#perf_prof_branch

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chilly geyser
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7950x3d

fast hornet
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only use the 8 cores/16 threads with the x3d cache on 7950X3D

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(but if you're running the client on Win10/Win11 the AMD driver should do that automatically. But for the server you'll have to set the affinity manually)

dire wave
fast hornet
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yes, but only one CCD has the X3D cache, the second doesn't

chilly geyser
empty goblet
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just make sure you got the recent updated chipset drivers and also board AGESA (UEFI) that fixed lot of the latency and core/thread distribution issues

thin wyvern
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Do we still need -setThreadCharacteristics?

whole cloud
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its still a thing

thin wyvern
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thx

heavy vortex
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Does it set specifically for the main thread or for all of them?

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matters more now than it used to :P

whole cloud
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Is anyone here running profiling branch in Proton, with BattlEye?

willow vault
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dedmen, PM's? Got a freeze on YAAB.

whole cloud
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crash and freeze dumps into my dms anytime

willow vault
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can't ๐Ÿ˜ฆ

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worked ๐Ÿ˜›

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shit-failed at the end ๐Ÿ˜ฎ

eternal kraken
whole cloud
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๐Ÿ˜ฎ bplaced still exists? ๐Ÿ˜„

whole cloud
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Things always go wrong. Tomorrow then

chilly geyser
fast hornet
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16 would be the correct amount, since the 8 cores have 16 threads (only that more than 12 crashes v8)

chilly geyser
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cpuCount=12 and HT works fine

whole cloud
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if you set -cpuCount, then -enableHT is ignored

fast hornet
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oh and if you want to set the affinity manually you can use something like this in powershell. The values are the correct ones for the 7950X3D.. first 16 threads.

Get-Process "arma3_x64" | ForEach-Object {
    If (($_.ProcessorAffinity) -ne 65535) {
        $_.ProcessorAffinity = 65535
    }
}
spiral pond
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mpMessageDetailsServer-2024-11-04_17-41-46.txt remains essentially empty for me sadly ๐Ÿ˜ญ

Server values
time = 3717.173
like it should also add stuff in LAN with DS to it, right?

whole cloud
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if it has one player then yea

spiral pond
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Q:53867
Q:44439
for JIP queue with just one player and no inventory actions is high, isnt it?

whole cloud
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yes

spiral pond
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nice to have class name added after entity names now - may help narrow down some things

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ThingX 1af84018b80# 725737: dummyweapon.p3d WeaponHolderSimulated was falling under terrain! Position corrected to ground [4529.36, 230.98, 2409.19]. Disable simulation to keep object under terrain.

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Ref to nonnetwork object 893210: <no shape> #particlesource

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Ref to nonnetwork object 1af770e6080# 716439: dummyweapon.p3d Item_U_SPE_US_HBT44_FrogSkin_Jungle

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Ref to nonnetwork object 747758: spe_shell.p3d SPE_76mm_M1_M42_HE

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samples

gusty viper
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Can confirm, removing -enableHT fixes mission load crash

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And holy shit the frames, so nice! Miracle worker @whole cloud keep it the great work!

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Is recommended to run without -cpuCount as well now?

chilly geyser
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It is very strange, because chipset driver is newest and win11 have last updates

opal hound
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Why do you use the cpuCount parameter?

vivid rune
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Friend with 3060 and 3600 had 19% gain over vanilla.

chilly geyser
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@opal houndBecause in v8 if u have more than 12 cores game just crash

dire wave
sick arrow
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Kinda stupid question. If cpuCount isnt set will game use max cores. I have no idea how many cores my processor has and there is no consensus on that.

fast hornet
# dire wave Can i also use this? Im on 5800x3d

No need, the 5800x3d only has 8 cores/16 threads and all of them have the x3d cache. It's only for CPUs that have one CCD with the extra cache and one without. (Or e.g. to avoid e-cores on intel CPUs)

vivid rune
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1080Ti and intel 4960X: 29% gain over vanilla

empty goblet
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something weird , tried run redux and it kept ending misison and restarting server within minutes

spiral pond
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inArea script errors in server rpt?

vivid rune
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6750XT 12600K: +15% gain over vanilla

feral harness
indigo anvil
marble mason
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1080 and 5950X only +4% over stable, idk what im doing wrong lol 85.5 > 89.2

vivid rune
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90fps in YAAB? Wow. I have 70 with a better GPU.
You are probably in a GPU bottleneck. There is no more uplift to achieve. My buddy has with the old 6core CPU and the 1080TI something in the 30 fps.
He has a CPU bottleneck.
And you probably don't use the standard settings of YAAB.

indigo anvil
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Got a bunch of " Accessing static object outside landscape (1024,820 out of 1024,1024 - 1024,1024)" spammed in the log.

analog acorn
void vine
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anecdotally I am noticing a significant improvement in ai decision making on my >150 count reference mission

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They seem much more attentive on v8 than the stable version

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Mechanised infantry immediately run for cover after disembarking after an ambush, attack helicopters are flying at higher altitudes, static MGs notice attacks to their flanks etc.

naive osprey
solar root
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v8 breaks overhead icons in KotH (not showing).

spiral pond
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is it possible to open the "diag capture" dialog in the background with lower layer index if there is already one open (when using continuousCounter with diag_captureSlowFrame)? or a new dialog technically must alway be on-top?

spiral pond
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cant get #captureSlowFrame to trigger with anything but 0 threshold

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works: #captureSlowFrame total 0 0 0

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not working: #captureSlowFrame total 0.01 0 0 or #captureSlowFrame total 0.01 0 1 or #captureSlowFrame total 0.01 0 2

tribal pasture
eternal kraken
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captureSlowFrame works for me with 0.001

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but not with 0.1

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0.01 works for me too in eden editor

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player addAction ["diag_captureSlowFrame [""total"", 0.1]",{diag_captureSlowFrame ["total", 0.1]},0,1.5,false]; // dont work
player addAction ["diag_captureSlowFrame [""total"", 0.01]",{diag_captureSlowFrame ["total", 0.01]},0,1.5,false]; // works
player addAction ["diag_captureSlowFrame [""total"", 0.001]",{diag_captureSlowFrame ["total", 0.001]},0,1.5,false]; // works

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is this some new bug kju?

spice dirge
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do you really have drops to sub-10FPS?

eternal kraken
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i did some more testing and run YAAB with the new versions v08(2368) & v07(2344) and get 52.2 FPS on both instead of 47.8 at stable(2307). Thats great so thank you Dedmen.

But with v08(2368) (min around 7 FPS) i get less performance on my testmission, with v07(2344) everything was like before in stable(2307) (min around 22 FPS). i also noticed a higher CPU usage of my system with v08(2368).

Dedmen i dont know if you have the time an interest for an investigation, if so here my comparence

Arma 3 v.218.152344 Stable CPU Test min_fps 18 -> https://www.youtube.com/watch?v=jzPyYwG0NQQ
Arma 3 v.218.152368 Stable CPU Test min_fps 8 -> https://www.youtube.com/watch?v=8rx-kro01dQ

Testmission -> http://moerderhoschi.bplaced.net/public/tools/arma3/CPU_TEST_MISSION/

thank you for all your work ๐Ÿ™‚

eternal kraken
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but thats only in my testscenario

nocturne obsidian
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SO Arma 3 will finally run at 60 FPS now?

ashen helm
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no, but you'll see more FPS than less from now on it looks like

eternal kraken
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dont get me wrong, dedmen is doing here a great work and improving the overall performance of the game. My overall performance also increases YAAB from 48 to 52 FPS. i only discovered that in my testscenario on my specific rig i got a performance drop, but maybe thats only on that screnario and maybe only on my rig.

spiral pond
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on the server neither (0.1, 0.01 nor 0.001) (with toFile true)

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with 0 it works - both client and server. it creates two captures. so indicates too something is bugged

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its tricky to say as you dont get any confirmation/response if the chat or sqf command got accepted

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sframe cheat triggers also for <20ms here

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60 fps is 0,0166 s, aka 17 ms

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isnt like 20 fps or less considered to be slow for total? (>50ms)

whole cloud
whole cloud
spiral pond
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no longer can get the #debug on XXX commands to work ๐Ÿ˜ #debug von still works tho
edit: only works using an external debugviewer - intended?

