#perf_prof_branch

1 messages ยท Page 8 of 1

heavy vortex
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It's not generally beneficial for them. Think of the support costs :P

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Although there was some openly obstructive behaviour back in the bittorrent boom.

analog acorn
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no one has support outside of B2B these days, they just have a FAQ that tells you it's your problem and a chatbot that doesn't work

heavy vortex
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fair

silk pewter
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added! Cc @uncut linden

stark falcon
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format ["Items: %1%", []] // note weird extra %

Error in expression <format ["Items: %1%", []]>
 Error position: <format ["Items: %1%", []]>
 Error 1 elements provided, 0 expected

Only happens on recent profiling branch

heavy vortex
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That never worked, right? It'd just ignore the extra % before.

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The error logging is new.

quaint flame
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% symbol can now be added directly without passing it as parameter

whole cloud
whole cloud
quaint flame
heavy vortex
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That's a new feature, right. Doesn't work in stable?

quaint flame
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Not yet

vale shoal
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Dedmen, is there any chance that you will release the crash dump fix on profiling? We have a strange bug which crashes the client (profiling & stable), but no crash dump is created (client will crash with Application Hang).. it might can help to identify what crashes the client. The problem with that specific crash is, that it will crash all players within a specific range. And players are not really helpful in that regard..

light cargo
vale shoal
light cargo
# vale shoal I cannot reproduce it when I don't know what triggers it

you could always run a debugger for a while until it happens then.
try enabling windows crash dumps just in case, also does the rpt help at all? additionally the game normally creates dumps when its frozen.
you could try the adplus utility found in the debugger folder of the windows sdk

vale shoal
light cargo
#

well you could prepare a script for the player to run that launches the game attached to a debugger that will create dumps on any issue that arises

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adplus can do such automated job

whole cloud
whole cloud
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2.16.152042 new PROFILING branch with PERFORMANCE binaries, v16, server and client, windows 64-bit, linux server 64-bit
- Fixed: Some cases where the game would not create a crash report on crashing
- Fixed: Vehicle door open states would not sync correctly in MP - https://feedback.bistudio.com/T182082

Known Issue: Doesn't work on Windows 7 or Windows Server 2008.

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.
๐Ÿฆฆ

heavy galleon
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Fuck I can't send images here

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insert Bernie I am once again asking meme with "for Linux Addons support"

autumn timber
knotty wraith
whole cloud
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kernel32 is quite essential indeed

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If kernel32 is not present, your windows isn't running

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Ah. The important info.
What windows version are you on?

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Minimum supported client Windows 8 [desktop apps | UWP apps]
Minimum supported server Windows Server 2012 [desktop apps | UWP apps]

Microsoft says that.
Fair, I overlooked that, and we need windows 7 support.
But are you really running a 12+ year old OS?

knotty wraith
autumn timber
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That's vintage ๐Ÿ˜ฎ

whole cloud
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Well no profiling branch for you then until next week.
I'll not push a hotfix to make it work on 16 year old OS that is 4 years past its end of extended support

knotty wraith
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Everything worked before that. There are license issues in our world.

whole cloud
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Yeah and it'll work again (Because we have to support windows 7)

knotty wraith
heavy galleon
silk pewter
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added(men)

heavy galleon
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I love you Lou

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now nudge him to make the Addons work in linux please

autumn timber
silk pewter
heavy galleon
whole cloud
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๐Ÿ˜ 

light cargo
silk pewter
spice dirge
whole cloud
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Its in R3vo's ticket, so known

opaque ingot
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hello, hello !

veteran linux owner here,
I face a strange issue when I try to use the latest perf build "arma3server_x64_performance_216_152042_v16_linux"

I take file from GDrive, update the server and validate the creatordlc.

I 'just' start the server, no mod, no mission (I remove the server profile too)
$ ./arma3server_x64 > ./server.log 2>&1

then I see that:

14:53:49 Updating base class Mod_Base->, by a3\data_f_destroyer\config.bin/CfgMods/Jets/ (original a3\data_f_jets\config.bin)
14:53:50 Error in expression <0x00050000 + 0>
14:53:50 Error position: <+ 0>
14:53:50 Error +: Type Number, expected
14:53:50 Error in expression <0x00050000 + 1>
14:53:50 Error position: <+ 1>
14:53:50 Error +: Type Number, expected

and few sec later

14:53:50 Error in expression <1.2 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (Safezon>
14:53:50 Error position: </ safezoneH) min 1.2) / 40) + (Safezon>
14:53:50 Error /: Type Number, expected Config entry
14:53:50 Error in expression <17.2 *

there is something I miss, have you any clue ?

reverting to version 2.16.151618 solve the issue
I keep the start log if needed

whole cloud
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This has happened before, but I fixed it in v10.
Mh I think I found a part of that that I overlooked, maybe its that.

But I tested v13 on my linux server and that one was fine ๐Ÿ˜•

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Nvm that one was apparently not fine either. And noone noticed over the last month ๐Ÿ˜„
Thank you

opaque ingot
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huhu !

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Thank you for all the great work you do!

opaque ingot
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let's me know if you want another test

whole cloud
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Searching for the issue ๐Ÿ˜„

opaque ingot
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I know what you mean...

whole cloud
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Pretty sure I know what it is

opaque ingot
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a broken hpp ?

whole cloud
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Initialization order is messed up.
The script command is registered, before the type it uses as argument is initialized

opaque ingot
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bha ! ๐Ÿ™‚

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put the cart before the horse!

whole cloud
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Just had to splatter some init_priority's around. now its working.
I don't know when we'll release it, I would try tomorrow but not sure if we can. Maybe only next wednesday.

I could send you a build tomorrow if you need it for something

heavy galleon
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Dedmen when I start bothering him about fixing linux: breaks it even more

rain moth
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next perf build won't support loading mods at all on linux sweating

whole cloud
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He wants support for "Addons" folder right?
So I'll just change the "addons" string to "Addons" to make it work

rain moth
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then we can make another ticket to change Addons to AddOns

whole cloud
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        copyToClipboard format 
        [
            "Result:%1%%2 ms%1%1Cycles:%1%3/%4%1%1Code:%1%5", 
            endl, 
            _result, 
            _actualCycles, 
            _wantedCycles, 
            _testCode
        ];

Wha.

%1%%2 ? Why would you do that. ๐Ÿ˜„

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KK already fixed that one, it should be in dev branch from yesterday I'd think

void badger
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Were there still FSM issues on the docket? I was mucking about last night and LAMBS (dev) was throwing errors when engaged with explosive rounds

whole cloud
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No. What kind of errors

opaque ingot
void badger
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Oh you know what, this might be the enum thing you were talking about

spice dirge
void badger
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19:07:35 Error in expression <ambs_main_fnc_doAssaultSpeed; _unit setUnitPosWeak (["MIDDLE", "PRONE"] sele> 19:07:35 Error position: <setUnitPosWeak (["MIDDLE", "PRONE"] sele> 19:07:35 Error Foreign error: Unknown enum value: "PRONE" 19:07:35 File \/z/lambs/addons/danger/functions/fnc_brainForced.sqf..., line 279 19:07:35 โžฅ Context: [] L1 () [] L272 (\/z/lambs/addons/danger/functions/fnc_brainForced.sqf) [] L280 (\/z/lambs/addons/danger/functions/fnc_brainForced.sqf)

heavy vortex
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That looks like a Lambs bug? The documented value is DOWN, not PRONE.

autumn timber
whole cloud
void badger
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Thanks guys ๐Ÿ˜

orchid mesa
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not sure if it has been mentioned, but the current profiling build has massive lag when you open the player list inside the map

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causes big frametime spikes every 1-2 seconds and drops below 10 fps

tribal pasture
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This is due to format strictness error messages

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This is only in KotH btw

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I moved my player icons from uiEx to ui and left other arguments intact for when uiEx will be patched (casing issues), but it does massive error spam now due to forced error strictness.

whole cloud
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On dev branch it's already behind -debug.
But I'm leaving it enabled on Prof because I want to hear about all the issues, especially in vanilla scripts

heavy galleon
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Question. Would this cause issues for port forwarded servers? Let's say a server hosting set up in someone's basement. Router has the public and is forwarded to the box.

Because we are experiencing this.

Although I've been told that "it's somewhat weird with the public IP on the ISPs side".

whole cloud
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It shouldn't

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your public IP in that case, is normally the same IP as the clients that are trying to connect to you are seeing

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I don't know how Steam determines what public IP you have, they determine that somehow. I assume they are pinging their own service and seeing whatever outgoing adress it used

heavy galleon
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Just got told that if you try to reach whatismyip from the box, you get a different one

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And that's the ISP doing something weird af

whole cloud
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That'll be it then

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Same as the other case

heavy galleon
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Now I am more intrigued to wtf is that iso doing meowsweats

whole cloud
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I would've thought that steam already blocked that.
Like how does steam let you say "Hello, I am a server at IP Address A, please add me to your master list" when you send that from IP Address B.

heavy galleon
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I don't know

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I don't even understand how you can recieve responses from different IP

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Or how it's setup on ISPs side

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Are you planning on removing the feature next week or?

whole cloud
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Its already off for next build

heavy galleon
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Appreciated

gritty wasp
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Speaking about network stuff. Can someone explain why when I host multiplayer mission from Eden and launch another Arma instance on same machine in Servers list at LAN page I have somewhat about 6 server entries and to connect I need to make from one to infinity tries.

whole cloud
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You probably have multiple network interfaces.
And Arma server listens on all of them

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so if you try to see if there is a server, on each of your interfaces, each interface will find one. With a different IP for every interface

gritty wasp
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Can I mitigate that by firewall rules?

whole cloud
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probably

gritty wasp
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Thank you. Will try.

heavy vortex
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Usually all of them work :P

empty goblet
gritty wasp
empty goblet
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ok, tho i do wonder if client can be started with the -ip= parameter to do the trick ...

heavy vortex
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It's a fair question. I don't have enough IPs to be sure :P

heavy galleon
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I am willing to borrow it to you for testing kappaPeek

gritty wasp
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LOL it crash when another client trying to get servers list.

upd: it crashes when another client without -ip= launched. Works when both have -ip=127.0.0.1
upd2: servers list now have one entry but still requires unknown amount of connection attempts to join server. Can it be fixed?

vale shoal
whole cloud
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You can create a dump in task manager.
You mean it crashed task manager?

vale shoal
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No, I mean when the game crashes it shows the reason for a crash. And you can just click to collect dump information. And then this window crashed too.

whole cloud
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I don't know which window you mean

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We have no window that creates a dump file or collects dump information

vale shoal
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"Show details and prepare report" this button crashes it

whole cloud
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That doesn't create a dump or collect info. It just puts the files in appdata folder into a zip

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Just grab the files out of appdata manually. But I assume there isn't a crashdump in there

whole cloud
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You can manually create one in taskmanager details panel, while the game is frozen

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Before it exits

whole cloud
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funni

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BattlEye enabled? Can't do it with BE

light cargo
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if you're eager about getting your hands dirty you could use adplus utility found in windows debugging tools as part of the windows sdk to record a dump when the game freezes or crashes

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that should get the dump in a bit of a more direct manner

heavy galleon
light cargo
light cargo
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um is this normal?

