering is predecessor/predictor for tree flickering.

heavy vortex
#

Does it only affect the player model here?

#

I've seen something like that before in Arma but with corpses. Essentially it's like the renderer is culling the object as though it's in a different place.

heavy vortex
#

Nah, ragdolled into the floor of a building, IIRC

tribal pasture
#

Oh true I remember seeing ragdolls disappear earlier than they should at the edge of the screen

ashen helm
#

No matter what I do then only player's unit shows and hides on camera movement, everything else in 3D is just fine

solar root
#

Anyone knows why the perf branch actually decreases my FPS? I remember back in 2017 the perf .exe increased performance quite a lot.

ashen helm
#

I know only a few assets that "disappear" in that way when close to the screen border and it's mostly gates from CUP and Livonia, but in case of my video it feels like that the relative position of my 3P camera to the character got "miscalculated" or something and game cannot figure it out.

feral harness
empty goblet
#

by what amount 1% ? 10% ? 100% ?

solar root
#

I mainly play koth right now. Used to play on a3wasteland, too. After coming back to ArmA 3 around 6 months ago, I have tried the perf executables 3-4 times. With the same settings, the game would dip below 30 fps in the ao with the perf exe every single time, which never happened with the vanilla exe.

whole cloud
#

Arma 3*

weary sun
#

I wish I had more specific things to report, but the latest profiling branch build broke several mods. Hatchet Framework interactions no longer work and WebKnights Avionics hud pop ups no longer show. Switching to main branch fixed both of these issues.

hot hollow
feral harness
random isle
#

not sure if this related to pref but ill just drop in here

Error in expression <
private ["_uid"];
_uid = _this param [0, "", [""]];
private "_unit";
File A3\functions_f_bootcamp\Misc\fn_getUnitByUid.sqf..., line 15
whole cloud
#

Error. But what error

#

If you're gonna drop an error please drop the full one

random isle
#
2855:20:44:51 Error in expression <
2856:
2857:
2858:
2859:
2860:
2861:
2862:private ["_uid"];
2863:_uid = _this param [0, "", [""]];
2864:
2865:
2866:private "_unit";
2867:>
2869:
2870:
2871:private "_unit";
2872:>
2873:20:44:51   Error Type Number, expected String
2874:20:44:51 File A3\functions_f_bootcamp\Misc\fn_getUnitByUid.sqf..., line 15
worldly badge
#

And what have you done

random isle
#

ill try to repo it tomorrow, was just looking at logs

silk pewter
#

seems like the method was called with a number, that's it

#

(uid is a string)

whole cloud
#

run game with -debug and itll tell you who did it

#

Probably just a bad mission script blobdoggoshruggoogly

whole cloud
quaint flame
#

Only one way to find out

silk pewter
#

though a question remains - can it break anything? like, retrocompat with old gear (hmmkay), or old code's compatibility with new gear/OS?

worldly badge
#

I'm guessing Ded is certain of having no such concern, or at least the big ones

whole cloud
#

That's the question ๐Ÿ˜„

#

I hope noone plans to run prof branch on windows 7 next week

feral harness
#

Actually...

whole cloud
#

Oh do you have it? I need a tester ๐Ÿ˜„

feral harness
#

I have 2

silk pewter
cloud nacelle
#

Steam doesn't support win7 anymore, so would it be ok for A3 to not support it either?

whole cloud
#

Ehhhh.. I can't decide that and I'd rater not decide that. So we'll do what's needed to support it
I'd love to drop 32bit on prof though :harold: Maybe I get to do that someday

cloud nacelle
#

What's the requirement for 64bit, AVX2? Speaking of AVX2, is it possible that newer versions of Visual Studio assume AVX2, breaking old CPU support?

whole cloud
#

SSE2
No they wouldn't assume

vapid plank
whole cloud
#

in practice I've been running Arma with VS 2022 for over a year and didn't find any issues

vapid plank
vapid plank
restive pilot
vapid plank
#

Stream will work on windows 7

#

But they died explicit support for it

#

They donโ€™t care much if it actually breaks

fast hornet
#

The reason was that Valve uses chromium in steam and that doesn't support Win7 anymore. It might still run, it might not. But Win7 support from MS ended January 2020 as well.
Steam Hardware Survey from january 2024 has Win7 listed as 0.05% for 32bit and 0.59% for 64bit.
32 bit versions of Win8 and Win10 seem to be even below that 0.05% mark as they are not displayed at all.