whole cloud
whole cloud
whole cloud
whole cloud
spiral pond
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yeah my bad. via external debug viewer it works
maybe i misunderstood:

Console - All server console prints, are forwarded to your client. Send to submitter what's on server console. Works as DebugAnswer for all writes into the console.
isnt this meant to make the other debug on to be visible - or not the debug on ones (just other things like "x joins" etc)

hybrid cradle
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Strange behaviour on latest prof, trying to load into ace arsenal with about 90 mods or so, instant crash upon loading... but NO mdmp generated

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Verifying integrity to just triple check but very strange

spiral pond
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Type_363 : 45203
in PZKW

hybrid cradle
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Final line in both RPTs is ace adv ballistics beginning loading

spiral pond
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remove cpucount and enableHT

woven loom
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Try with just ace ballistics?

hybrid cradle
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oh HT being hyperthreading

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dont remember switching that on

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thx anyway

whole cloud
whole cloud
whole cloud
hybrid cradle
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I didn't have cpucount enabled

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was HT

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thought H was headless something

spiral pond
# eternal kraken i did some more testing and run YAAB with the new versions v08(2368) & v07(2344)...

some consideration:

  • profiling build is in general a little slower due to the profiling stuff - do you run the profiling exe or the standard exe?
  • it would be useful to see a frame capture from scene(s) where its worse - there is a chance the MT, creation of the workers, makes it slower. unlikely but possible. only with a detail view one could tell moe. do you have a fps graph comparison?
  • your demo scenario has a lot of AI influence (probably also PX - render possibly too with all the FX/particles for smoke/fire/etc) - would start with getting a better idea what is most impactful for this benchmark (using frame cheat with profiling.exe)
whole cloud
spiral pond
whole cloud
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But why did you write for PZKW?
That's not vegetation

spiral pond
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10:54:34 Server load: FPS 45, memory used: 2920 MB, out: 28 Kbps, in: 4 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, RQ:0, Players: 1 (L:0, R:0, B:0, G:1, D:0), JIP (T:0 Q:54620)

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well thats the scenario (PZKW = panzerkampfwagen) - tank heavy mission

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if its not vegetation, @quaint flame would need to say if he hides anything else

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value stated is from

whole cloud
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Should be very easy to instead do non-global hideObject and remoteExec it locally

spiral pond
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so its also some other objects

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@quaint flame will need to explain himself ๐Ÿ˜›

quaint flame
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Need to explain what?

spiral pond
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why hideObjectGlobal in PZKW for trees, instead of local (and just sync the hide "algorithm" - ie every n-th)

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_objects = nearestTerrainObjects [_position, ["Tree"], _radius, false, true] inAreaArray _area;

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is the return here not consistent across client and server?

quaint flame
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The trees are random

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I can send 40k objects over network not problem.

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Quest is if that's better.

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We also had issues with hideObject where not all clients saw the same objects.

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Also. Why is that an issue?

spiral pond
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well it creates a big jipqueue. not a huge issue but not ideal

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if _objects return is consistent, one could send a bool array instead from the server

quaint flame
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It's a 6 player coop mission that lasts an hour..not much jip going on

whole cloud
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updating the JIP queue is going on the whole time the mission is running. Not just when a player is JIP'ing in.
Every damage dealt, every inventory item moved. Needs to go over the 40k hidden objects

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Probably still not an issue though, since it'll be async in 2.20

quaint flame
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Just disable the parameter and see if it makes a difference @spiral pond

spiral pond
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initial fps are grinding due to amount of tanks/vehicles - not yet optimized

whole cloud
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physx is not optimized yet.
But then it should still be just as bad as it was before, and not worse ๐Ÿค”

spiral pond
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initial fps are grinding due to amount of tanks/vehicles - not yet optimized (repost due 2nd image wrong)

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once combat starts other simulation parts become more relevant (infantry, vehicles, combat, ai, sounds, etc)

whole cloud
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Why is visUU so bad? that should be multithreaded now

spiral pond
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once most vehicles are dead, render, ai, sound and particles take over - render and particles are good with MT

whole cloud
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Still pretty bad for visUU, but that'll scale with more CPU cores. Your CPU is just too bad ๐Ÿ˜„

spiral pond
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AI MT is kinda impossible to judge (for me at least). sound is MT (see blow), but the separation to jobs seems not ideal (or rather cant be done better probably)

whole cloud
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sound is not MT. Its only async, but on a single thread

spiral pond
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final phase once combat is basically over

whole cloud
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I should be able to move sound under render(wDraw). 50/50 chance of it not working ๐Ÿ˜„

spiral pond
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overall your scenario doesnt benefit that much from MT and more worker threads

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why less fps - would need a fps comparison graph (overall or better per major scope) of 2.18 stable/v0 perf vs v8 perf

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could be MT is just not really efficient for that extreme scenario, or engine dynamically draws more resources when available for AI or other simulation

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at least i think to remember Suma (Ondra) stating there is some dynamic adjustment based on current fps to computation (complexity or frequency/both) [ie on AI]

spiral pond
weak panther
whole cloud
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The fix for the -cpuCount thing is now released

hybrid cradle
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is that the same as -enableHT?

whole cloud
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yes

whole cloud
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The sound simulation should not have changed.
If you didn't mean the 7 year old ticket, why are you posting different bugs under that ticket?

indigo anvil
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Seeing that there is an update on prof branch > "Did I miss something while having lunch? " > steamdb: profiling update: "37 minutes ago"

weak panther
eternal kraken
# spiral pond some consideration: - profiling build is in general a little slower due to the p...

forgot to answer you, sry.

  • i run the scenario with standard and profiling exe, no difference both drops down to 7 or 8 fps in V08.
  • i can make a diag captureSlowFrame when my fps goes down to 8 and make a picture or export or a record and upload to YT if that helps you? For the Point with the FPS Graph comparsion you can see those Graphs on the left side on the screen in this 2 comparsion videos -> https://www.youtube.com/watch?v=8rx-kro01dQ & https://www.youtube.com/watch?v=jzPyYwG0NQQ
  • what is frame cheat?
spiral pond
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for a comparison graph you could put the scripts from YAAB or use CapFrameX software

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earlier sample from Dedmen

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to nicely see visually when and how much the difference is over time

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this then gives already a pointer from what phase of your benchmark scenario the fps loss is coming from

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and with that you can make the frame captures to see why performance is (lower)

eternal kraken
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i will check what is the fastest way to deliver the data and no problem, i run my own debug console since arma 2

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but in the newest version of my testscanerio i already added the option to make diag captureSlowFrame
player addAction ["diag_captureFrame",{diag_captureFrame 1},0,1.5,false];
player addAction ["diag_captureSlowFrame",{diag_captureSlowFrame ["total", 0]},0,1.5,false];

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i will make another record and when hitting 8 FPS i will make a captureSlowFrame, open details and upload to YT

whole cloud
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slow frame with a threshold of 0 really has no purpose, thats just the same as captureFrame

eternal kraken
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what should i use?

whole cloud
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8 fps would be 125 ms.
so that'd be 0.1 threshold

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kju said threshold is broken, but I don't believe that yet

eternal kraken
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  • diag_captureSlowFrame ["total", 0.1]; dont work, nothing happens
  • diag_captureSlowFrame ["total", 0.1, 0, false, 100]; also do not work, nothing happens.
  • what works is diag_captureSlowFrame ["total", 0.01, 0, false, 10];
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so i get 10 times the diag window

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but what then, so i got 10 frame captures but what to do with them, shall i expand specific parts of the windows what shall i loking for?

whole cloud
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diag_captureSlowFrame ["total", 0.1];
Worked for me.
Run in debug console in editor. Place down a unit and pop

whole cloud
eternal kraken
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i will do

whole cloud
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0.1 only triggers when you game drops below 10 fps

eternal kraken
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ahhhhh

whole cloud
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Your game seems to be running smoothly at 60fps in your video

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it captures THE slow frame, which will be some time after you run the command

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If there is no slow frame, then nothing to capture

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Also. Lol. Youtube.

eternal kraken
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now i got it, thank you

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you're right it worked, where paste the 5k lines

whole cloud
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just in my dm, discord will turn it into text file

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The capture failed somehow. There are supposed to be multiple lines, there is just one and it has big gaps

vagrant zodiac
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Hmmmm
First go running V8. (Not had time to check other versions since last stable.)
5950X platform, training mission (MOUT/FIBUA with 50+ AI and lots of building.) Lots of mods including LAMBS AI.
So not a proper benchmark type test but a good way to try to experience/get a feel for 'real world' gains.
FPS gain for V8 seems variable but generally large. Areas where there's little to no gain may be limited by things that V8 doesn't change.
Lots of the play through was about 25% higher fps than previous.
As commented by someone else (I think), AI seemed to move much more quickly/be more decisive & aggressive too.