22:11:58 Skipping mods and signatures due to overflow flag being set.
22:11:58 Skipping signatures due to overflow flag being set.```
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any clue on this during init?


_namespace setVariable [_objectType, _actions];
>
22:18:38   Error position: <setVariable [_objectType, _actions];
>
22:18:38   Error Reserved variable in expression
22:18:38 File z\ace\addons\interact_menu\functions\fnc_compileMenuSelfAction.sqf..., line 134
22:18:38 Error in expression <sCfg] call _recurseFnc
]
];
heavy vortex
light cargo
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also this

22:44:37 Error in expression <escriptionParams];};
_descriptionText = format ([_descriptionText] + _descriptio>
22:44:37   Error position: <format ([_descriptionText] + _descriptio>
22:44:37   Error 0 elements provided, 1 expected
22:44:37 File A3\ui_f\scripts\GUI\RscDisplayDebriefing.sqf..., line 45```
heavy vortex
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Perf/prof branch has some sanity checks on format

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The ACE one's something like compileMenuSelfAction being called on a null object. I don't know how that would happen.

autumn timber
empty goblet
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q, was any extra logging added for Can't change owner from 0 to 2 ?

vale shoal
vale shoal
fast hornet
# heavy galleon And that's the ISP doing something weird af

Sounds like you might be behind CGNAT. Basically your ISP is NATing you and then your Router is NATing you a second time, which makes hosting services basically impossible.
There is no good way around this, IPv4 addresses are exhausted. With some ISPs you can ask them (or pay) to still get a native IPv4 address if they normally use CGNAT.

heavy galleon
# fast hornet Sounds like you might be behind CGNAT. Basically your ISP is NATing you and then...

Well, I am certain that I am not behind NAT.

But I am irelevant, I am talking about the server in someone elses basement. The server hosting works and you can no problem connect to it. The public IP of it works no problem, many arma server, web, ts, others
BUT for some reason it looks like it's "sending answers" from a different IP. Almost like incoming traffic is happening on one and outgoing is being sent from other

fast hornet
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multiple interfaces within the same l3 network?

heavy galleon
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doubt, afaik it's barebone, but can send the question to the owner

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eh no, there's single internet connection in the house

light cargo
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@heavy galleon generally that means nat nesting, cgnat or not. check if anything p2p works for you at all. either torrenting or rockstar launcher/grand theft auto online

light cargo
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ensuring the ip is the same in the chain is NAT stuff

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what im trying to say is that your setup is wrongly configured and having the same ip across the chain of different internal networks is absolutely possible with nat techniques

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contact your isp to fix it, nothing that can be really done here

fast hornet
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as a sidenode, about 15 years ago i was hoping that ipv6 would finally kill NAT within 10 years and v4 would be dead. Instead it's even worse now for many users with that CGNAT crap. ๐Ÿ˜ฉ

light cargo
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ikr

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cgnat does not even allow p2p unless explicitly taken care of

fast hornet
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jup

light cargo
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its the domestic isps dream tho

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no hosting for their clients

fast hornet
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true.. which is another major reason they use it. And most users don't even notice

light cargo
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and then gamers wonder why they cant play grand theft auto online or use rockstar services at all xD

fast hornet
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Did anyone experience crashes with v10 to v14 btw.? We have them about once per week rn and i'm starting to wonder if it's even really dedmens fault kekw or the intel 13900 in our dedi box..
Although the system itself is rock stable, just arma server is crashing when it happens.

vale shoal
fast hornet
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yeah i always send them to him ๐Ÿ™‚

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last time he looked at them it was some AI going crazy, so probably arma after all.. that was on v11

feral owl
heavy galleon
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Nope

empty goblet
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{ note: this is new never than today's stable 1.54.133741 hotfix #2 }
1.54.133760 profiling & performance v4 server and client, windows, linux server too

whole cloud
full nova
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i have 16GB ram, Sytem and Discord + Browser (firefox) ate 60% of it, and welp just barely enough for Arma

quaint flame
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Ram is cheap. Get more

full nova
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Downloading more RAM

feral owl
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I have 32 GB ram

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AMD ryzen 7 5700x and 4060 rtx

light cargo
whole cloud
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And you are telling me that why? How is this relevant?

light cargo
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not only that, it got compressed, people complain they dont have enough ram for arma yet they arent getting oom deaths because of os paging/swapping

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sorry about that

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idk, maybe people expect something different

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main people complaints are like arma 3 not using enough cpu/gpu resources lol

light cargo
empty goblet
woven loom
whole cloud
#

2.16.152058 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows 64-bit, linux server 64-bit
- Fixed: Crash when providing some command-line parameters with an argument, but leaving the argument empty (-unit=) (thanks @graceful laurel )
- Fixed: Bogus script type errors on Linux servers (thanks @opaque ingot )
- Fixed: Launcher firing effects did not work for remote units - https://feedback.bistudio.com/T182166
- Fixed: Custom missionEnd was broken (thanks @spiral pond )
- Fixed: Game crash when trying to use #vote server command since v7 (thanks @dense veldt )
- Fixed: Compatibility with Windows 7/Windows Server 2008 (thanks @knotty wraith )
- Fixed: Memory corruption and random crashes when a House with Path LOD was outside of terrain bounds (thanks @tall iron )

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.
๐Ÿง‘โ€๐Ÿผ

heavy galleon
#

insert Bernie I am once again asking meme with "for Linux Addons support"

tribal pasture
#
  • Fixed: Memory corruption and random crashes when a House with Path LOD was outside of terrain bounds (thanks @tall iron )
    I was spawning piers outside of the map to put players there during their respawn/revive for years ๐Ÿ˜ณ
whole cloud
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It's only when AI tries to pathfind somewhat near it.
I think

opaque ingot
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@whole cloud the linux perf version is running fine, thx

void badger
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Good old debug island

empty goblet
#

q, anyone noticed that some logs like -mpstatistics which needs to be active in commandline, are auto enabled in profiling (ie not active in commandline yet still producing the logs)

light cargo
random isle
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on latest pref noticed ram usage super high, not sure good thing or bad lol so far 14gb for server and 16gb for HC
usually they both hover around 6-8gb
i been running mimalloc_v214_lock_pages.dll btw for probably 4 months