So yeah.. probably really safe to say that noone needs Win7 support and/or 32bit anymore.

cloud nacelle
#

I believe that 32bit is mostly used by basic servers, e.g an arma 3 dedi running on an old system. Those are not represented in the Steam HW survey

fast hornet
#

well.. the Athlon 64 launched over 20 years ago. Guess it's safe to say that every system newer than 10-15 years does support 64bit

cloud nacelle
#

Only Bohemia knows if it'd even be worth it though (removing 32bit), I imagine it's mostly about making maintenance easier and not performance improvements.

silk pewter
hybrid cradle
#

can you not just have a beta code for reverting to pre changes

#

just like the 2.12 legacy etc

fickle geyser
#

Sometimes you need to break things to move forward.

#

good example from Dota 2 where they've dropped support for outdated GPUs and CPUs:

As we mentioned when we launched Battle Pass: Part II, this update has removed support for OpenGL. For macOS customers, the minimum requirement is now macOS 10.13.6 with a Metal-capable GPU (AMD GCN-based GPU or newer; NVIDIA Kepler-based GPU or newer; or Intel HD 4000 or newer). For Linux customers, AMD GCN+, NVIDIA Kepler+, or Intel HD 5000-series or newer is required.

In a future update this year, we intend to upgrade our SIMD support from SSE2 to SSE4.1 to allow higher performance in physics, particles, and general gameplay code. Almost all processors released in the past 10 years support SSE4.1, so this should affect a very small portion of Dota players. If you have a computer that does not support SSE4.1, you will need to upgrade to a newer CPU once that update releases.
#

The difference being that A3 can also be played singleplayer warrants giving these people a way to play last compatible build so you can freeze last build that works on them on a branch.

silk pewter
fickle geyser
#

Less than 1% on Steam Survey

silk pewter
#

I always think of peeps with their no-Internet gaming laptop, even about Steam

Well, if < 1% is not 100000 players thenโ€ฆ why not!

fickle geyser
#

I'm thinking about them too, and I believe they do not need the latest updates and can stay on older versions ;)

silk pewter
#

unjust yet fair enough :p

ashen helm
#

a tiny little bit of machiavellianism never hurt anybody, right?

whole cloud
#

I don't expect windows 7 to hold us back.
The problem is we use a newer SDK version. That adds API functions that were added in windows 8/10.
If something tries to use these, it won't start on win7.

I'll just have to fix and make it not use them and all will be good.

Supporting Windows 7 doesn't do us much harm. It's just that we would need to test and make sure we didn't break it there.
And we're currently not testing Windows 7.

The only harm is the effort to QA test it.

#

32bit on the other hand. Doubles our build times.
Due to that we can only push 2 prof per day, and only if the timing is right.

Without it we can do 4. So if someone notices an issue we have more margin to push a quick fix.
Maybe even more if new VS improves build times.

fickle geyser
#

looks like you could safely drop it, for profling I wouldn't even sweat about it.

#

I guess you should have more detailed data specificaly for A3

thin wyvern
#

Microsoft ended support for Windows XP on April 8, 2014. Current versions of the Visual C++ Redistributable for Visual Studio 2015-2022 only support Windows Vista, 7, 8.1, 10, and 11. The last version of the Visual C++ Redistributable that works on Windows XP shipped in Visual Studio 2019 version 16.7 (file versions starting with 14.27). The Redistributable is available in the my.visualstudio.com Downloads section as Visual C++ Redistributable for Visual Studio 2019 (version 16.7).

silk pewter
#

I am somewhat ok with dropping Vista ๐Ÿ˜„

heavy vortex
#

It'd be nice to switch to a version of VC++ that didn't have a installer that bugs out and breaks a lot of fresh installs.