Very impressive.

whole cloud
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I don't know where that AI stuff comes from. Maybe just because its higher fps

hybrid cradle
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i would assume processing ai quicker = ai smarter/quicker decisions

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as able to get through the "decision tree" quicker ig?

whole cloud
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Yeah more frames == more steps in shorter time.
But I wouldn't expect fps to be so much higher to notice

vagrant zodiac
hybrid cradle
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when it comes to arma ai ive found small amounts of fps drastically improve ai performance entirely anecdotally

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have got a pretty shitty performance modpack, may give v8 a try later today

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are there any cool helpful things for loading prof with mods that ive been missing? dont really wanna type 90 mods out into a command line :/

whole cloud
hybrid cradle
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tried that before and got crashes, will try again after this game of warthunder and send mdmp to you if persists

whole cloud
# eternal kraken you're right it worked, where paste the 5k lines

Something is messed in the copy-all. Probably my fault...

Fixing the issues (replace "* Thread with "\r\n* Thread)

Physx (px3) is definitely taking a very long time. And in wSimA, we can see that its waiting for physx to finish. So that is a problem.

Also visUU is messed up somehow. I don't know whats going on there, there are huge gaps between the jobs its doing

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Looks almost as if you run that on a quad core cpu ๐Ÿ˜„

eternal kraken
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me and my rig are both old but still running fine ๐Ÿ˜œ

whole cloud
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Yeah I broke the copy all button :harold:
Its missing a line break before every "* Thread"

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shift+copyAll would still work though

hybrid cradle
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launches fine, told you the issue was between keyboard and chair ๐Ÿ˜

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says kjw, not on profiling branch, having forgotten x64, thus proving his point

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yeah this works fine now

dire wave
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goodevening, reporting my test with last version.

im getting way lower fps and lots of stutter when cpu count 16 HT OFF (110 fps yaab standars settings)

cpu count 8 HT ON no stutters and i get 120 fps same settings

(8 cores 16 thread, 5800x3d)

whole cloud
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cpu count 8 HT ON
What actual start parameters do you set for that?

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physx is just expensive and I can't see anything specific to fix. Its simulating 28 vehicles, like 6 or so times (Physx is a fixed timestep, the lower your fps, the more steps it runs per frame)

And for each vehicle, its doing a sweep (checking what ground surface and stuff its in contact with, which is alot of raycasts)

For vehicles far from the camera or not visible on the screen it can be optimal to only perform suspension queries every Nth update rather than every single update. The accuracy of the cached contact plane naturally diminishes as N increase, meaning that wheels might start to hover or intersect the ground for large values of N or even with values close to 1 in conjunction with large vehicle speeds and/or geometry that has low spatial coherence.
That would be possible, but we know what happens when a vehicle clips into the ground or a building... Probably a bad idea.

Physx multithreading, would actually only reduce the px3sim scope. Which is not the largest.
px3vehsimSweep, should only make a note that a vehicle wants to be simulated, that shouldn't take 0.06ms.
Looks like I can multithread the Sweep, but I don't know if physx will like that.
Definitely a very good test scenario, I'll take a look at itwhen I do the MT physx things

dire wave
whole cloud
dire wave
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sorry typo

whole cloud
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And if you set -cpuCount, then the HT parameter is completely ignored.
So if you set CPU Count 8 and HT enabled. That means you are running CPU Count 8 and HT disabled.

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8 Core 16 thread cpu
-cpuCount=8 -enableHT == 8 cores
-cpuCount=8 == 8 cores
== 8 cores
-enableHT == 16 cores
-cpuCount=16 -enableHT == 16 cores
-cpuCount=16 == 16 cores

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So what you're reporting.
Running 8 is good performance.
Running 16 is bad.

Which does make sense to me, so the optimal is to just leave enableHT off

cloud sky
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I think it would be nice that the launcher would visibly disable the -enableHT option if user sets -cpuCount manually to prevent misunderstandings

whole cloud
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Yeah would be neat

cloud sky
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Can just imagine the number of users that enable/use both to "max" their FPS (because I've been one too ๐Ÿ˜)

orchid mesa
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anyone else experiencing the top half of their monitors flickering black on profiling?

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happens on my main monitor and side

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also despite higher overall fps, it's extremely choppy feeling

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getting >100 fps but it feels like 30 (getting frequent frametime spikes)

restive pilot
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vsync issue?

naive osprey
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Might be your monitor skipping frames? I had that same issue a while back because of it

orchid mesa
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well, it doesn't happen on stable

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only profiling

restive pilot
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Did you get 100 FPS on stable?

orchid mesa
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yes

hybrid cradle
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got nearly double performance on prof compared to stable when dealing with impact particles

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40fps low vs 85fps low on prof

spiral pond
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(and sframe doesnt seem to trigger only > 0.03/0.02)

hybrid cradle
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Using my own benchmark in ace arsenal, not exactly a science but it was consistent
stable frametimes
0.13 max
0.01 min
0.0216 average

prof frametimes
0.1 max
0.005 min
0.00800951 average

good fucking job dedmen jesus christ dude

whole cloud
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I don't understand what these numbers are supposed to tell me.
frametimes are usually measured in ms.
So you're saying your worst frames, are at 7692 fps?

hybrid cradle
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no thats in seconds

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i couldnt be bothered to convert it out

whole cloud
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46 to 125fps

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What is your benchmark doing to get that :U

hybrid cradle
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diag_deltaTime ๐Ÿซฃ

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but yeah that seems about right with what im getting by looking at diag_fps

whole cloud
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I mean what is your benchmark doing, to get such an extreme improvement?
I can't think of anything that would do so much

hybrid cradle
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whereas now i struggle to get it below 90fps

whole cloud
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Mh I guess particles running in parallel to sound could do that ๐Ÿค”

flint rampart
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question i was reading something about dedmens multithreading improvements in the 2.20 update coming out. is there a way to test this out now? im so tired of low fps in koth lol

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im on the profiling branch, im not sure if i have to try somethign else. i have hyperthreading and everythign enabled still getting horrid fps on a decent rig

hybrid cradle
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its not a magic fix

flint rampart
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not sure if im doing something wrong. i have a 5800x, 6800xt, 64 gb of ram

set cpu count to 8 since i have 8 physical cores, enabled hyper threading, checked extra threads and all the options

doesnt make a single difference from what i can tell

whole cloud
flint rampart
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ill try that. so just set my cpu count to my physical cores correct?

whole cloud
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set cpu count to 8 since i have 8 physical cores
Well this doesn't make sense. If you have 8, then the game automatically detects that you have 8. Why would you tell the game something it already knows.
enabled hyper threading
If you set cpu count, then the hyper threading argument is ignored. If cpu count is set it does literally nothing
checked extra threads
Again, why, the game already knows that.