tribal pasture
#
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
20:50:52 Ref to nonnetwork object 1780898: <no shape>
```1000s of these lines on client
#

Wish it also showed a class name so its easier to see what it is

#

Maybe this?

spiral pond
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can be FX/particles for example

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-debug gives you somewhat of an idea usually where its coming from

empty goblet
#

q, anyone has any crashes for me on 133760 ?

tulip nimbus
#

["Arma 3","Arma3",216,152058,"Stable",true,"Windows","x64"]

opal hound
#

That seems correct, doesn't the double % escape?

tulip nimbus
#

well is performance prof branch meant to have unreleased stuff not on main stable? the change says 2.18

analog acorn
#

Yes. If you look at the pinned messages in this channel, you can see the branch change notes.

tulip nimbus
#

On main the following works
format["scriptName '%3'; scopeName '%3'; private _thisScriptName = '%3'; %4%1line 1 ""%2 [%3]""%4%5", "#", "_filePath", "_functionName", endl] + "_filePath";

but on perf prof it brakes. Provided 4 expected 5. Am i missing something?

opal hound
#

Yeah, there's no 5th parameter

analog acorn
#

You're using %1 to %5, but you're only providing 4 arguments (i.e. %1 to %4). On main the command doesn't report this error, on perf it does.

heavy vortex
whole cloud
feral harness
whole cloud
#

I already did it, just needed to add it to one

whole cloud
#

2.16.152100 new PROFILING branch with PERFORMANCE binaries, v18, server and client, windows 64-bit, linux server 64-bit
- Tweaked: missionProfileNamespace is now saved on mission end (only if isMissionProfileNamespaceLoaded) - https://feedback.bistudio.com/T183037
- Tweaked: Chat channels which are not available will not appear in the UI channel selection - https://feedback.bistudio.com/T179942
- Tweaked: copyFromClipboard is now available in Eden Editor multiplayer mode
- Fixed: Non-leaders could talk in command chat - https://feedback.bistudio.com/T179942
- Fixed: Crash if a weapon magazine is removed during the "Reloaded" Event Handler (thanks @fast hornet )
- Fixed: "HandleHeal" EH ignored its returned boolean - https://feedback.bistudio.com/T182892
- Fixed: "HandleHeal" EH did not trigger on heal at a medical vehicle - https://feedback.bistudio.com/T183117
- Fixed: "HandleHeal" EH isMedic parameter was always false - https://feedback.bistudio.com/T71433
- Fixed: Tactical Ping was not placed correctly on a rotating mini map - https://feedback.bistudio.com/T165080#2645515
- Fixed: Unable to use compositions or unit/squad logos when the profile folder contains non-ASCII characters - https://feedback.bistudio.com/T148574
- Fixed: "InventoryOpened" event did not receive the ground weapon holder - https://feedback.bistudio.com/T170711
- Fixed: Extensions could not be loaded if the mod folder or game folder path contained non-ASCII characters
- Fixed: Explosive charges could cause very low or no damage at all, when detonated close to the center of mass of a building - https://feedback.bistudio.com/T183118

#

- Fixed: Performance issues and out-of-memory crash trying to draw a map on extremely large (>128kmยฒ) or broken (NaNs in heightmap) terrains - https://feedback.bistudio.com/T183162
- Fixed: sleep command would not work in persistent JIP scripts
- Fixed: Spamming map open/close could result in a permanent loss of sound (thanks @plucky glade )
- Fixed: "Put" Event Handler did not fire on containers - https://feedback.bistudio.com/T175428
- Fixed: Zeus map did not show polyline markers - https://feedback.bistudio.com/T175116

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.
๐Ÿฉน

charred holly
#

I had just switched to dev to check out the HandleHeal changes ๐Ÿคฃ
Nice to see they are included in profiling too!

light cargo
#

that's a hefty update!

#

what are the additional dlls used for?

silk pewter
#

crime

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and cryptomining ๐Ÿ˜„

light cargo
#

oh come on

indigo anvil
#

you need to integrate crowdstrike endpoint protection as well ๐Ÿ˜„

light cargo
#

it was a genuine question

silk pewter
light cargo
#

also, any idea how old is the bug talked in T179942? is it just a user's feature wish or an actual issue? it has the feeling of being an ancient thing

feral harness
#

there was no check neither in ui nor on server that the message/von is coming from a leader

light cargo
light cargo
feral harness
#

i think it predates dinosaurs

light cargo
#

ofp???

feral harness
#

actual dinosaurs

light cargo
#

lol nice joke, bruh :P

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i actually wanted to know how far it predates arma 3 lol

heavy galleon
#

Dedmen doing god's work petdedmen

Dedmen not supporting non lower case Addons on Linux angrylow

silk pewter
#

see pinned message

heavy galleon
#

Sometimes we all have to face our fears. I have a "good job" sticker ready for the wonderful day that is yet to come

hybrid cradle
#

i will pay dedmen to keep not supporting it

worldly badge
#

I will pay for multiple Dedmens

indigo anvil
rain moth
empty goblet
#

you can be sure after something found today there will be new profiling soonish ๐Ÿ˜ Headbang

rain moth
#

nice, finally dx12 and vulkan renderer

empty goblet
heavy galleon
#

I love how dwarden would love to have new renderer aaaaand

empty goblet
#

well once upon time i was dreaming about Vulkan renderer for A3/AR/A4/DayZ ... but then someone shattered that dream

heavy galleon
#

Well, what prevents you from making dedmen to implement a vulcan renderer for A3 now?

empty goblet
heavy galleon
#

I bought vulcan course on udemy, let me at it! kappaPeek

empty goblet
#

also he would be one of many i tried to bribe but none of them took the bait baited

heavy galleon
#

You did not provide enough beer and sausages in your bribe

autumn timber
heavy galleon
restive pilot
#

I don't think adding a new renderer has any merit at this point. It's not just a matter of adding the renderer but also many parts of the rendering logic have to be rewritten to take advantage of it.
Also if a new renderer was to be added (which is unlikely) it should be dx12 because it's easier to adapt dx11 to dx12 than dx11 to vulkan
At this point it makes more sense to invest some time to improve the current dx11 implementation than invest a lot of time for a new renderer
e.g. I noticed that the game does some "things" on the CPU but I think they can be moved to the GPU

spiral pond
#

Did DayZ standalone run initially on the TOH renderer?

quaint flame
#

It's actually amazing that that was not a thing back in 2013

silk pewter
#

"remember the 'per square metre' terrain lighting with cars?"

autumn timber
#

I think you meant "per triangle metre"? ;P

silk pewter
#

hahaha truuue

#

dang, felt so sharp when A3 arrived with per-pixel on terrain

light cargo
heavy vortex
#

source engine is a corridor shooter :P

light cargo
heavy vortex
#

Everything in the map is one giant structure, with pre-baked lighting. Open-world games like Arma need different techniques.

light cargo
#

elder's scrolls always used gamebryo, i believe?

#

whatever, the point in question is a comparison to similar/equivalent engines in terms of lack of implementations

silk pewter
#

that's the point
there are no similar engines

autumn timber
#

Or another id Tech engine, because I remember reading that Carmack wrote that huge texture support for that game, if my memory serves me well

heavy vortex
#

There are modern shadow-mapping techniques that work fine for open world games, but they're all much heavier on the GPU than A3 is.

light cargo
light cargo
light cargo
autumn timber
#

Funnily enough, Rage's (the game) release date roughly matched Arma 3's release (2 years) so i thought that you meant the game

light cargo
#

gta 5 is from 2013 as well

#

that's the closest match to a3 actually

heavy vortex
#

GTA 5 engine is pretty neat tbh

light cargo
#

aka RAGE

#

rockstar advanced game engine

#

gta 4 is more realistic tho

heavy galleon
rain moth
#

when Metal renderer for native macOS?

silk pewter
#

Workbench for ArmA please

heavy galleon
#

please no

#

we already made enough tools to make life happy

silk pewter
#

at this point you're better off patching Linux to support case-insensitive paths ๐Ÿคฃ

rain moth
whole cloud
light cargo
#

gotcha

sick arrow
light cargo
#

you can use dxvk if you want a vulkan renderer

empty goblet
restive pilot
empty goblet
light cargo
#

oof

empty goblet
empty goblet
analog acorn
quaint flame
light cargo
#

lol

empty goblet
nocturne obsidian
#

crashed after 2 hours

flat schooner
#

You might want to send dwarden a server log :3

worn obsidian
#

23:26:17 SteamAPI initialization failed. Steam features wont's be accessible!

solemn wyvern
quaint flame
light cargo
solemn wyvern
# light cargo get on a vehicle and you should be able to use it

I'm aware but the idea was having it at all times to let players plan mid-mission and simulate as if they were first drawing on their map to then share it because when outside a vehicle you wouldn't automatically share to other players, we usually do Fast-rope incerts so we don't have vehicles nearby, but ngl it's easier just to use the default branch at this point, it only affected 2 of our players with me included, but if possible i would like to be able to re-enable at least the vehicle channel at all times, i don't want to be much of a bother to dedmen

light cargo
solemn wyvern
#

it's a bug? i just thought dedmen made a QOL change, didn't knew it was intentional, but not gonna lie that second option would be interesting, and i think it would be easier to allow direct channel to create markers

whole cloud
#

@ killzone_kid will see your message when he has time

hybrid cradle
#

i thought we had custom map marker channels already?

whole cloud
#

We do

light cargo
light cargo
light cargo
median belfry
feral harness
light cargo
plucky field
#

I think he means the map markers. Draw stuff on vehicle channel while on foot, which then gets shared when everyone is in the same vehicle. Now they can't access the channel at all when not in a vehicle.

light cargo
plucky field
#

Not sure, never tried this myself. Just what I understood they were doing. But yes, it was a bug and I would go the extra channels route others suggested.

worn socket
feral harness
#

Well I just loaded legacy branch and tested.

  1. vehicle channel is not only for vehicle communication but for the same vehicle communication
  2. the server will not send message to anyone not in the same vehicle
  3. the server will not send message from anyone not in vehicle~
  4. markers follow the same rule for where they can be placed and seen

so you either do not remember it correctly or have been using it expecting something which it was never meant to do and in fact didnt do. This is why I am confused.

To save time, please make a repro so that I can verify
before: ....
after: ....

#

The tweak for the vehicle channel only disables UI vehicle channel availability when not in vehicle, the rest of the tweak more extensive was for command channel.

heavy galleon
feral harness
#

Ok, I see. I have tested a little more, and the vehicle channel is weird. It has other problems, so I will revert the usage of the vehicle channel, because if I make it vehicle specific as it was meant to be I am afraid more people would complain. So next prof it will go back to be weird again