#

but that's probably not gonna help if it's just profiling.

empty goblet
#

the vc++ 2015-2022 even latest version (14.38.33135.0) still supports W7, W8.1 and Server 2012 R2

thin wyvern
blazing wagon
#

Does #captureSlowFrame 0.3 1 total have to be run on a dedicated server environment? Running in local multiplayer does nothing.

#

the function diag_captureSlowFrame appears to not exist

blazing wagon
#

Ah well it seems like the A3 launcher just doesn't like to launch the profiling exec, so that's probably my first problem Facepalm

#

Memories flooding back to having the same issue last time I had to use profiling branch..

woven loom
#

@blazing wagon it's not a problem per se, it's just how it's intended. Rename arma3profiling.exe to arma3.exe and it should work. By default it uses the performance binary.

blazing wagon
woven loom
#

No idea, I've only run it locally

heavy galleon
blazing wagon
#

woo profiling did a thing... showed me that the vanilla SAM systems were causing a silly amount of lag

#

lesson learned, don't spawn 10x SAM systems in Arma

heavy vortex
#

hmm. I remember something like that with the "ships".

blazing wagon
#

Server went from 10 FPS to 45 FPS immediately upon deleting them

#

Meanwhile we had hundreds of other AI on the server with no problem.

fickle geyser
#

It's the sensors/radars they can kill frames if they have big range

#

IMO they could use an optimization where they do whatever they're doing over X frames to not kill the frame rate

#

Right now it looks like the scanning is done periodically as this kind of issue usually happens in periodic stutters

tribal pasture
#

I recall something about shooting missiles at large distance and killing FPS right after Jets DLC, I think they were scanning for targets through the whole map through a huge cone each frame.

plain trout
#

The amraam missiles had the issue during when they released and occasionally froze servers until they hit a target and allows the server to โ€žbreathโ€œ again

blazing wagon
#

with 20 SAM's it was getting very delayed lol

#

Either way, glad profiling exists, and I won't be allowing the aircraft carrier in our mission file to have any air defense any longer ๐Ÿคฃ

woven loom
#

This is good to know... i once made a mission with the aircraft carrier and AA turrets... on tanoa... performance was sketchy

blazing wagon
#

Wierdly it was the naval SAM's that were causing issues

#

the trailer SAM (can't remember what it's called) weren't popping up with any big frame delay

#

You wouild think they call the same functions but idk

woven loom
#

interesting ๐Ÿค” do the naval sams cause issues when they're on land too?

blazing wagon
#

I didn't go that far in testing

#

I solved my issue and then washed my hands

woven loom
#

fair ๐Ÿ˜„

#

But yeah might be worth devs checking that out, seems like pretty big latency spikes

heavy vortex
#

Hmm. When were the "ships" added?

#

The trailer SAM's from planes DLC, right?

whole cloud
#

I think theyre also especially bad if their scan range reaches outside of terrain bounds

heavy vortex
#

what, is it perlin-generating terrain out there to collide with?

#

shudders

whole cloud
#

I think so yeah

#

For vision checks. And there was also something about looking up units. because the quad-tree ends at terrain bounds

fickle geyser
woven loom
#

I don't know how it's being done, but maybe worth checking if the terrain LOS checks are happening in the end after a valid list of entities is filtered?

#

i,e, i hope it's not checking LOS first before checking distance

#

(because it sounds like it is)

whole cloud
#

2.14.151494 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows 32/64-bit, linux server 32/64-bit
- Changed: Arma 3 now requires the Microsoft Visual C++ Redistributable version 2022 (Steam should automatically install it)
- Tweaked: Performance improvement when using many R2T textures
- Tweaked: More helpful error messages when servers "keys" folder is missing or empty (thanks to @plucky field )
- Fixed: Desync in remote player gunner animations on static turrets - https://feedback.bistudio.com/T124694
- Fixed: deleteVehicle was not deleting dead crew
- Fixed: setUnitLoadout would not put UAV Terminal items into the GPS slot - https://feedback.bistudio.com/T179631

Note: CAUTION! Starting with Arma 3 version 2.16, we will not offer a 32-bit version of profiling branch anymore. The 32-bit binaries on profiling branch will be non-profiling/performance builds.