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Just leave the parameters at default

flint rampart
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ok ill try that

whole cloud
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What do you count as "horrid" fps?
Your hardware, should be 40-70 in koth

flint rampart
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i had them set more than likely due to outdated tutorials on fps improvements for arma

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70 is good for me, im averaging 35 but im disabling it all and putting it to default. going to test that now

whole cloud
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You can also use the profiling exe (seperate exe file in game folder) to analyze what your game is doing and why your fps is low.

flint rampart
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good to know thank you!

dire wave
flint rampart
hybrid cradle
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given profiling that would be a nightmare

flint rampart
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*profiling performance branch

spiral pond
flint rampart
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that did the trick. setting the params was def conflicting. now im 55 to 70 fps in the city so far

night mulch
whole cloud
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Question is, what is below steamCbk.
latest profiling has a bit more info there. But if it is empty as on your screenshot then blobdoggoshruggoogly
It seems I have to blame steam

night mulch
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i took that ss like 15 hours ago, i can try again with the latest profiling exe

whole cloud
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If there is a statEval below it, then I can solve it, probably
But I'll mooost likely still need repro so I can narrow down the problem, its still a big surface to cover

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Ah I just found a bunch more steam callback places that are missing scopes

night mulch
#

which leads me to believe its really steam asking about info of something subscribed from the workshop

whole cloud
#

It'll be one of the things we didn't tag for profiling.
One of them is receiving info of what content player is subscribed to.
And in there, is a bugfix for empty filenames to start redownloading files ๐Ÿค”

whole cloud
#

Its listed as a steam bug workaround, but if that triggers. It could mean it would start downloads for possibly many subscribed addons/compositions

night mulch
#

I AM HAPPY WE ARE FINALLY MAKING PROGRESS AFTER YEARS ๐Ÿ˜ญ ๐Ÿ˜ญ ๐Ÿ˜ญ

night mulch
#

and if anyone else wants to help test repro i'd really appreciate it ๐Ÿ™

whole cloud
#

I'm building a test build to see if this is the issue

night mulch
#

thank you so much!!๐Ÿ™

whole cloud
#

if you see steamMngSubCRet_EmptyFile then we have a jackpot

#

But also weird that it does it repeatedly, I'd assume just pulling the data once should be enough

whole cloud
#

slowframe with threshold 0 doesn't make sense

#

diag_captureSlowFrame ["steamCbk", 0.01];
That

night mulch
#

idk thats what i was using in the previous cases

whole cloud
#

capture slow frame is made to capture slow frames. Doesn't really make sense to make it try to capture every 3rd frame

night mulch
#

ok hold on

#

its not doing anything

night mulch
whole cloud
#

Again, 0 doesn't make sense

#

diag_captureFrame 1 ? does that work?

night mulch
#

no, same white screen

whole cloud
#

Could also just use the frame or sframe cheat codes

night mulch
#

maybe re check the exe?

whole cloud
#

Seems I somehow buggered all profiling in that build..
But its just the v8 build with some couple scopes in steam ๐Ÿค”

#

OH

#

stoopy

night mulch
#

have u tried on your end with the exe?

whole cloud
#

Its set for vTune profiling, disabling the normal one. Sorri

whole cloud
#

vTune would tell me more anyway, but setting that up is too much work

quaint flame
night mulch
#

oke ty

whole cloud
# quaint flame

You disabling all the other threads and total ordering is confusing me ๐Ÿ˜ 
That is the one we already know about, not the one we're looking for

spiral pond
#

@whole cloud need more or good enough?

whole cloud
#

Do you actually have the compositions triggering downloads issue, or might it be a different one, without downloads?

spiral pond
#

not subbed to compositions basically, only 100-200 mods

whole cloud
#

So probably a different issue than exocet

spiral pond
#

likely. i had/have only a similar issue if steam tries to update mods but cant (in a constant cycle) (cant say tho how much this impacts the game itself)

night mulch
#

uff still not showing more info

whole cloud
#

So we didn't find it yet notlikemeow

night mulch
#

i'll make my 200-300 of my subscribed ones as colection

spiral pond
#

there may be a difference with the steamCbk if you have simulation active or not

#

in the background for you @night mulch there is the console open - aka simulation stopped basically?

night mulch
#

well its in 3den, and the stutters happen even in main menu

spiral pond
#

ok. may still be useful to check also during active gameplay

#

anyhow seems more scope labels to be added

night mulch
#

ok one sec

spiral pond
night mulch
#

skipintro yes

whole cloud
#

Guess another try then

spiral pond
#

eden has also no subscopes for me

spiral pond
#

this time it did

#

i guess multiple callbacks can take too long

whole cloud
night mulch
#

ok lessgo

#

all limits are off

whole cloud
#

Okey not all
I missed the webbrowser ๐Ÿ˜„ But thats not relevant

night mulch
#

damn what if that actually turns out ot be it

whole cloud
#

But I did not miss
SubscribtionChanged inside SubscrictionChanged.hpp

whole cloud
#

Well

#

Also I'm joinking that for my 1337 stash

#

Then we're back to me having to repro it, and probably profiling steam

spiral pond
autumn timber
#

Too bad that Time Travel Debugging would be too heavy to troubleshoot this

whole cloud
#

So the stats is simply, every stat taking a long time.
I hope steam is not doing a file write for every time we ask for the value of a statistic

#

With the 0.1ms it almost looks like it is

#

gtive me a way to subscribe (and unsubscribe again.. please) to a ton of compositions, and I'll try to try it tomorrow

autumn timber
whole cloud
#

If need be, I can probably make a file with a bunch of steam item id's work

#

That would be an option, but I'm not going to explain procmon now ๐Ÿ˜„

#

Also question, steam beta client?

autumn timber
#

Actually, this would probably also need narrowing by "Operation" too, to only show file accesses

#

FYI: This should do it
Not sure if you want to try that, @night mulch @spiral pond?

whole cloud
#

It won't be Arma 3, it'll be steam client

night mulch
night mulch
autumn timber
#

Hmm... but won't this be a steam.dll loaded into Arma3.exe, though? (I was not following this discussion, so you're most probably right)

whole cloud
#

I wonder if I can multithread it. If steam is the limit, it probably only has one thread on its end, so it wouldn't gain anything

whole cloud
#

And steam client does the thing

night mulch
whole cloud
#

Considering this issue appeared recently. Might it just be steam beta update?

autumn timber
#

Oh, so the dll basically blocks while waiting for the RPC to execute

whole cloud
#

At least the lag that kju is seeing, not the redownload thing

spiral pond
#

writeFile or what operation would it be?

whole cloud
#

Wasn't the steamCbk profiling there back then?
Still might be different

spiral pond
#

there is a lot of stuff goign on

night mulch
whole cloud
#

I mean if steamCbk was in engine. And we don't see it back then, it wasn't executed and the problem was elsewhere

#

The logs don't help me

#

Maybe try not using steam beta, if it's different?

But the downloading and stats issues are different.
Kjus stats issue is new. The downloading one isnt

autumn timber
spiral pond
autumn timber
#

Unless there is no point in checking this for the stat issue, since it may be something completely different...

spiral pond
#

its frozen atm trying to copy to clipboard - wanted to search/filter via regex

spiral pond
#

ok its unfrozen again

whole cloud
# spiral pond

If you also do a capture slow frame to file. You can easily see Armas capture frame log file write. Right after we would expect steam to do something

spiral pond
whole cloud
#

Uh oh. Writing usergamestats

spiral pond
#

endmission to trigger stat check

whole cloud
#

But it doesn't spam it.
And you ended mission, it probably would write at end

#

Because it probably also writes some stats at end

#

Sounds like it's not it

spiral pond
#

stats_log.txt seems sth else

night mulch
#

no difference on steam stable branch

whole cloud
# spiral pond

Mh it complaining about rate limit is interesting though

#

But that's probably just for online submit, not for local storage

night mulch
#

not surprising tbh, the bug been around for years๐Ÿ˜‚

spiral pond
whole cloud
#

Give me some composition list I can sub tomorrow hopefully I can repropropri

spiral pond
#

(no stat check, nothing on steam - to be expected)

whole cloud
# spiral pond

Super weird that it waits for dlc to be done, even though it's async. But that's not telling me anything new

light cargo
# spiral pond

you need to really filter things before starting to capture else procmon is unusable

spiral pond
#

thats all for the stats check

#

with arma3 process context - only pbo/ebo read/write excluded

light cargo
#

whats broken now?