heavy galleon
feral harness
#

the marker will be shared with whoever was in the same vehicle at the time, new people getting in will not see the marker, people who received it in vehicle will be able to see it after exiting the vehicle. the marker will be connected to the unit, so people leaving server will not destroy the marker and new people joining into the same unit will see it. it is weird.

#

Alternatively trying to make vehicle channel available on map only

#

no point having it out if vehicle as chat and voice wont go anywhere, map markers on the other hand would stay as before

heavy galleon
#

Wait. Chat and voice will work in vehicle even outside of map no?

feral harness
#

yeah only no one can see it or hear it

heavy galleon
#

Wat? When you're in a vehicle, and you speak/send message in the vehicle channel and there are other people in the vehicle channel, those should hear and see it, no?

feral harness
#

yeah only those already in the same vehicle

heavy galleon
#

Yeah, still useful for crew

feral harness
#

actually I wonder if someone is talking in vehicle and a new person enters, will they hear the speaker as they enter or will the speaker need to press the talk button again. I bet it is the latter

heavy galleon
#

Test it out weSmart

feral harness
#

meh

#

I will just revert vehicle channel change it is a can of worms

heavy galleon
#

Getting rid of veh channel outside of vehicle is ok in my opinion. But some people use it as a "private" markers option

feral harness
#

Revision: 152113

light cargo
#

@feral harness but the commander changes are good?

light cargo
spiral pond
#

16:10:42 SQFC Code block string uses constant index instead of offset encoding. This is only supported with the main code block. Tried to use constant index: 2
16:10:42 Bytecode loading invalid instruction offset, offset 49 inside content that is only 37 long
16:10:42 โžฅ Context: [] L147 (WW2\SPE_Missions_p\GameModesBI_p\SPE_Warlords\fn_SPE_WLVarsInit.sqf)

#
  1. seems the logging is now in perf branch
#
  1. not aware we do any SQFC conversion
#

so far seen it only for CBA functions

#

16:10:42 SQFC Code block string uses constant index instead of offset encoding. This is only supported with the main code block. Tried to use constant index: 0

#

without any filter ref

empty plover
#

the new format argument check is giving me a lot of errors, is there anything that can be done about that?

analog acorn
#

I think the usual advice is to fix your code

empty plover
#

hmm RscDisplayDebriefing.sqf also reporting error , now I dont know if that's because me giving wrong argument or already known bug perhaps?

analog acorn
analog acorn
empty plover
#

having not to worry about argument count i consider as feature ๐Ÿ˜‰

restive pilot
#

imo the error should go (tho I guess it's ok to show it with an option like -debug or something)

empty plover
#

^^^ lots of errors coming up with peoples missions

analog acorn
#

Error: waitUntil returned nil

restive pilot
#

That was 5 years ago iirc

#

The game was much more alive back then than it is now. (And the game was not EOL yet iirc)

light cargo
#

-showscripterrors brings all that in normal gameplay right? should i have it enabled or only let it be enabled automatically when editing/testing in eden?

spiral pond
#

DidJip(object) not called on server, this function only works correctly on server. Use DidJip() to get info about local client

#

is there any point to log that in !isMultiplayer ?

solemn wyvern
#

it is not a problem per se, in the last week build i could do it, i can do it right now on the default ArmA 3 build, we use it solely for drawing in map only, and use an other mod to share it to other people, this is mostly good so people don't just draw enemy positions on map when everybody is miles apart and still recieves the info, if it was meant to be like there's no reason for me to bother y'all,

I will try to find some documentation on map markers and channels, i want a channel that doesn't actually share the markers you make so we can use that mod that shares it instead, as it was said earlier we do have a "Custom map marker channel", if possible can you point me in the right direction?

#

i would link the message but i got mutted for linking the discord message is right above the message i answered

solemn wyvern
feral harness
solemn wyvern
#

and if it's too much of a problem i just found a mod (still need to test) that does restrict markers, so you may not need to revert the changes just in case

solemn wyvern
#

oh ok, i just don't want to be a bother to you guys

feral harness
#

too late

solemn wyvern
#

i can't fathom being a game dev so i wouldn't want to create too many problems for y'all

#

anyways, appreciated

feral harness
#

its ok usually this means more people will be affected so best course of action is revert in this case

whole cloud
whole cloud
whole cloud
empty plover
quaint flame
#

Only with debug parameter.

empty plover
spiral pond
whole cloud
#

Mikero wouldn't pack sqfc

whole cloud
spiral pond
#

no sqfc

empty plover
whole cloud
# spiral pond

Maybe filePatching is on and it finds sqfc via that somehow?
L147 (WW2\SPE_Missions_p\GameModesBI_p\SPE_Warlords\fn_SPE_WLVarsInit.sqf)
What does that line do? call compileScript?

spiral pond
#

no compileScript

#

largely a3 vanilla function. just modded a bit to support "dynamic factions"

#

we have compileScript only in a few feature systems and two missions:

#

P:\ww2\SPE_Core_f\System_Artillery_f\Towing\Init.sqf
P:\ww2\SPE_Core_f\System_Common_f\Eventhandlers\fn_postInit.sqf
P:\ww2\SPE_Core_f\System_Common_f\Eventhandlers\fn_preinit.sqf
P:\ww2\SPE_Core_f\System_Functions_f\Fnc_init.sqf
P:\ww2\SPE_Core_f\System_Tank_Interface_f\Display_Interface.sqf
P:\ww2\SPE_Core_f\System_Tank_Interface_f\Display_Interface2.sqf
P:\ww2\SPE_Core_f\System_Tanks_f\ADS_Init.sqf
p:\ww2\SPE_missions_p\Campaigns_p\SPE_Operation_Cobra\Missions\SPE_M07_Liberation_of_Saint_Denis_le_Gast.SPE_Normandy\scripts\animatedBriefing.sqf
p:\ww2\SPE_missions_p\Scenarios_p\SPE_CO6_Panzerkampfwagen.SPE_Mortain\functions\mission\fn_generateFrontline.sqf
p:\ww2\SPE_missions_p\UtilityFunctions_f\params\fn_paramsSingleplayer.sqf

#

Only sqfc file in SPE:
p:\ww2\SPE_missions_p\Scenarios_p\SPE_CO6_Panzerkampfwagen.SPE_Mortain\scripts\frontline_data.sqfc

#

as mentioned before i only saw it mentioned in regards to CBA

whole cloud
#

The context doesn't indicate what file was compiled there, which caused the SQFC error.
It indicates which script file location, triggered the compilation of a bad SQFC file.
I don't know which file it is. I don't remember what was built with the broken hemtt version. GRAD Trenches and DUI, maybe CBA.

Maybe something there somehow triggers compile of a script from some of these mods

quaint flame
#

Does it show without any other mods?

whole cloud
#

SQFC loading code can only run
on Savegame load/save
on "compileScript" command

spiral pond
#

was probably on Savegame load/save

empty goblet
#

so, thanks to @tough stirrup we found out that that issue with MaxPacketSize

  • if client joins server and gets stuck-hang on map screen initialization (sees join/leave/kick messages of other players even chat fine) ...
    this is caused by low MTU / packet filtering/blocking by size on the client / ISP side / route
    because the server side assume it can send larger packets to the client
    probably lack of handshake fallback, solution could be if certain handshake packet fails to reach client and back then if larger than default used,
    retry with default (1400) and if that fail use some slightly smaller packet size (1380 then 1300 then 1200)
    or simple do -512 then try +256 +128 +64 +32 +16 +8, at size down from default (this will sort even maxmtu 1200 weirdness)
    Headbang another headache of this problem, there is no error entry in RPT / UI about what's the problem at either side client / server
whole cloud
whole cloud
#

doesn't matter

empty goblet
#

note: koth server needs client to use #perf_prof_branch latest build of profling branch / performance binary

light cargo
#

why?

empty goblet
woven loom
#

@ dedmen i will test and see if CTD with GM Force Recon on Cham map is resolved, thanks for the fix!

whole cloud
#

2.16.152136 new PROFILING branch with PERFORMANCE binaries, v19, server and client, windows 64-bit, linux server 64-bit
- Added: Server network anti-flood protections
- Changed: "EpeContactStart" event now triggers before collision damage is applied - https://feedback.bistudio.com/T177724
- Fixed: networkDiagInterval did not print stats for recently disconnected players
- Fixed: networkDiagInterval printed total counter numbers for messages, instead of the number since last print
- Fixed: Server could freeze when too many network messages were received
- Fixed: Waypoint, remoteExec, particle, init.sqf and action scheduled scripts were missing _thisScript variable - https://feedback.bistudio.com/T183544
- Fixed: setUnitLoadout would replace the Uniform/Vest/Backpack container even if nil was passed for them - https://feedback.bistudio.com/T180975
- Fixed: Game still considered shadow view distance (and rendered all objects within that distance) even if shadows are disabled - https://feedback.bistudio.com/T175612

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.
๐Ÿšฐ

empty goblet
#

again , new profiling 2.16.152136 , same new build required on client on KOTH server

autumn timber
#

@heavy galleon it's your moment to shine, again ๐Ÿ‘†

heavy galleon
#

I am once again asking for case insensitive addons folder on Linux

#

At this point I am sure he's not doing it just to spite me

heavy galleon
silk pewter
#

I wonder if the Linux path thing will get some luv eventually

#

should ask Dedmen

heavy galleon
#

True

#

Let me get an internship, I'll fix it and quit right after

empty goblet
heavy galleon
empty goblet
#

i still trying to get MinimalPixelSize (client) and keyFrames (simulWeather, server) to customizable via .cfg/description.ext

whole cloud
empty goblet
#

... the Sentinel's gaze locked on the target ...

heavy galleon
#

Yes

ashen helm
# heavy galleon Yes

psst, you can always lock yourself in Edita and tell them you won't get out until your thing is fixed

heavy galleon
#

Mnรญลกek is far

full nova
#

to Amsterdam Office where dedmen is

heavy galleon
#

I might be near Amsterdam in two weeks. A small detour to fix it meowsweats

empty plover
#

it seems that Perf cant read hard links (says script x not found)

whole cloud
empty plover
#

-filePatching is on. for some reason stable loads my mission fine but Perf doesnt find the init.sqf thats inside mission folder (hard linked to there)

#

im running perf from command line so may not have exactly same command line arguments than stable does but I guess only -filePatching matters

whole cloud
#

where is the mission folder?
mpMissions/mission.Stratis/init.sqf ?

#

running dedicated server or game client?

empty plover
whole cloud
#

filePatching doesn't matter there

empty plover
#

ok..

#

but the funny thing is I think it worked before in previous Perf (just updated the exe today)

whole cloud
#

Yeah game updates sometimes break things

#

I was worried about this build, which is why I specifically test-ran it yesterday. But I only tested my own mission, without a init.sqf

empty plover
#

yeah i mean maybe someone just broke it

empty goblet
empty plover
#

you guys want a test with previous Perf?

whole cloud
#

no

empty plover