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
Note: There are separate Dll files that also need to be placed into Game folder.

heavy galleon
#

What about the AdDoNs/addons on linux?

shell lion
# whole cloud 2.14.151494 new PROFILING branch with PERFORMANCE binaries, v17, server and clie...

Hey,
I have a problem after the last update.

With the mod 3CB Faction the game doesn't start anymore.

For know I found out, only with this mod activatet arma doesn't start anymore.
Without mods or with other mods (ACE,RHS,CBA,TFAR,BW Mod, etc.) it works.

  • There is no error message in RPT or elsewhere.
  • The game loads an the screen is black with the Arma 3 Logo and then it cut off

I hope you know the issue.

heavy galleon
#

(Linux server loaded no problem with same preset)

whole cloud
#

We know of a crash with RHS. One of their helicopters has a configuration error.
I only tested mods without configuration errors, so didn't notice that we weren't handling that correctly.

Hotfix is going to come today

#

Looks to be 3CB Factions + RHS maybe

heavy galleon
#

I loaded game with 3CB and RHSes no problem monkaHmm

whole cloud
#

But it crashes while loading RHS_AH64D_noradar_AA
How can RHS be fine notlikemeow

heavy galleon
#

loaded normally, can't post screenshot's

#

But I am crashing with a larger preset, yet my linux server is up and running no problem. (Or at least didn't crash, didn't try joining yet)

charred holly
heavy galleon
#

two times in row now no problem

charred holly
#

I loaded the mods manually, so something might have changed in the order in the launcher

heavy galleon
#

3*

whole cloud
#

The problem is when the Advanced helicopter sim configuration contains an error
Don't worry about reproing

heavy galleon
#

But it works on my machine kappa

trim ether
whole cloud
#

I'll send where the problem is once I got to it.
We also don't report config errors anywhere, its only in internal logs, so modders aren't even told about it. Will be fixed too

whole cloud
#

The error is in "rhsusf\\addons\\rhsusf_c_a2port_air\\AH64\\RTD_AH64.xml" / "rhsusf\\addons\\rhsusf_c_a2port_air\\UH60M\\RTD_UH60M.xml"
And I can repro it with just RHS. Don't think 3CB factions is involved ๐Ÿค”
RHS has been informed โœ…

orchid mesa
#

rip, rhs devs havent done in update in a year or so now

whole cloud
#

ETA is about 90 minutes from now

fickle geyser
#

Anyone did any benchmarking with new profiling?

#

Wondering if there's any perf gain from new compiler

whole cloud
#

Fix is up
I did some benchmark with YAAB and it wasn't much. Smaller scale tests (like just running SQF script) could have more effect than a test of the whole frame stuff

fast hornet
#

what's the RTDynamics_64.dll it now needs/loads about? ๐Ÿ™‚

fickle geyser
#

Advanced flight model

#

not possible to compile with vs2022 so it was moved to external DLL

fast hornet
#

ah ok

empty goblet
#

if you updating server to profiling just remember to add the dll too ๐Ÿคฃ otherwise you will observe nice crash popup complaining about the lack of the dll

fast hornet
#

yeah, that's how i found out about it ๐Ÿ˜„
It's just the dev box though..

#

just copying it over from my client installation worked fine

empty goblet
#
  • Fixed: deleteVehicle was not deleting dead crew
    that needs just clarify it solves problem of some invisible dead inside wrecks not being cleaned up (ie garbage collection), deleteVehicleCrew still needed in scripting !
hybrid cradle
tribal pasture
#

I remember it is buggy but its a thing, you can loot crew once vehicle is deleted

spiral pond
#

isnt vehicle clean-up before crew leading to floating bodies without any gear? (in DS env - cleanup by engine garbage collector. dunno if same with scripted cleanup)

random isle
#

i think that was only case where you trying to delete alive vehicle with alive crew inside

#

so like had to use

{
    if !(isNull objectParent _x) then { //--- In vehicle check
        deleteVehicleCrew _x; //--- Delete crew
        deleteVehicle (objectParent _x); //--- Delete vehicle
    };
    deleteVehicle _x;
} forEach units _x;
empty goblet
heavy vortex
#

Why though?