night mulch
#

@whole cloud apparently im also subscribed to several compositions that are hidden/deleted/idk whats going on with it on steam

light cargo
#

not a perf branch bug per se

night mulch
#

lol i dont think you understand what's been talked about here

light cargo
#

steam returns error/404 with those

#

Sorry

#

but i recall a issue with 404 addons causing problems with a3

#

not too long ago

#

just, i wouldnt worry about those unavailable compositions

#

you'd have to ask the owner about it if you know them and get it restored

#

you possibly can know that via web archive or something about querying items

#

anyways, sorry for the detour

whole cloud
night mulch
#

yeah it's a fair assumption, steam trying to request data for a composition that's been listed private so it keeps hitting a brick wall

willow vault
night mulch
#

but im subscribed to 1755 compositions

night mulch
light cargo
#

make a steam collection for him of the desired test workshop items

night mulch
#

but idk how is the behavior in game, does it still show up ๐Ÿค”

light cargo
#

unfortunately

#

well, it would not because steam removes it iirc

#

or rather it just fails or crashes

fickle geyser
#

I wonder if calling unsubscribe via steamworks if it gets a 404 would fix it

light cargo
#

i've actually talked about this very issue with privated/unlisted items in the context of arma 3 behavior

light cargo
fickle geyser
#

not really if you can't find the item on a list if it's privated

light cargo
#

best to not do that kind of "fishy" thing, because its a privacy violation to touch users subscribed items list

fickle geyser
#

it's not a privacy violation

light cargo
#

Well, without a consent prompt it is

#

why do you think loading a mod list prompts you for confirmation to subscribe to items you dont have?

#

im suggesting have a option with confirmation to check items and cleanup the invalid ones

#

Also a repair all loaded option

#

in the launcher

#

i think i might've opened a ticket about this issue with dead workshop entries

#

if you have a problem with the lack of preservation of items that get removed/unlisted, bother valve not bi :)

night mulch
#

@whole cloud ok so i've confirmed, privated compositions still show up on subscribed items on steam, but doesnt show up in game

light cargo
night mulch
#

and the infinite download loop only triggers after the game is loaded, not when youre still in launcher

light cargo
#

when it tries to load them from steam is where the issue happens, right?

#

i feel it should get better handled by the launcher and game

night mulch
#

So we know that in the infinite download loop, steam is trying to download "workshop content".
The workshop has 4 data types: scenario, composition, mod, server
mods are checked by launcher before game starts, so i dont think is related since the issue is not present before game starts
server is just mods that are server side

That leaves us with composition and scenarios as possible causes

#

as for privated items, these 2 behave differently
privated scenarios are still visible in scenarios menu, and can still be downloaded and played normally.

Compositions however will simply not show up in 3den editor

light cargo
#

the case with privated scenarios sound like they are locally loaded from steam cache

#

compositions seem to be unable to get downloaded

vivid rune
#

Interesting: I have a 16core 32thread maschine. I restricted the exe to 12cores. With the old v8 I had 70fps. With the new one and without the core limitation I had 65fps. I put the 12core back in and now I have 70fps again.

night mulch
light cargo
vivid rune
light cargo
#

less pegging in the cpu, better performance

#

idk, computer logic is weird

vivid rune
#

Make sense. This should investigated further: Can anymore test this and set CPU count to cpuCount=CPU cores -4 and comapre this to cpuCount=count of CPUcores?

light cargo
#

i tried -2 in my i7-4790k for a compile of a map in source engine and it significantly improved instead of freezing completely

fast hornet
#

was there a re-release/compile of v8 with the >12 cores crash fixed? Steam downloaded something for me but there is no v9 or something?

#

hm yeah, build number is 6 higher it seems

fast hornet
#

ah kk, missed that one

light cargo
latent sigil
#

I have i5-12450HX processor it has 4 P cores and 4 E cores. And has hyper threading on P cores so therefore total 12 threads.
What should be my settings in parameters for this configuration?
Currently, I have set - CPU count to 12, Extra threads - ON (3 options also ON) and Enable Hyper Threading - ON.

gritty wasp
#

Just launch test yourself. 1 hour of testing and 0 doubt.
Probably disable all options would be best.
I think HT almost never gives any advantage for any software. Maybe in Pentium 4 era it was a thing, but now...

latent sigil
latent sigil
#

But it is marginal improvement of 5-6โ„… over my previous settings

green sparrow
#

@whole cloud Which memory allocation should I use?

windows
intel
jemalloc
or from github
cma x64
minimalloc_v212

fast hornet
#

mimalloc_v214 has been out for ages ๐Ÿ˜‰

green sparrow
#

oh

#

๐Ÿ˜„

green sparrow
#

anyone else have in fight a crash to desktop on v8

restive pilot
dire wave
#

Changing mem allocator does actually makes any difference? Im using the default one (i guess mimalloc?)

knotty wraith
#

Will there be any comments from the owners of servers with AI 150+? Who has spawn all over the map and behind it, and the whole range of vehicles from ground to aircraft?
It feels like there is a chat to discuss your sizes and personal impressions ๐Ÿ™‚

heavy galleon
#

discuss your sizes
you really want that? wtf

#

0 AI, 150 players
of course

spiral pond
#

@eternal kraken would recommend to use CapFrameX for better fps comparisons - ps: as you can see with this old hardware there is also very little difference

#

you only need to adjust the time here if you want to auto end roughly at the same time; otherwise just hit f11 for it to start

knotty wraith
eternal kraken
spiral pond
spiral pond
spiral pond
fast hornet
#

my guess would be that 99% of players are CPU limited when it comes to arma.. unless you play on a laptop or something. Any dedicated GPU from the last 6-8 years should be able to handle arma easily.

Mine is so bored it doesn't even switch on the fans for arma ๐Ÿ˜‚

dire wave
#

same my gpu sits at max 60 celsius LOL

#

also cpu usage 30% tho ๐Ÿ˜ฆ

spiral pond
#

this is not how the RV engine works

#

one part is still GPU (render) [plus particles and few other things] that still need to get computed
the MT and worker threads speed up that part. hence people do see 10-30% better fps (and should also lead to higher GPU usage)
however you wont see high usage for CPU as most of the simulation work is and has to be done on the main thread - you cant parallelize many tasks as they may depend on/influence each other. there is still some stuff handled by other cores/threads (ie PX, data loading - now AI, sounds, etc)

whole cloud
# willow vault Sorry, I thought you downloaded it. It's back on, same link.

Thank you, done.
I have seen the same thing in a different place today. But now only seen it twice in total. Seems like something is funky with the enfusion stuff, but it seems to be extremely rare ๐Ÿค”
It took a task, said "Yeah, I'm working on it now!" and then... just didn't work on it. And the other thing waiting for the task to be done just gets stuck..
Scary meowsweats

whole cloud
whole cloud
whole cloud
whole cloud
inland dew
#

so if 4 cores 8 threads cpu, still better to not -enableHT?

whole cloud
whole cloud
green sparrow
whole cloud
#

That's not how crashes work

fast hornet
#

saw the crash/memdump i sent you btw.?

whole cloud
#

it not happening doesn't mean its fixed. I still want to see what happened

whole cloud
#

probably tomorrow

fast hornet
#

no worries, work is work.. just wanted to make sure you didn't miss it ๐Ÿ™‚

inland dew
whole cloud
#

yes. If cpuCount isn't used, then -enableHT counts how many threads you have, and puts that into cpuCount internally.

#

Most people set both cpuCount and enableHT which is nonsense

smoky bridge
#

Hey folks, did they fix the thing which broke antistasi the other day?

#

Not sure what it was

whole cloud
#

yes

smoky bridge
#

Oh, that's great!

#

They've been doing wonders on that branch recently it seems

#

Wait, dedmen, you are working on it, afaik, right?

heavy vortex
#

The thing that broke Antistasi wasn't actually something that Dedmen was working on :P

smoky bridge
#

Oh well, I just heard on reddit that dedmen was working on the branch

#

not sure who is working on it, but honestly y'all are doing wonders to the game

#

Seeing arma run at a stable 60 fps is amazing honestly

vivid rune
heavy vortex
#

Bear in mind that YAAB needs to be averaged over several runs for that sort of accuracy.

#

Difference between cpuCount 4/5/6 isn't going to be large there.

vivid rune
#

If you have only 4, it is.

#

you can see it also in the frame times.