#

ok

#

the one i used today is v19 . hope thats correct one?

#

and v18 is the previous one

whole cloud
#

v19 today got brokered, v18 before was fine

empty plover
#

ok just checking I had right version ๐Ÿ˜„

whole cloud
#

Missing a !
It thinks all missions that exist, don't exist.

empty goblet
#

๐Ÿ˜ that's too funny typo

whole cloud
#

Don't know why that passed my test run yesterday ๐Ÿค”

empty plover
#

good it was not hard link issue then

whole cloud
#

The init.sqf issue is separate.
That's fucking C++.
Programmer: Okey I'm giving you a reference to another function, that you should take and then execute
C++: Thank you, I'll happily take the boolean you are giving me

feral harness
#

sounds like Microsoft compiler vs GCC

whole cloud
#

Now I wonder if that works fine on linux ๐Ÿ˜„
But I won't test it

whole cloud
#

(โ•ฏยฐโ–กยฐ)โ•ฏ๏ธต โ”ปโ”โ”ป

#

the init.sqf thing is fixed, but loading missions from mod-pbo (including vanilla ones) is broken. Because I forgot to click the checkbox for the file with the ! fix

heavy galleon
#

What about the checkbox for the file that adds support for case insensitive "addons" folder on Linux?

empty goblet
whole cloud
#

All fixed now ๐Ÿˆโ€โฌ›

indigo anvil
whole cloud
#

20, but I asked ilbinek

heavy galleon
fair ore
#

Is it a prof branch fix that setUnitLoadout properly fires the slotItemChanged event?

Some of my players are on main branch and I think that's causing a bug I can't repro on mine

whole cloud
#

I think there was some missing SlotItemChanged, but I'd think that was a while ago.
More details?

fair ore
#

I'm using cba setUnitLoadout in KP lib and I have a hud element that should activate if they have a particular backpack equipped

For me on prof, it works just fine

For some pals not on prof, it doesn't actually fire the event

whole cloud
#

So prof is correct in that case? So the future is good. So I don't need to do anything? ๐Ÿ˜„

fair ore
#

I guess you don't lmao

#

And I need to add a new event to cba loadout set

hybrid cradle
#

yeah i also dont get the problem

#

its just retail ones so will be 2.18 fixed

#

(as long as you remember to merge it ๐Ÿ˜ )

fair ore
#

2.18 gonna be a banger

whole cloud
#

Yesterday we released the fix for all the mission/script loading issues. Steam should've updated and google drive files were replaced.
So everything should be good now?

empty plover
#

my mission works again

real creek
#

It prompted me with an import thing, said it was gonna make a backup, but both mission.sqm files are now a few bytes sobbing_so_hard brb hopping into a time machine

heavy galleon
#

When you're back, ask dedmen to support case insensitive addons folder on Linux. If someone asks him when he was making the pbo names, maybe it will work out

hybrid cradle
#

dont do it its too funny

azure jewel
#

https://imgur.com/a/LzEwej4
does BUG like random zeus lightning and flying Leaflets is from the prof branch?
Peoples around me didnt see it so I guess its local
We are using same mod preset so it may not be mod's problem...?

ashen helm
#

I haven't seen any of those

azure jewel
#

well maybe something else is wrong with me

hybrid cradle
#

test in just vanilla/prof

whole cloud
whole cloud
azure jewel
vale shoal
#

Were there any changes regarding slingloading since V17?

vale shoal
#

The reason I ask is, that I see similar cases where the server freezes and the RPT would output stuff like

19:34:11 NetServer::finishDestroyPlayer(1038565839): DESTROY immediately after CREATE, both cancelled 19:34:11 BEServer::finishDestroyPlayer(1038565839): users.get failed

This was the same when the sling loading freeze happened. It first happened in Thursday again (after months) with V18 running. I first thought it was V19 (because there was a fix for it), but I just installed V19 later on Thursday.

empty goblet
whole cloud
#

no slingload related changes

naive osprey
#

Anyone happen to know what the new "RQ" value represents with the #monitor MP server command? I can't see any documentation on it yet, and only see it with Profiling.
https://i.imgur.com/V4qIh3L.png

empty goblet
hoary jolt
#

Does the default launcher actually launch the profile build from Steam? I dun see the profile launcher anymore even tho I have performance prof branch subbed.

stark falcon
#

look in the upper left corner of the launcher, it should be green

whole cloud
worn obsidian
#

hugly perf with perf5, i try v6

gritty wasp
#

Is it possible to get monitor data by extension? Would be nice to have some kind of Prometheus exporter.

heavy galleon
#

If so, you could use #monitords and then parse it from the DS console output

gritty wasp
#

As much as I now there is now way to parse screen output except setting camera and perform OCR. Sounds bizarre. Proper API for stats or even native exporter would be ideal. But not gonna happen ๐Ÿฅฒ As well as case insensitive addons path

whole cloud
#

Don't know what you mean. You can make screenshots now in extensions. Still need OCR if you want to read text.

heavy galleon
gritty wasp
heavy galleon
#

The future is now.

gritty wasp
#

future with case sensitive paths

autumn timber
#

(I wonder how many people will get it)

heavy galleon
# gritty wasp future with case sensitive paths

It's just me being busy with other stuff so I don't have my Linux server manager ready yet. Symlinks with correct casing are easy to do. I have an old shell script somewhere that does it.

heavy galleon
gritty wasp
spiral pond
#

doesnt arma already pipe some things. i think to recall both logging and some stats. Ondra (Suma) also made a custom pipe in late a2:oa days for mod sync. sadly it wasnt merged to a3 (afaik)

#

(on windows)

heavy galleon
#

@whole cloud any work done on extensions lately? OCAP exporter does not load in both perf and dev
I see that dev has a "fix non ascii path" in there. It was reported that it worked on previous dev release

whole cloud
#

Yes quite a bit.
Does not load means what, can you specify?

heavy galleon
#

tried stable and works no problem

whole cloud
#

Send me some repro zip please

heavy galleon
spiral pond
#

ie you can/could use Sysinternals DebugView to monitor rpt output live

rain moth
gritty wasp
#

Avarage fps and players count? Not very interesting

vale shoal
woven loom
#

I'm getting these script errors on mission end:

16:07:28 Error in expression <criptionParams];};
        _descriptionText = format ([_descriptionText] + _descriptio>
16:07:28   Error position: <format ([_descriptionText] + _descriptio>
16:07:28   Error 0 elements provided, 1 expected
16:07:28 File \A3\Ui_f\scripts\GUI\RscDisplayDebriefing.sqf..., line 45
16:07:38 Error in expression <criptionParams];};
        _descriptionText = format ([_descriptionText] + _descriptio>
16:07:38   Error position: <format ([_descriptionText] + _descriptio>
16:07:38   Error 0 elements provided, 1 expected
16:07:38 File \A3\Ui_f\scripts\GUI\RscDisplayDebriefing.sqf..., line 45```
#

Happens when the debrief window appears

#

This is from a force recon mission, but it happened in other missions as well, which did not previously show this error

whole cloud
#

known and fixed long ago, profiling just doesn't get new scripts, which is needed to fix this

woven loom
#

ah okay

#

I also got these errors while looking through some Western Sahara assets in the config viewer

23:20:32 Error in expression < else {
            call compile _lbData;
        };
        _configPath
    };

    case "textPath": {>
23:20:32   Error position: <_configPath
    };

    case "textPath": {>
23:20:32   Error Undefined variable in expression: _configpath
23:20:32 File /temp/bin/A3/Functions_F/Debug/fn_configviewer.sqf..., line 1025
23:20:32 Error in expression <bis_fnc_configviewer;
        _configValue = [_configPath,_lbData,""] call bis_fnc_ret>
23:20:32   Error position: <_configPath,_lbData,""] call bis_fnc_ret>
23:20:32   Error Undefined variable in expression: _configpath
23:20:32 File /temp/bin/A3/Functions_F/Debug/fn_configviewer.sqf..., line 873
whole cloud
#

Don't know what that is

woven loom
#

Hmm i just expanded a class config entry and was greeted with this, iirc

#

was last night

#

I haven't gone through config entries in a while though so don't know how new this is

#

Right after i double click the parent class

#

Yeah doesn't seem to happen on stable branch, happens on perf/profiling, untested on dev

restive pilot
#

Why does the path start with temp/bin? thonk

woven loom
#

the only things i had loaded were WS and RF ๐Ÿ˜…

restive pilot
#

You haven't extracted it have you?

woven loom
#

...extracted what? ๐Ÿ˜… CDLCs? no

whole cloud
restive pilot
woven loom
#

ahh no nothing like that

quaint flame
#

It's just the config viewer being junk.

#

Just don't use it

#

Use Leo's or Terra's

woven loom
#

but it's being junk just on profiling branch ๐Ÿ˜›

woven loom
#

damn advanced dev tools mod looks pretty dope

quaint flame
woven loom
#

Huh didn't when I tested, weird

quaint flame
#

It happens every now and then. Perhaps just specific entries idk

#

Anyway...no one should use it really, same as with the fnc viewer

heavy vortex
#

Yeah I had a lot of trouble convincing vanilla config viewer to display the deeper class trees (turrets, pylons) when Arma was under any load.

whole cloud
#

2.16.152172 new PROFILING branch with PERFORMANCE binaries, v20, server and client, windows 64-bit, linux server 64-bit
- Tweaked: Anti-flood default values (preventing false positives, and ignoring Headless Clients)
- Tweaked: Minor netcode performance improvements
- Fixed: Netcode related crash
- Fixed: Extensions could not be loaded from the game directory (as opposed to a mod directory, broken since v19)

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.
๐Ÿ”ฅ ๐ŸฆŠ

autumn timber
#
  • Fixed: Extensions could not be loaded from the game directory (as opposed to a mod directory, broken since v19)
    What are the current dll location requirements for:
  1. Extensions
  2. Dlls that those extensions depend on

Just wondering if the information in the wiki is up to date? Maybe the second point could be added to there as well, by the way? (https://community.bistudio.com/wiki/Extensions#Where_to_put_Extensions?)

whole cloud
#

extensions loaded from all loaded mods dir's, and game root
extra Dll's by default only working directory

autumn timber
#

...which could be literally anywhere on the filesystem? ๐Ÿค”

whole cloud
#

could be

#

But game also needs some pbo's and dll's inside working directory, like the "dta" folder

autumn timber
#

Oh, so it will effectively usually be the game root, ok

rain moth
#

If you need same folder as loaded dll you can get that path internally and append to load path

heavy galleon
#

I am once again asking for case insensitive addons folder name support on Linux

autumn timber
#

But I asked nevertheless, because there are people coming to #arma3_tools and asking that question from time to time

indigo anvil
autumn timber
#

So it's much better to have Arma treat the addons files case-insensitively, because it's unreasonable to expect all the modders in the world to fix their paths or care about creating their paths correctly, in the first place

indigo anvil
#

yea if you are a modder you should be able to work out what kind of links are needed from gameroot for your own content to work.

autumn timber
#

Or another way to look at it: there is no real use-case to having case-sensitive paths for Arma, in general, let alone to having them case-sensitive in only one OS, but not the other