#

Like generally deleteVehicle appears to work.

fast hornet
#

spectating players with switchCamera is glitching out like crazy in v17. Only when they are on foot funnily enough, it still works fine when they are in vehicles.
It's caused by the client apparently, a stable client connected to a v17 server still works fine.

heavy galleon
feral harness
feral harness
fast hornet
#

the camera position seems to jump around a lot.. like if some prediction went to far and then it jumps back to the real position when it gets the next update or something.. i'll pm you a video

feral harness
#

ok

#

crew dead vehicle shows [] but alldeadmen shows [someunit]. deleting vehicle makes unit visible on teh ground

#

this hasn't changed.

fast hornet
#

PM'ed you ๐Ÿ™‚

feral harness
#

thanks, i will try to repro locally

fast hornet
#

strangely enough it's really bad for some players and not that bad for others.. maybe related to packet loss or other networking parameters? Their latency didn't seem to play big role. The guy in the video i sent you had a ping of about 30ms

feral harness
#

was it very recent? Like recent as world wide internet problems due to cut cables in red sea?

fast hornet
#

around an hour ago and ongoing. Also as i said, the stable client doesn't have the problem even when connected to a v17 server. The server is located in germany and the clients i tried are all land based.. germany, UK, russia, france.. all the same
That traffic won't take that route

feral harness
#

oh the very recent one? Hmm not seeing any change that could have directly affected this, anyway will try to repro first

fast hornet
#

v17 was the first client it noticed it with yeah.. pretty sure it wasn't there before with v16. But i can try if you want to.

feral harness
#

if you still have running v16 yes please this will help to narrow down this

whole cloud
#

got report about remote plaxerr anims brokn in mnp

fast hornet
#

that could explain why it won't happen when the player is in a vehicle i guess

whole cloud
#
  • Fixed: Desync in remote player gunner animations on static turrets
    There is that. should only be for inside turrets.. But sounds plausible that it somehow causes issues for units not in turrets
    Will test tomorrow, probably push v18 in afternoon
fast hornet
whole cloud
#

Is it

Spectator with prof client, sees other players jittering.
Or
Spectator, sees other players with prof client jittering.

?
Like prof needed on observer, or prof needed on observee?
Is it a sender or receiver issue of the animation/position data

trim ether
#

@whole cloud Is intercept working with the latest perf build? I've just pulled the latest build from the GIT and it is crashing on load ?

fast hornet
#

Spectator/Receiver needs v17 for it to happen.

#

don't know what my clients are using, most of them are probably on the stable 2.14

whole cloud
trim ether
whole cloud
#

self-built?
Then send me crashdump and your intercept dll and pdb, I'll check tomorrow

fast hornet
#

steps to reproduce would be something like:

  1. start 151512 client
  2. connect to a server
  3. run something like switchCamera cursorObject; on another player running around on foot in 3rd person
  4. spazm-mania ๐Ÿ˜„
feral harness
#

It happened on internal as well, looks like some unintended change of code made it in.

median cipher
# whole cloud Is it Spectator with prof client, sees other players jittering. Or Spectator, s...