#

5 is a smooth line in comparison to 6.

night mulch
#

@whole cloud i sent composition list for infinite download loop bug repro test via DM

willow vault
spiral pond
#

profiling observations - tracy profiler

gritty wasp
#

did someone check why fps drops in YAAB at scene where camera goes from KAMAZ to town. Is it because a lot of visible objects in scene?

marsh ember
#

is Profiling fixed for Antistasi yet?

midnight oyster
#

Does anyone else experience video memory overrun (VRAM exceeds total available on GPU) after 5-10 minutes of gameplay?

I tried setting the VRAM limiter in the parameters file and it didn't change anything [EDIT: I have an RTX 4070 12GB so I tried setting the limit to 6 GB (= 50%)].

plain trout
#

Had a guy in my group that was unable to play due to a memory leak on profiling. I think it was on v7

woven loom
#

Hasn't ever happened on my 12GB 4070 Ti

midnight oyster
#

Does the memory allocator selection (ex. "mimalloc-v214-lock-pages") affect both RAM and VRAM allocation?

restive pilot
#

No

inland dew
midnight oyster
naive osprey
midnight oyster
stark falcon
#

Warning Message: Cannot load mipmap x.paa I've gotten this popup a few times on profiling this week, can't always reproduce, just wondering if anyone else has seen an increase in this error

tribal pasture
#

Seen this one for years randomly

fair ore
#

I saw it for the first time the other day

midnight oyster
#

Conclusion from my battery of tests around changing memory allocator to resolve VRAM memory leak - no, the allocator isn't changing anything about the VRAM issue.

I'll try to pare down my mod list, maybe it's some old mod with bugged textures or a poorly-written script

hybrid cradle
#

anecdotally got about double performance on kp liberation today too

woven loom
quaint flame
#

Is there a chance to see Profiling Tags in the Profiling Binary.

spiral pond
#

from what i understand it doesnt support start and end tags yet to be able to profile parts of a function - might be wrong about that tho

whole cloud
quaint flame
#

I can send you an example later or maybe @spiral pond

#

I don't know the correct terminology for them.

spiral pond
#

do you mean scopes, aka the names, you see in the visual graph?

latent sigil
whole cloud
restive meteor
#

Maybe a stupid question: How smoothly does the Standard and Profiling branch work together? Can this increase Desync between players running different versions? I noticed a lot of issues with AFM lately (Desynced Airframes).

whole cloud
#

It is supposed to behave the same in multiplayer.

spiral pond
#

ok. i guess Dedmen could grab it from the source - if he wants/its not problematic.
to have all scopes isnt really needed or helpful either imo. probably could grab the most relevant ones via tracy or filtering a bunch of trace files

whole cloud
#

90% of scopes are irrelevant

quaint flame
#

I wanna be able to define scopes myself.

#

To profile parts of a large script for example.

whole cloud
#

Yeah then the link kju posted above, with ASP

quaint flame
#

I see

whole cloud
# night mulch <@90532520101183488> i sent composition list for infinite download loop bug repr...

Immediately giving me some results.
It is hitting a breakpoint that I've set months ago and never got hit, of when a steam request doesn't contain all results and needs to be split up into multiple.
And that also showed I was missing some more profiling scopes, specifically the one that deals with receiving the list of subscribed content, that steam sends back.

Steam gives only 50 results, but says there are 311 total results. So we ask steam to send the next batch of results please.

That is interesting, but I don't see any lag spikes. Whatever is causing the lag spikes, is not in these 311 items.

whole cloud
#

Can I fix that dlcUpd with multithreading?
nope. If I do the requests in parallel, steam just queues them up.

gritty wasp
#

Why this list need to be updated during game? For stats?

whole cloud
#

You can purchase DLCs while the game is running

hybrid cradle
#

oh that actually works?

#

iirc I had to relaunch to get RF to stop showing me watermarks...

gritty wasp
#

Game run ok. You probably can subscribe to scenarios too. But I doubt that they will download and apply during mission running

unborn urchin
whole cloud
hybrid cradle
#

did you try it with dlc or cdlc

whole cloud
#

Don't remember. But all DLCs work the same there

hybrid cradle
#

weird

#

user error then

night mulch
#

Immediately giving me some results.
Just wanna make sure, does this mean it triggered the infinite download loop on steam for you?

whole cloud
# eternal kraken i did some more testing and run YAAB with the new versions v08(2368) & v07(2344)...

Okey i got one problem.
The multithreaded AI visibility checks.

Previously the game would only run them in main thread, but also check against a time limit. If time is up it stops and does the rest next frame.
The new one spreads them over all worker threads, so it gets alot more done in shorter time. But the time limit was removed.
In that mission, it does 628 in a single frame. Out of which 46 are in main thread.

With the time limit, it would only do about 15 of them.

So now it gets them done alot quicker, doing 628 in 4ms.
But previously it would've aborted after like 2ms or less.

That makes the frame time spikey.

Problem with the multithreading is, if I split it in batches and check remaining time between each batch, we leave alot of performance on the table because we need to stop all the processing, check if we want more, and then spin up all the processing again.

I can easily limit it to say, only do 128 per frame. But we don't know if it'll be 128 very cheap, or 128 very expensive checks.
I can give all threads a time limit, the same limit ๐Ÿค” But thats so much effort :U

A bit later it even does 952, and from that 62 in main thread. Over 6ms.

whole cloud
night mulch
#

no i mean did you check steam client itself, does it start a download

whole cloud
#

Ah it is trying to download something right now.
I'm running a mission inside eden

night mulch
#

YESS!!!

#

thats it

whole cloud
#

But I have no lag being caused by it

night mulch
#

ok right so i have to explain something about the weird behavior of this bug relating to profiling exe

night mulch
whole cloud
#

It says "being aborted" for like 5 seconds, but doesn't abort. And then its back at "download starting"

night mulch
empty goblet
#

oh wait, Arma 3 triggers it ? woah , i seen that and get it on other games too , usually games with workshop

night mulch
empty goblet
#

there are several issues, one of them is no internet connection, unfixable until restart

#

the other one is failure to write / delete or SSD/HDD/controller disk error

night mulch
#

there has been numerous reports of people getting this bug after subscribing to compositions

#

and the issue begones when they unsubscribe from all

#

with the composition collection experiment dedmen also was able to reproduce this bug as seen above

empty goblet
#

see STEAM directory (where steam.exe is) if there is file named NTFStransationfailed

night mulch
#

negative

empty goblet
#

let's hope he can figure it out, but definitely seen similar problems caused to/with other steamworks workshop capable games

night mulch
# night mulch ok right so i have to explain something about the weird behavior of this bug rel...

ok so i will explain about this
When running the normal performance branch exe, the download loop will start a few moments after starting the game, and it will trigger the lag spike, just like seen in this example video #perf_prof_branch message

However when running profiling exe to do the capture frame, the bug behaved differently, it sometimes trigger after game start, but most of the time it doesnt, instead it will trigger if i disconnect my internet, and then reconnect again. Steam will then do the infinite download loop and this time it will lag spike

#

So if possible can you try these cases?

  • running game with normal and performance exe instead of profiling
  • running with profiling, but disconnect, and then reconnect to internet
#

one other variable that might be connected would be the privated compositions... those i cannot include in the collection, but im still subscribed to them

#

So that would also be worth investigating, and could be replicated by creating a new composition and privating it

night mulch
#

otherwise it seems this problem will never go away ๐Ÿ˜ข

obsidian relic
stray slate
#

I'm using profiling branch as well. Could it be a problem?

whole cloud
#

There are no answers. Yes its a known problem

empty goblet
stray slate
#

I just shifted to main branch and it seems no more flickering "for now"

#

Happy to see it in prof build not in main branch..

empty goblet
stray slate
#

Well since I came back to main branch now, I can't do further study but it happend even in bare eyes. (Not in zeus, no group icon)

empty goblet
#

ok, that was another bug years ago, so scratching off

stray slate
#

but feels like it happend in specific angles.