#

Some modders will just say "works on my machine", some will not even know there is an issue with their mods, since they never used linux, etc...
There also are regular people who are not modders and just want to setup an Arma server using other people's mods.

It's counter-productive to ask all these people to themselves fix potentially every mod they ever want to use if all of this can simply be made a non-issue.

stark falcon
#

Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.
Not sure if new? Saw when loading a unbinned p3d

heavy galleon
heavy galleon
whole cloud
stark falcon
whole cloud
#

The message was added because there was a crash caused by that, and I didn't see how it could happen or really if that is the actual issue.
Seems like it does happen

empty plover
#

this is just a small editor thing but everytime you click the markers button the editing mode changes from 3D to 2D. With the new 3D editor markers this is undesirable

whole cloud
#

I left it because I didn't want to fully commit to 3D markers.
maybe after we've let it run for a game version and know its working perfectly fine, we can change that

empty plover
#

ok

knotty wraith
#

there is not enough opportunity to set the height with a 3Dmarker in the editor

#

when copying from another map, they may be at an incomprehensible height and it is unclear how to lower them to the ground

quaint flame
#

3den Enhanced will have z value for marker with the next update.

#

Have you tried snapping them to the surface?

knotty wraith
#

it is often very high, yes, it is possible to lower them with the mouse somehow, but it is difficult

ashen helm
#

but have you tried using the snap to the surface option? No need for using mouse, you just right click and they go down to the ground level.

glacial mortar
#

does this have any benefits fps wise for players? we changed arma3server64 exe with newest one and pasted dll file into arma 3 folder in our machine. should we expect any fps increases?

inland dew
#

try and see

whole cloud
#

you can just run YAAB and test

#

improving server performance doesn't always equal better clientside performance though

lilac hearth
empty goblet
#

if anyone is at Windows 11 + new AMD (Zen 3/4/5) + recent Windows 11 update containing Zen predictor fixes KB5041587 , more gains #offtopic_hardware message

whole cloud
light cargo
#

huh? :o

empty goblet
whole cloud
#

Only the best ethereal oils being used here

restive pilot
#

It's easy you just make diag_fps return 10 + actualFPS hmmyes

rain moth
#

vulkan would fit behind that red rectangle

silk pewter
#

DX12 render too

empty goblet
silk pewter
heavy galleon
#

Given server supports extensions, I assume it would be no problem for native client hmmyes

autumn timber
autumn timber
#

You're right, he must have made a typo and it's definitely Vylcan ๐Ÿ˜„

empty goblet
#

now over the years the just works on DX part is questionable and the way MS decided to not fix stuff to push new OSes didn't help either cough Xaudio 2, twice (or flat out crippling hw DX audio into software while Xbox does hardware acceleration all the time)

full nova
heavy galleon
#

Nah, it was a neutrino flipping the correct bit in memory that made it somehow skip number of calculations and made them correct anyway

woven loom
heavy vortex
#

Maybe it's just that win11 "branch prediction" update

#

Wouldn't even be the worst. Fortnite got >30%.

woven loom
#

maybe if they put their laptop in the freezer, it will score another 10 fps in YAAB

#

ez optimization

hybrid cradle
#

hey i do game dev work on a laptop and im not even a bi dev

#

well im bisexual does that count

light cargo
#

lmao

#

what

whole cloud
somber plank
heavy galleon
#

2.19... It's not like we are gonna see it in the next year kappa

inland dew
whole cloud
#

Resolution did not change between both runs

inland dew
#

but 1st run never counts, because of textures/objects loading, giving different FPS vs. the following runs

and need like at least 3-5-7 runs and average that, because of how random Arma is

#

few FPS is within margin of error

whole cloud
#

I'll leave the benchmarking to you. I already planned to ping you about it then

inland dew
#

dx12?

whole cloud
inland dew
#

ok, it is then

#

finally

#

higher FPS is better, but consistency is even better

fair ore
heavy galleon
#

hopefully joye

median belfry
light cargo
#

o.o

inland dew
#

finally GPUs will perform as they can, like in DayZ

whole cloud
#

Its baffling what you find sometimes.
In 2020 there was a freeze/crash issue on linux servers related to reading files.
The issue was with a lock not working properly.

But I just found out, that fix causes considerable lag spikes. In YAAB I see several 20+ms freezes because its waiting for a file load that is supposed to be async.
The fix should've been linux only but was applied on windows too.

light cargo
#

huh strange

whole cloud
#

Okey the bad "fix" was removing a piece of code that should've been there.
Turns out, the person who added that code in the first place, was me.

It was added because we saw a freeze on linux. But it didn't fix the underlying issue, and I later found a proper fix so I removed it again thinking it wasn't needed.
And today I see, for different reasons, that code was a amazing idea.

#

it looks like a good change, but I'm not 100% sure about this so to be safe we'll keep it disabled for now.
Ah good old 4 years ago dedmen

#

Now the lag spikes in YAAB, only happen on scene change when a new model appears on the screen for the first time and it needs to load it right now

#

Luckily it preloads some before benchmarking starts. But it would've been better if it collected all objects inside the benchmark, and threw them infront of your camera for a short time, so the game force loads all at the start. And won't keep spiking mid-benchmark.
But maybe that's also intentional to include that in the benchmark

Like shortly after benchmark start in the thermal vision, it spikes to load the rocket pods of the A-10
Then it zooms down, and spikes to load the wrecked tank model, and then a flying rocket model

inland dew
#

that's why 1st run shouldn't be concidered

whole cloud
#

YAABv2 when? ๐Ÿ˜„

silk pewter
#

add comment to said code ๐Ÿ‘€

inland dew
#

DX12 when?

whole cloud
#

There are now 3 comments on that code.
I had to put year numbers onto them to mark when that stuff happened ๐Ÿ˜„

inland dew
#

touching the artifacts...

knotty wraith
#

What is to be cannot be avoided

whole cloud
#

How annoying. Looking at the times at the bottom. The minimums and average are higher.
But the spike during the black screen is not as high, so the end result average shows as lower

inland dew
#

after 1st run, fps is more realistic

#

1st run doesn't count

whole cloud
#

Both of them are 2nd run

inland dew
#

less or not all stuff loaded = higher fps, aka fake

whole cloud
#

Before all the changes - 2nd run
After all the changes - 2nd run

inland dew
#

min fps is what you should look at

#

min fps is 15% higher

#

that's a lot

#

the closer the min to the avg, the more consistent/smooth the game feels

if there is a very big gap between min and avg, and max, this means that fps fluctuates a lot, thus choppy game experience

#

are you just pressing S in YAAB or you really have selected standard preset in video settings?

whole cloud
#

S in yaab.
My video settings are messy, but the same for all runs

inland dew
#

benching with (some) settings lower than standard and benching at lower than 1080p, results in very very inconsistent results between runs

#

you really have to do standard preset in video settings (not S) and not lower than 1080p

#

otherwise it's so so messy that you can't even compare stuff

knotty wraith
#

Groove knows what it's saying

inland dew
#

do lower than standard and lower than 1080p and it will fluctuate 10+ FPS between runs, which is useless then

#

have discovered this behavior many many years ago

#

and if you do 1080p standard preset (no S), you have to mostly rely on avg numbers, because min and max still fluctuate a lot

#

already done more than 1000 runs yaab ๐Ÿซ 

inland dew
woven loom
#

May i also suggest using something like CapFrameX or Intel PresentMon to capture the benchmark data, they'll give you better stats and stuff (e.g. 99th percentile etc)

inland dew
#

look at the sky or desert map and your max fps will be much higher, thus much higher avg, which doesn't mean anything, since min fps can still be crap
thus min fps is the most important

#

it's like Ryzen CPUs have better max, thus avg fps, but you better don't look at min fps...

knotty wraith
woven loom
#

Really dedmen should make a custom benchmark ๐Ÿ˜›

#

official A3 benchmark scenario ๐Ÿ˜„

#

DedBench

whole cloud
#

I am looking at profiling data to see the performance, not at the yaab numbers.
But its good when YAAB numbers confirm what I see and expect

inland dew
#

do capframex add arma exe there, set capture time to 139 secs and set a button to press to start capture and it will end itsrlf after 139 secs

woven loom
#

They haven't been updated since 2013 but both work (stratis one shows an error but i haven't seen that affect anything obvious)

inland dew
whole cloud
#

Uh that looks easy. Neat, I'll give it a try

inland dew
#

capframex is german, i think

#

so you run yaab, but only to bench
you rely on what was captured by capframex

#

just set runtime to 139 secs and assign a button to press to start 139 secs capture

#

but you really have to do 1080p standard preset (no S)

#

otherwise impossible to compare

#

huge fluctuations between runs otherwise

analog acorn
#

Why do other resolutions cause such large differences between runs of the same resolution?

inland dew
#

Arma blobdoggoshruggoogly

#

even a 1050 ti or 1060 3 gb is enough to not impact 1080p standard preset (no S)
so be it a 4090 or a 1050 ti, as long as it's 1080p standard preset (no S), fps will be same

inland dew
# inland dew then you can compare several runs to each other

in the run in blue, frametime is lower (each next frame delivered/displayed faster) and less fluctuations, thus more stable/consistent fps = smoother gameplay feel, because of 128 MB cache of the good old i7-5775C, despite only 4/8 cores/threads, only 4.4 GHz and only DDR3 2400 MHz

inland dew
knotty wraith
#

a very cool theme with HC - it can load 4 processor cores by 90%, but can you do something in principle with the game - parallel processes?

#

and finally make some kind of event that will track the player's life

#

where it would be possible to catch any moment of his actions

whole cloud
#

2nd run for each.
Green is "new"
its still 720p, I still didn't check my video settings.
But look how close and similar they are. Meh.

#

top is new

inland dew
#

well, do 1080p and standard preset (no S)

inland dew
#

but since 720p and non standard preset, can't really compare, because of fluctuations

#

what you're seeing, you can't know how much the improvements helped and how much of that were fluctuations, because of resolution and settings

whole cloud
#

But I know what actual improvements I've done. How much better they should in theory be. And it matches that data

inland dew
#

also 1 run per per build, even if it's the 2nd, doesn't paint the whole picture
3 runs is the bare minimum, or rather 4, since the 1st doesn't count, because of loading all the stuff
you can check yourself