May be related, we're seeing some strange anim/movement interpolation issues on the latest client profiling build. Visual weirdness disappears swapping to stable branch. Server and HC are both on the latest profiling build: https://youtu.be/17saY4Se2QY

โ–บ About #ShackTac: https://shacktac.dslyecxi.com/
โ–บ About this channel/my videos: http://dslyecxi.com/yt/

Bohemia Interactive, the creators of the Arma series from Operation Flashpoint to #Arma3, can be found here: http://www.bistudio.com

โ–ถ Play video
stark falcon
#

some other possible oddities from rpt

Observer O OpFor AH1:2 (x) REMOTE (UNIT_OPF_AH1_CP) in cargo of O OpFor AH1:2 (x) REMOTE (UNIT_OPF_AH1_CP); message was repeated in last 60 sec: 466

Error: EntityAI SubSkeleton index was not initialized properly (repeated 47x in the last 60sec)

File /z/ace/addons/common/functions/fnc_changeProjectileDirection.sqf..., line 328
Error in expression <private _vlat = vectorNormalized (_vdir vectorCrossProduct [0,0,1]);

I'm not exactly sure what the problem in ace is but it's not something we've even seen before

heavy vortex
#

I think you cut off the Error Params: line there.

patent dome
unborn urchin
#

ah this was regarding what ben and dedmen were talking about

#

dedmen sent a modified exe

patent dome
#

As for running Linux server, it shouldn't need the library. It also doesn't have the PhysX ones and it runs, whereas the Windows one does have those.

orchid mesa
#

anyone else noticed very laggy looking player animations on this latest build?

thin wyvern
#

Read few posts up โ˜๏ธ

orchid mesa
#

ah ok

heavy galleon
whole cloud
#

Linux never had rotorlib
In general servers never had it.

#

Ah I see why. Won't be fixed in v18 but in v19.

v18 with the animations fix is on its way

whole cloud
#

2.14.151524 new PROFILING branch with PERFORMANCE binaries, v18, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Player animations issue in multiplayer since v17
- Fixed: AnimDone event firing constantly after unit's departure from life - https://feedback.bistudio.com/T175658

Note: CAUTION! Starting with Arma 3 version 2.16, we will not offer a 32-bit version of profiling branch anymore. The 32-bit binaries on profiling branch will be non-profiling/performance builds.

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
Note: There are separate Dll files that also need to be placed into Game folder.

tribal pasture
whole cloud
#

yes

tribal pasture
#

Hope the fix is still there, very gamebreaking in RHS in multiplayer

whole cloud
#

yes is

feral harness
fast hornet
#

can confirm the v18 client fixes the camera/animation glitching for me.

river flame
#

Did something break on profiling with RscGroupIndicator in relation to displays and procedural textures? For example using this little snippet in normal branch seems to be fine, but using it on profiling freezes up arma completely. It was fine 1-2 days ago.


test = createVehicle ["UserTexture10m_F", getPos player, [], 0, "CAN_COLLIDE"];
test setPosWorld (vehicle player modelToWorldWorld [0,10,5]);
test setDir getDir player;

teststr = "display" + (random 1e6 toFixed 0);

test setObjectTexture [0, format["#(rgb,1024,1024,1)ui('RscGroupIndicator','%1')", teststr]];

    
onEachFrame {
    private _new_display = findDisplay teststr;
    displayUpdate _new_display;
};```
feral harness
green minnow
#

Shooting on SOG CDLC with ACE and CBA got this error:

#

Someone has the same error?

feral harness
#

_vdir has illegal float?

heavy vortex
#

private _vdir = vectorNormalized velocity _projectile;

#

Not sure how that could break. Would need to dismantle it.

#

vectorNormalized [0,0,0] just gives [0,0,0]

#

At least on stable :P

stark falcon
whole cloud
#

And its definitely new with prof build?
I could make a custom build with a trap to dump memory when it happens, then I can see where it probably came from.
That could be related to our compiler upgrade

I made some changes to projectile velocity, but that was quite a while ago

whole cloud
whole cloud
#

2.14.151539 new PROFILING branch with PERFORMANCE binaries, v19, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Broken animations in vehicle FFV seats (since v17/v18)
- Fixed: Server binaries required RTD dll's (They are not actually using them)

Note: CAUTION! Starting with Arma 3 version 2.16, we will not offer a 32-bit version of profiling branch anymore. The 32-bit binaries on profiling branch will be non-profiling/performance builds.

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
Note: There are separate Dll files that also need to be placed into Game folder.

hmmyes

calm mantle
#

Has a ticket ever been made, or the issue brought up, that you cannot bind controllers (flight sticks etc.) to addon bindings?