#

In other angles, flickering stopped. as video

knotty wraith
#

I caught this when I missed several parallel calls to equipment in my shopping store.
here, too, it seems that the unit is asking for its equipment for some reason, even when itโ€™s dead

whole cloud
knotty wraith
#

at the same time it flickers when you move towards an object

stray slate
whole cloud
#

Though. Tbf. The time limit is set to target the game running at 20fps so.. Not the best... But whatever

knotty wraith
#

If you don't move it doesn't flicker

stray slate
#

I'm not understanding technical details.. but can I regard this as 'accident' while trying to improve arma 3 performance? ๐Ÿ™‚

whole cloud
#

Yes. Its a known issue that will be fixed later, probably. I know where the fault is, but not why.

stray slate
#

Great. Happy to see it still developing. Thank you for your jobs.

empty goblet
whole cloud
#

That is in a different spot.
But most of that is also now fixed by multithreading yes

knotty wraith
#

does it make a difference if the AI โ€‹โ€‹is far within the map or outside the map?

whole cloud
#

everything outside the map is bad, because of generated terrain

#

On the steam downloading issue.
I... didn't notice this before.. But steam content downloading code, is spamming my log..

knotty wraith
whole cloud
#

The terrain is split into a big grid.
If something wants to know what is nearby, it only needs to look at the grid cell and gets maybe a handful of objects to check.

But, everything outside of the terrain, gets put into the grid cell at the edge. So the edge cells get very large with many objects inside them, and all the objects outside think they are near eachother and need to check all the others

knotty wraith
#

but I have one question that gives rise to a problem: the player flies on a plane - an enemy AI plane spawns on his balance... An air-class missile has a damage radius of 12+ km... The AI โ€‹โ€‹spawns, immediately launches the rocket - the player is hit... I need to at least give the aircraft AI + 4 km to 12 so that the player has the opportunity to react

#

such distances in any case entail the placement of AI outside the territory of the map

cold vale
#

Asking this here since I've not been following things for a bit and may have missed it, the hotfix that was released for 2.18 on the main branch is working in that we can mix main branch and profiling branch users on the same server now or no?

whole cloud
whole cloud
knotty wraith
# whole cloud Yeah I don't know how to solve that.

there were definitely no losses in this before or we didnโ€™t feel it
I really appreciate your work and am already working on options for how to rethink and deceive this, but I would really like there to be no such restrictions

#

or give the opportunity to turn it off situationally

knotty wraith
whole cloud
#

remoteSensors no.
AI target/autotarget could

#

Mh looking at it, I think it doesn't.
We might need to add a new disableAI for it to do that. And it would then be per unit. But I think adding that isn't worth it. Now that it runs so much faster

whole cloud
#

Yeah unlike mission pbo's (Which are one file, with a name)
Compositions are just a folder with two files inside it. There is no name for a primary file inside them.

#

So if I just disable that bugfix for compositions. This issue should be fixed..

#

Can someone find me the FT tickets for this downloading compositions issue?

#

Because we don't want to miss when a user subscribes to new content. We re-fetch the list of subscribed items, every 10 seconds.
And every time the result arrives, we find that filenames for compositions are missing. And schedule a download for every composition.

Every 10 seconds, triggering download for hundreds of compositions. Not good.

#

This 10 second checking though, is only enabled if you

  • Open the mission selection list
  • Open the mission upload to workshop menu
  • Have the Eden editor open and have its right side tree view switched to the custom compositions tab.

So.. this should not have been affecting anyone in main menu, or when playing missions.
I don't know why it got stuck trying to download, when it only would trigger once usually..

Notably, I forgot to add this for Zeus. But afaik zeus cannot handle mid-game composition subscribing anyway ๐Ÿค”
Probably something to fix.. if someone wants to make a feature request ticket for it.

restive pilot
night mulch
#

The day this issue gets fixed would be one of the greatest days in arma history ๐Ÿ˜ญ๐Ÿ™

night mulch
night mulch
#

and why subscribed but privated scenarios still show up and is downloadable and playable but compositions are not meowsweats

heavy vortex
whole cloud
#

The previous time limit is the same time limit as it is now

heavy vortex
#

Ah ok.

night mulch
heavy vortex
#

I guess it's like "did our position change by enough? Ok, redo all the vis checks".

gusty viper
#

What would time limit for vis checks be if targeting 60 fps? And how many checks can it then do?

whole cloud
whole cloud
# gusty viper What would time limit for vis checks be if targeting 60 fps? And how many checks...

The actual time limit, depends on how many fps you have.
How many checks it can do, depends on how expensive the checks are (how long distance, how many objects in the way or around that area) and how many cpu cores you have.

Can't really put a number on it.
The time things get a priority, but there doesn't seem to be any indication of what the priority means, and how the calculation into actual time works. And I won't figure that out.

night mulch
whole cloud
knotty wraith
#

childish question - why in the game lobby the video card is loaded at 99% and therefore the FPS shows the one you can only dream of... what is it about this scene on the splash screen that it can fully correctly use hardware resources ๐Ÿ™‚

whole cloud
empty goblet
#

ok so what happens if someone runs at low fps low core count ie 20 on 4 , will the limit cause some failures in AI behavior ?

whole cloud
#

no

heavy vortex
#

Anecdotally, if your server FPS is low then AIs react more slowly, but I haven't seen a total breakdown.

whole cloud
#

oh no, physx is so slow!

#

Don't fret! For Makephysxabitfasterbythrowingsomemorethreadsatit-man is there for you!

heavy vortex
#

Really not sure how this is going to play out when server providers put 10 servers on the same box :P

whole cloud
#

Well hope they set cpuCount appropriately

heavy vortex
#

Kinda surprised that they didn't start using -maxmem more when the default behaviour changed. I don't think they watch too closely.

knotty wraith
whole cloud
#

If its a bug or feature request, a feedback tracker ticket. If its a scripting question, #arma3_scripting.

knotty wraith
#

I wrote - zero reaction

light cargo
light cargo
light cargo
heavy vortex
#

You can't expect reactions. Too many issues with Arma, and everyone has different ideas about what's important.

whole cloud
whole cloud
#

I have also adjusted the game's fps target from 20 to 50.
So the AI checks now don't get to just drop the game down to 20 anymore.

light cargo
#

nice

light cargo
#

single-handedly doing bi qol work, volunteering?

heavy vortex
#

I guess the resulting AI behaviour will be similar-or-better given the multithreading, although I still think it might be worth a look at why some cases are spamming checks in the first place.

light cargo
#

agreed

heavy vortex
#

Maybe dangerously close to looking at actual AI code :P

whole cloud
#

@night mulch you reported repeated lag spikes due to steam downloading compositions though.
But I cannot see that. I can see one download at game start. And then only in mission list or when in eden with the compositions tab selected.
But I'd think you didn't test it in exactly such a situation? It certainly won't affect actual gameplay. And also in main menu it should stop the lag pretty quickly

night mulch
#

however, if i go to scenarios and play a workshop mission, the infinite download loop will restart again

stoic void
night mulch
#

if i disconnect internet connection, lag spike will stop, but when reconnected, lag spike starts again, until that certain amount of time has passed, after which it stops

heavy vortex
night mulch
#

if the steam redownloading every composition hypothesis is true

whole cloud
# stoic void AI heavy mission on a server can go to like 30 frames easily, but a mission stil...

it is global.
There is also a global minimum time that AI will get.
In the cases that I've seen, thats enough to get all checks done.

If you have 12 cpu cores, the checks will now run about 10x faster.
While with my changed fps limit, the time available to do the work will be about 0.25x

And also the work is spread over multiple frames. Even if it ends up getting split, it will probably be done with stuff by the second frame.

Whereas previously it might've needed 8 frames to do it. I think overall it will still be faster

stoic void
#

Might be a useful value to have as launch parameter. Or have it be lower for dedicated by default. Since lower frames on a dedicated server are more acceptable.
But i am very interested of the results of all this regardless.

gusty viper
fickle geyser
#

If you do not use the cpu count param is there any log entry about how many cores game decided to use?

#

PhysMem: 32 GiB, VirtMem : 131072 GiB, AvailPhys : 20 GiB, AvailVirt : 131068 GiB, AvailPage : 17 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, CPUCount : 12
I guess this?

heavy vortex
#

Yeah.

#

Oddly enough I don't think it tells you what memory cap it's using.