#

ok then

inland dew
#

no huge dips

whole cloud
#

Does it have some way to count how many frames were longer than 20ms?
It looks to be like 2-3 but I'd like to see actual number

#

There it is. 48 below 45fps, and 6 below 30.
In the old one

#

in the new one. Only 28 below 60

#

I won't get the average much better, but maybe I can fix the minimums a bit more

inland dew
#

minimums is what counts

#

who cares about "nice" avg, when min can be dogshit

whole cloud
#

I am too often playing Arma with averages of 30 or below ๐Ÿ˜„

inland dew
#

when it dips, at the wrong moment or often, you die, because it happend when you were touching down in a jet, or firing at enemy or you or enemy abruptly appeared from behind an obstacle and it dipped at that exact moment

#

severe dips when pressing the button to lock or cycle through targets in a jet/heli

#

maybe it has something to do with data link (when data link both ways (emit/receive)?) or number of targets with radards themselves, be it enemy or friendly
no idea

#

have msi afterburner running with on screen frametime graph and see what happens when you press lock/cycle

knotty wraith
#

the best feedback that reports on the feelings of a simple player

inland dew
heavy vortex
#

There was a known issue with radars where they'd have extremely poor performance if they scanned outside the map boundary.

#

Not sure if that was worked around.

#

Well, the workaround might be that it dips hard when you turn the radar on but recovers afterwards...

inland dew
heavy vortex
#

Not really. Often the frame rate is persistently crap even when nothing is being loaded.

whole cloud
#

well min is always below avg. So if avg is already crap, then min must be crappier ๐Ÿ˜„

inland dew
#

higher min = higher avg

heavy vortex
#

From a practical perspective I don't actually care much about the loading hitches, although ideally they go away.

#

But then I mostly play infantry where you're doing a lot less object loading.

inland dew
#

fly a jet 1000+ km/h low altitude high view distance ๐Ÿซ 

heavy vortex
#

yeah if I want to fly jets I don't play Arma :P

whole cloud
#

Annoying thing for hitches is, I need a repro to see it

heavy vortex
#

I did a frametime run on YAAB and it was actually a lot less spiky then I was expecting.

#

I figured there would be a bunch of ~100ms frames in there but it wasn't close.

analog acorn
# inland dew higher min = higher avg

Yes, but it's not always exceptional bad mins that are driving it. Sometimes the frame rate is a pretty flat line and it's some overall thing affecting all frames that's preventing the average from being higher, not spikes dragging it down

#

(urban combat)

inland dew
#

render, where gpu is cpu bound = crap frametimes

#

when cpu is waiting on something, gpu is also

#

main thread waiting on stuff from other threads
or stuff not done on other threads = queuing on main thread

woven loom
#

But more seriously, having Arma run at >60 fps with an X3D processor is great! The minimums i don't notice unless it's a big drop (sometimes on texture/object loading for example). Stuttering is of course not great but Arma usually either has those big drops or just slows down on average during regular gameplay (in my experience). There is microstuttering too at times though.

#

FOV zoom can cause stuttering on slower systems for example

whole cloud
#

One of the YAAB dips, is the missile hitting a house, and checking for visibility to calculate explosion damage to surrounding units/objects.
The red part is ONE missile exploding.

But the dip only goes to a frametime of 24ms.

Most of the time of AI processing here, is also spent in visibility checks (the yellow block on the right).
If only that could be better..

heavy vortex
#

Well, if you can improve AI visibility check perf, I feel that'd solve a lot more practical issues than one YAAB frame :P

#

Is it doing raycasting checks to each explosion though? Because that sounds super bad.

woven loom
#

Also 24ms is a big dip ๐Ÿ˜… (i guess it depends on baseline though)

heavy vortex
#

(think 20mm cannon fire)

whole cloud
heavy vortex
#

Ah, not for auditory checks though?

whole cloud
#

don't know what that means

heavy vortex
#

I mean whether AIs can hear the explosion.

whole cloud
#

Ah thats something different, I don't think it checks if objects are in the way

heavy vortex
#

hopefully not.

whole cloud
#

I can optimize the visibility checks, 90% of it is checking objects, that are not actually in the way.
But there are the last 10%, where the object actually does go through an object, and it has to load the objects mesh, and animate it to exactly check if at their current animation state it would hit it. And there, IF it actually loads the model from disk because its not ready yet, the optimization would blow up.
Happens only in 0.001% of times. But that messes up the whole thing

hybrid cradle
#

0.001% of frames is still 1 in 1000

heavy vortex
#

Nah, that's one in 100,000

hybrid cradle
#

...

#

true

#

idk i dropped out of university bc i couldnt math

heavy vortex
#

I do recall one pretty annoying long-frame issue in Antistasi. Only happens in localhost. If you fire a mortar from the back of a truck for the first time, it'll sometimes nuke itself because a long frame causes excessive rotation from addForce recoil.

#

Because it only happens in localhost, I figured it's probably due to all the AIs checking if they can hear the mortar shot.

hybrid cradle
#

Oh is that what causes that?

#

Had that tons

heavy vortex
#

I don't really have the tools to prove it, but I couldn't think of any other explanation that fitted the results.

#

It's fine if you don't have 100 AIs nearby or don't use the addForce on firing.

#

(or run DS rather than localhost)

fickle geyser
#

if the damage would be delayed a frame or 5 it shouldn't matter much but less spikes when stuff explodes

empty goblet
fickle geyser
#

I still wasn't able to repro few missions where we had 16km sensors/radars on a helo/cup ship kill frames every few seconds

#

pretty sure that was related to raycasting too

whole cloud
hybrid cradle
#

ive had some instances where AI being above ground/sea has just killed frames tons but could never repro

heavy vortex
#

Interesting part is "why is the frame so long", but long frames are never entirely avoidable.

#

We can probably just work around it by delaying the "recoil" for a frame or two.

woven loom
#

Dedmen if you're hunting for places where the FPS drops, maybe it's also good to use the ultra or extreme presets to force more intensive settings, but also use YAAB Standard viewdistance settings (press S) to limit the impact of far away objects and textures?
e.g. https://imgur.com/WeqHd6D

And fwiw i see regular excursions past 30ms, with some really big frametime spikes too
https://imgur.com/eWKDr2b

heavy vortex
#

Ok this really is a long frame:

18:05:05 "Frame time 0.016"
18:05:05 "Frame time 0.017"
18:05:05 "Frame time 0.797"
18:05:05 "Frame time 0.025"
18:05:05 "Frame time 0.016"
silk pewter
#

wow

heavy vortex
#

(plonk down ~100 redfor AI in approx 1km radius. Fire mortar)

#

I guess I'll put it on the FT. Seems kinda excessive :P

whole cloud
#

That number is in seconds right? Oof.
I don't care much for a spike for a mortar gunner when shooting. But over half a second is too much

#

Doesn't need FT yet, I'll take a quick look tomorrow. If I can't easily fix it, then maybe ft

heavy vortex
#

Didn't figure it'd be that much. You get so much visual effect distraction that it covers it pretty well.

heavy galleon
heavy vortex
#

Ah wait, might be false report from debug console open/close.

whole cloud
#

Debug console opening also shouldn't freeze for half a second

heavy vortex
#

ADT does.

#

Actually worse on closing than opening. Not sure what it's doing there.

#

Yeah, I don't get anything detectable just from the mortar fire. Would need to be something else related.

heavy vortex
#

huh, I thought mortar shells were network objects:
18:39:02 Ref to nonnetwork object 1790554: shell.p3dSh_82mm_AMOS

restive pilot
#

Also if you have a breakpoint it will recompile your file to insert the breakpoint in the code (since it's a SQF breakpoint not hardware/os bp)

restive pilot
whole cloud
silk pewter
#

I wonder: was it "fire mortar at them?"

woven loom
#

That's what I thought ๐Ÿค”

inland dew
#

imagine firing at something with a Cheetah or Tigris AA cannons, so fast and so many particles...
or A-164 Wipeout cannon...
FPS drops easily, if you have HDR standard (not low), anti-aliasing and particles of good quality

#

or just look at water for FPS to drop

#

or use Zamak MLR or M5 Sandstorm or M4 Scorcher/2S9 Sochor with cluster ammo
mortar is nothing, compared to that

heavy vortex
#

Yeah, I figured there would need to be a frame rate drop for the addForce to nuke the vehicle, but I can't detect one in practice. Just a false positive on ADT. The original replication case stopped working for me anyway so I don't have anything to boil down.

random isle
hybrid cradle
#

i think you meant knees

random isle
#

Err voice to text failed

cobalt spire
#

So, I have a question about the profiling branch. I never have used this before as an fyi, and ran into an issue earlier so, Are the profiling branch and the stable branch supposed to be compatible with one another? Like if server is running the profiling branch, are players who do not run said profiling branch supposed to be able to connect or not?

heavy vortex
#

Yes, although it doesn't always work out.

#

If you do have a clear compatibility issue then you should report it.

cobalt spire
#

Where do I report such an issue?

#

Because our server is running the profiling branch I think. (arma 3 version 2.16.152172) and clients with the stable branch (arma 3 version 2.16.151618) are unable to connect. Upon connecting the clients receive the following error: Bad version, server rejected connection. And I can only connect when switching the client to the profiling branch.

heavy vortex
#

Here is usually sufficient.

cobalt spire
#

is the information above sufficient or is there anything else needed for this?

heavy vortex
#

It's sufficient assuming that it's replicable.

heavy galleon
#

Arma 3 Console version 2.16.152172 x64 : port 2302
could connect with stable client, issue must be somewhere else

#

linux server*

#

(or steam didn't actually switch me to stable)

cobalt spire
#

standby, I will try to replicate the issue elsewhere.
For the server, I cannot say whether it is linux or windows as my server panel is a browser panel through TCA.

I do however have a windows machine (Windows Server 2019) available to me so I will try and replicate it on that.

heavy galleon
#

KKomrade linux no issue

cobalt spire
#

Just tried to make sure on my Windows Server 2019, with server version 2.16.152172 and the client on 2.16.151618 I seem to connect. So I am unable to replicate the issue. I will continue to look at what I need to do to fix this.

heavy vortex
#

Do the server logs actually say 2.16.152172?

#

Because if that's Armahosts/opengroup then they don't update their perf/profiling version and it's probably ancient.

cobalt spire
ashen helm
#

was there something done to the cursorObject return value? Now suddenly I get, for example, 3dae8f4b800# 3474161: vn_sign_fob_08.p3dvn_sign_fob_08 instead of 3dae8f4b800# 3474161: vn_sign_fob_08.p3d. Why does the file name show up twice?

whole cloud