I have now read cba documentation. I now understand how to do it

restive pilot
calm mantle
#

Oh man. I've played with cba for so long I've forgotten what is or isn't vanilla. My apologies.

whole cloud
#

But base game now has a modded keybinding system, that supports controller bindings.
Just CBA is older than that.

calm mantle
#

I was just trying to avoid using joystick gremlin for Arma anymore. Looks like I have options. Thanks

river flame
whole cloud
#

A freeze dump would help probably

river flame
whole cloud
#

DM is fine

whole cloud
#

But just opening map screen using M doesn't freeze? ๐Ÿค”

river flame
#

in the same way using RscMap doesn't freeze

green minnow
whole cloud
#

@river flame Its caused by the UI control.
Is that a internal thing that was never used in the retail game?

#

It is setting ptsPerSquareSea=0 config entry.
Which is very very very unexpectedly bad. I'm surprised it didn't freeze before.
It should've always been freezing like this

river flame
#

idk to be honest, it was just something that i experimented with to make a map interface inspired by squad aswell as do something like a motion sensor. the latter worked until a few days ago using RscGroupIndicator, not sure if retail uses it though. both are under rsctitles config.

whole cloud
#

I fixed that one.
The SOG weapon thing will be something similar. I don't know if there is enough time to finish a prof build today :/ If only we didn't need 32bit ๐Ÿ˜„

whole cloud
#

Also not with M16A1 with scope (If its related to ACE scopes)

whole cloud
#

I can see "/z/ace/addons/common/functions/fnc_changeProjectileDirection.sqf"
calling vectorCrossProduct, but its passing valid numbers
_left 0.0158068594, -0.999843419, -0.00795947760
_right 0.00000000, 0.00000000, 1.00000000

I guess I just don't have the right weapon to repro with, but which one is it?

whole cloud
#

Welp time's up, need to build now to get that other fix in ๐Ÿ˜ข
SOGPF one probably not as bad as its just a script error? We'll fix that on monday then if I get a repro till then

green minnow
whole cloud
#

maybe it requires some special ACE settings to trigger that code the right way?

green minnow
#

I just start the editor, put one unit and shoot, the settings are standard

whole cloud
#

I tried the same

inland dew
#

see if there are no ther mods enabled when testing that
who knows, might be due to another mod?

green minnow
#

Nope, no other mods.

violet elbow
#

Dump your ACE debug info to clipboard/RPT and check for any non-default settings, and give classname of your weapon+optic combo

whole cloud
#

@river flame fix is up

river flame
river flame
whole cloud
#

I didnt have AB on in testing

stark falcon
# whole cloud I didnt have AB on in testing

parseNumber "-nan(ind)" was 0 and now is -nan(ind) e.g. finite x went from true to false
(also effects parseSImpleArray)
imho it's not wrong, so it might just be something we have to fix in ace (we're going to redo extensions stuff anyway)
probably due to some change in atof between versions?

whole cloud
#

The other bug with the freeze was that previously x mod 0 was 0. Now its also -nan(ind) as it correctly should be
So not only string parsing

#

But its correct behavior indeed.
One bug fixed, the cause for the other gotta find.

#

https://learn.microsoft.com/en-us/cpp/porting/visual-cpp-change-history-2003-2015?view=msvc-170

Floating point conformance
And
Infinity and NaN Formatting
For the parseNumber part.

TLDR; Old Visual Studio was bugged and not behaving according to standard (Even going back as far as 1999). Now fixed.
Would've been a problem anyway because GCC for our linux builds probably doesn't have these same bugs.. And mac port probably.
Specifically for parseNumber that'll mean that linux and windows builds don't behave differently anymore. We'll surely find some more bugs in our code that are to be fixed.

heavy galleon
#

Freezing? Will that sort my occasional freezes I get when testing mods (hemtt launch with filepatching and debug). Also occasional crashes when quitting game? (Windowed mode, clicking X)

whole cloud
#

no. It was a specific freeze when you spawn a specific UI display