#

Something was fixed for an object time that was missing it's reporting

empty goblet
plain trout
#

we had an issue last Friday where every person in audible distance crashed while playing affecting only perf players (7 out of 50) multiple times. The issue disappeared once everyone switched to vanilla. Unfortunately I was running with -nologs. Can a memory dump help you?

whole cloud
#

For crashes I always need mdmp, not the rpt. so nologs doesn't matter

hallow lantern
#

why fps are hidden?

whole cloud
#

To not tell people to expect +N fps, and then be disappointed when they don't get it, that's all preliminary still

hallow lantern
#

quite hard to evaluate the improvement, it's something about multithread improvements I suppose?

whole cloud
#

Multiple different improvements coming together

autumn timber
whole cloud
#

Black screen ๐Ÿ˜„

hallow lantern
whole cloud
autumn timber
# whole cloud Black screen ๐Ÿ˜„

2.18 Changelog

Changed:

  • Improved empty screen rendering performance
  • Improved soundless playback performance
  • Improved no AI State Machine processing
silk summit
restive pilot
#

Actually no that also makes no sense (the FPS drops again at the end) ๐Ÿ˜…

whole cloud
#

That could be the helicopter fly scene, where the camera is aimed mostly into the sky

restive pilot
#

Oh when you said black screen I thought it's near the end of the benchmark meowsweats

heavy vortex
#

I guess there's still a fair amount of smoke from a couple of mortar rounds.

whole cloud
#

Some of the optimizations improve culling of objects that are around the camera, but not actually visible.
I assume that is having the big effect there.

inland dew
#

when do you think to do shadows faster like you said?

#

whatever it means

#

would also really be a thing

whole cloud
#

I think my benchmarks are with shadows enabled

silk summit
#

But the big rocks optimizations still not in there right? That would help more with stutters than overall FPSs anyway but still a great fix to have for 2.20 ๐Ÿ˜‰

woven loom
woven loom
#

Is there a way to avoid stuff like that?

inland dew
north glade
#

Hey guys can someone please tell me how do i get to the console logs of arma reforger?

analog acorn
restive pilot
indigo anvil
#

This can be considered an edge case: wireless earbud ran out of power during a longer game and the audio device disconnectes. Result: arma crash. This happens every time. Any way to gracefully resolve this?

restive pilot
silk pewter
#

ye, bigger bounding box but to what extent with shadowsโ€ฆ!

restive pilot
woven loom
#

Uhh when I noticed it at least, it was to the side

#

I've also noticed it on other things, although I can't remember specific examples. Wait, actually I remember one, the lighthouse's light beams also get culled when the source is out of the frame

#

Which I guess is a bit different because the light beam isn't a part of the lighthouse (?)

#

But yeah I've noticed it a few times with objects

woven loom
#

I guess I'll report when I see it happen again, I just sorta ignored it assuming it was an engine limitation

autumn timber
light cargo
whole cloud
whole cloud
whole cloud
#

For a couple years now I've been hunting some lag spike caused by AI.
I got closer today. AI takes a long time updating its targets. Well if it has lots of targets thats normal, but that would really need to be hundreds of targets to be as bad as what I'm seeing.. What are these targets?

The targets are 1500 props. Shovels, tables, lampposts, fence's... What?

Turns out, this is used for a keybind (Weapons / Next Empty Target, and Next Empty Target (Vehicle)), that is by default not bound to any key (It has one assigned in the Arma 2 key preset).
If you press that key, it searches through these static-object targets. And if there is one there (Which is also lockable by your current weapon) then it locks onto it.

I can't find how to actually trigger it. I can trigger it to search for objects, but it only accepts an object that was detected by a vehicle sensor which.. is none, because there are no sensors that detect buildings?

A majority of AI processing time, is spent tracking stuff that 99% of players never use? meowsweats

hybrid cradle
#

How much is a majority? meowsweats

whole cloud
#

Comments in code say this is for buildings that are pre-placed on the terrain.
But my sample has about 50 Land_Shovel_F in there. A shovel is not a building?
Why is every AI group, in this compound, keeping their own list of shovels :U

I can understand that you might want to know buildings nearby, you might want to target them for whatever.
But shovels, food cans, wooden tables, lampposts..

inland dew
#

so that's what could cause a good freeze/fps drop/frametime jump, when pressing the button, to cycle through targets, when in a jet/heli...

whole cloud
#

There are also a few other places that iterate over all targets. But then filter out all non-vehicles (all these buildings/props are not vehicles).
That could be it, checking many objects only to find out that 90+% of them are not vehicles, is probably not good

inland dew
#

well, i have it set so that it's same button for empty and not empty targets, because if a target is empty, i see no reason to not lock and destroy it or decide whether yes or no myself, but lock/show it anyway

whole cloud
#

It also tracks logics (modules placed in editor) even though you can never see or interact with them

fair ore
hybrid cradle
fair ore
#

Lfkfdnsjdjdns

#

me when I'm small

whole cloud
#

I have not seen that frame drop yet. Didn't see a way to reproduce it?
Is there a simple way to repro that?

fair ore
#

I'm cute

fair ore
hybrid cradle
#

I can try find a repro later

fair ore
#

See if I can get a vanilla repro when I get home

hybrid cradle
#

Whilst Jenna sends me that spp ๐Ÿ˜ 

fair ore
#

I'm at WORK

inland dew
hybrid cradle
#

LATER IDIOT

fair ore
#

There's also a distinct possibility I bound the empty one

inland dew
#

lol, empty can also be non-vehicle

#

i guess infantry and buildings

#

but all sort of small props shouldn't be...

whole cloud
#

"Empty Target" is only "static" objects.
Buildings and "Thing" type objects, and Logics.
Stuff that doesn't move, and doesn't get driven and generally also isn't "enemy" ever

fair ore
#

what in the heck lol

#

Can anything even lock those

whole cloud
#

I don't know of anything that can actually lock such a thing

#

But surely there must be something, or else this old feature (from Arma 2 or pre-Arma2) would not be here.

hybrid cradle
#

dont think its even possible with current sensor config

inland dew
#

can lock a building with a cannon of attack heli with ai gunner

hybrid cradle
#

buildings sure

#

but soda cans nah fuck that

whole cloud
#

Yeah I got it. So "Next Empty Target (Vehicle)" iterates the list, when sitting in a jet.
The normal "Next Target" and "Lock Target" buttons don't

hybrid cradle
#

whilst on the topic of radar stuff
is there any chance to get commands like addRadarTarget and removeRadarTarget or something?

fair ore
inland dew
fair ore
#

Pebcak etc

whole cloud
#

And 3000 road cones are not causing a noticeable lag spike for me

fair ore
#

surely you will not regret purchasing 3000 road cones

inland dew
whole cloud
#

with 3000 invisible road cones, my game runs at 192fps.
If AI were not trying to process them as targets, I'd be at 230fps. And that is only with my player placed down.
This effect would multiply for multiple AI groups each tracking the objects on their own.

whole cloud
inland dew
whole cloud
#

Mh doesn't work for me.
When I spam T, in non-manual-fire, I see the crosshair target show up for a split second on the building, but AI gunner doesn't lock onto it
And in manual-fire mode, it doesn't seem to do anything

inland dew
#

i do this for buildings to destroy a specific one by just shooting, while ai aiming at it

#

or when i visually see enemy infantry and look at it and press T for ai to keep aim at it and me just shooting

woven loom
#

huh can't remember locking on to a building ๐Ÿค”
is there a difference between map objects and placed buildings? because map objects are simple objects right?

whole cloud
#

ok I got something but its weird.

With laser marker enabled, I can switch to ASRAAM, and then with T move the laser marker.
And then when switching to cannon, the cannon will aim at the laser marker meowsweats

But when I switch back to cannon, pressing T again does nothing

woven loom
#

yeah i think that happens with tanks as well (like the NATO tank destroyer, if you use the laser pointer it will aim at it)

inland dew
#

oh, yeah, forgot about laser
but when laser, weapon doesn't matter

whole cloud
#

It reliably puts the laser onto the building.
But that doesn't actually use this target list, it just checks whats under your cursor, it doesn't need to go through known targets.
And the "Next Target" button does nothing.

I think thats not it

inland dew
#

but targeting/revealing solo soldier, while looking at it and pressing T, no need for laser

whole cloud
#

But soldiers are dynamic targets. So thats something different

inland dew
#

well, buildings were never visible/selectable in targets list (press 2)

whole cloud
#

yeah that only shows dynamic targets.

#

Only engine use I can find is literally the "Next Empty target" keys, and I can't find any sensors that detect these, where these keys would work.

inland dew
#

to make ai aim at a building, one always have to look at a specific one and press T
otherwise no other way

it's similar to like when you command ai and tell it to run to a bush, tree or building by pressing button while looking at this bush, tree or building

#

so visual sensor only

median belfry
#

Are agents doing the same?

whole cloud
#

if they do targeting, yes

woven loom
whole cloud
#

no

woven loom
#

Okay ๐Ÿค”

#

Out of ideas then haha

whole cloud
#

Well it does check LOS to these static objects, thats why the perf hit is so shitty.
But it doesn't use these lists for that

inland dew
woven loom
#

Time to remove it and find out what breaks ๐Ÿ˜›

whole cloud
# inland dew

Can you also do that with the "Next empty target" key in Arma2 ?

#

I suspect T simply grabs object under cursor, but "Next target" definitely would use that list

woven loom
#

I wonder if there was some planned feature that never got implemented and the sensor rework devs just forgot to remove the check ๐Ÿค”

inland dew
whole cloud
# woven loom Time to remove it and find out what breaks ๐Ÿ˜›

Yeah I'll probably completely remove these objects on profiling.
And on stable keep it at a "everything bigger than 3meters is allowed"

Actually testing it again now.. The next weird thing.
Buildings, like actual terrain buildings, aren't even in that list.
I have PowerPole's, StreetLamps, other Lamps, Navigation lights (Probably from stratis airfield) and the Airport Tower at stratis airfield.
But I don't have any of the other buildings ๐Ÿค”

But all the comments in the code here say that this is for buildings. But there are basically no buildings in there.
But this code that adds the objects in the first place was rewritten some time in Arma 3. Maybe they forgot that buildings should be in there ๐Ÿค”

It is quite literally only lamp posts and props. The Airport tower is probably in there, because it has lamps on it.

whole cloud
woven loom
#

Could it be to shoot out lights???

whole cloud
#

Ai doesn't do that

woven loom
#

Oh I know, but maybe they wanted it to? Isn't it a thing in Reforger? (Or is that just players)