#

probably should.

whole cloud
heavy vortex
#

I like 50 for servers. Given that it's doing more checks at 50 now than it was at 20 before.

whole cloud
#

That system is designed to spread load over multiple frames.
if it can finish all in one frame, then it will do none the next frames.

It just makes the fps alot more inconsistent and spikey. Which is when you want to see smooth video. Server doesn't care about spikey.

heavy vortex
#

In practice it's not just smoothing spikes but acting as a rate-limiter for the cases where the checks are being spammed.

whole cloud
#

Even at 20fps target, the rate-limiter is still there

heavy vortex
#

Yeah, but now the rate-limited case is 20fps rather than 50fps :P

#

In the cases I've seen, I doubt the spam is useful versus other things the server could be doing.

#

Although there might be an issue with excess visibility checks flooding out the useful visibility checks.

vivid rune
#

but you don't know which are the "useful" one before you are do the processing.

heavy vortex
#

Well, a heli pilot shouldn't be checking against every unit every frame. I don't know if that's what's happening but I suspect it's something like that.

whole cloud
#

They are checking visibility to possible targets, which are in sensor range

#

AI cannot see, without looking.

gusty viper
#

So essentially the change from 20-> 50 fps gives the engine less time duration overall to do AI checks, but with MT now in place, more AI vis checks will happen regardless.

#

And the change makes it so that engine fps will not be dragged down to 20 due to AI vis checks only.

whole cloud
#

That is the plan

gusty viper
#

Nice

#

Is there any chance this internal rate limiter could be exposed to eg. the profile config file? Would love to set it to 60 and have the engine really try to stay at that rate.

whole cloud
#

No

gusty viper
#

It is how it is

#

Lovely work on this, still ๐Ÿ™‚

light cargo
whole cloud
#

wat

#

Yeah what then?

light cargo
#

and try again, could/should be able to reproduce the issue possibly

#

yeah def could be a steam issue or a connection problem

woven loom
#

Just a data point for client, with the perf build as of last night PST, performance in YAAB was about identical to the perf build back in march and 4% faster than 2.18. No crashes or anything. Hyperthreading flag disabled.

vivid rune
woven loom
#

I do not have vsync disabled but my monitor refresh is 165 Hz so it mostly doesn't matter when comparing runs to my own previous runs. It does hit the fps cap briefly on some occasions but we're really not interested in seeing if FPS briefly spikes to 300 fps or whatever.

#

CPU - 7800X3D
GPU - 4070 Ti
FPS - ~125 avg with perf binary, ~119 fps with stable.

midnight oyster
clever roost
woven loom
#

I'm running basically ultra settings but press S to load the YAAB standard settings.

Running ultra settings with a ~6k view distance, I get 60-70 fps iirc

#

Using standard preset + YAAB standard will result in much higher fps but also useless for me since I don't play like that. But it might be useful for comparisons.

spiral pond
#

Dedmen would it be feasible to expose scope durations via a sqf command akin to diag_fps in the profiling build for more in depth performance graphs (ingame)? (ie all from main thread up to 2/3 levels or > 0.1 ms, or a predefined set of scopes)
this would also allow getting a better idea how different missions/game modes/servers relate to the relevant scopes

whole cloud
quaint flame
#

The latter is what I asked for yesterday. I totally forgot to send an example yesterday notlikemeow

spiral pond
#

doh.. typo. diag_fps - so instead of "just fps", the level below - diag_mainFrame/diag_getFrameData to return an array with said limit set of scopes from main frame with their duration
put differently similar to diag_captureFrame, yet to return the data to sqf land (only a small subset to keep the performance impact limited)

worldly badge
#

Read the channel description

#

Top of the screen

vivid rune
#
  • right click on your Arma 3 in the steam client (library)
  • properties
  • betas
#
  • switch to profiling
#

yes, you switch the branch. Like the stable were you get every time the latest version, so here, too.

molten berry
#

Hey, I noticed that while in performance branch, the game still runs the arma3_x64.exe instead of the arma3profiling_x64.exe. Are these two the same on profiling or am i supposed to rename the profiling exe to replace the arma3_x64.exe like back in the day when it was just performance executables?

whole cloud
#

If you want profiling, you need to replace the exe

spice dirge
#

arma3_x64.exe is performance binary. Arma3profiling_x64.exe is profiling binary

midnight oyster
void badger
#

Do we have any info on the bug with respawnOnStart where the respawn screen may sometimes not show?

#

Can't upload the rpt here but basically the game throws a huge fit over issues in showRespawnMenuPosition and related scripts

heavy vortex
#

Is it specific to the profiling branch?

void badger
#

It is infinitely more likely to happen when on the performance build, yes

#

Even in 2.16

empty plover
crystal patrol
opal hound
#

Profiling exe still includes the performance changes, no? It just also has some profiling tooling extra

whole cloud
#

yes

woven loom
#

It's apparently slower though iirc

ashen helm
#

which perf version was the last one without the annoying blinking of units and stuff? I thought I can handle this but I am about to have a seizure

inland dew
#

v5?

#

but not sure

opal hound
#

latest version wasn't doing it for me, maybe something specific causes it?

ashen helm
#

No idea. People been reporting it, I think Dedmen said he knows about it but no fix so far. Mods, no mods, no custom parameters, autodetected settings, unit equipment just blinks or outright moves away from dead bodies.

inland dew
#

v5 should be ok

#

when i reported blinking, it was on 30th of October, so after installing v6 that was released that same day

#

unless it was there even before v6, but i haven't paid attention

plain trout
#

the issues came with v6 for some people, but v6 was the one that had the actual performance enhancements

clever roost
#

Man Iโ€™m getting 120 fps when I normally get 40, what ever your are doing, itโ€™s great

flat nebula
#

Hey all, real quick, is the Perf branch known to cause some crashing etc?

naive osprey
#

Potentially, if you're running the latest and are crashing, send the crash dumps to dedmen

flat nebula
#

I keep getting 0xC0000005 - STATUS_ACCESS_VIOLATION, just want to check if this is known from perf branch before I do something drastic

flat nebula
autumn timber
#

You need to provide more information/logs. 0xC0000005 literally means "something bad happened"

flat nebula
#

I will next time I crash

#

I just wanted to ask if this was a common thing from the performance branch, that's all

opal hound
#

crash dumps are in your LocalAppData/Arma 3 folder

#

they will be there now, you don't explicitly need to generate them

autumn timber
flat nebula
#

rog

#

it's the mdmp files right?

opal hound
#

.mdmp and associated .rpt usually

flat nebula
#

sent to dedmen

#

thanks everyone, I'll switch back to main branch for now

midnight oyster
#

Ran YAAB with my oppressive modpack (360 mods) on the real latest profiling build, and it scored about the same as the main branch .exe .... take this with a grain of salt though given the modpack situation

#

How to you access previous versions of the profiling build .exe?

real creek
#

like previous from this version? or really older ones? You can get up to 214 from the google drive links

silk pewter
spiral thicket
#

Hey guys, just learned about this discord chat, I'm coming from nanner's optimization guide as a baseline and now realized my sins reading through some of these suggestions. Is the best 'baseline' recommendation for the average player to turn on profiling and set default? (for milsim, we get a lot of new guys etc). Is there a link to something considered the current 'standard' to set?

vivid rune
quaint flame
#

You want to run The performance binary for best performance.

spiral thicket
vivid rune
spiral thicket
#

have I been trippling down on my sins?

#

Is having 'profiling' in the top left on the launcher not enough?

#

you're telling me that arma3_x64.exe that launches from the profiling A3Launcher isn't the right one and I've never actually tried the profiling branch? ๐Ÿ˜‚

#

or wait it still includes the performance changes in the x64

analog acorn
#

The Perf/Profiling branch contains 2 alternative binaries. The default is the Performance binary, and you have the option to choose the Profiling binary. They are the same except that the Profiling binary includes additional options and logging for recording performance information.

spiral thicket
#

understood thank you.

plain trout
#

If you select performance branch on steam your exe gets replaced. You donโ€™t need to do anything

#

If you want to use profiling you will have to download it. Read through the channel how and what you can do with it

spiral thicket
#

I see, I'll stick to performance since I'm trying to optimize for myself + the average joe

#

thanks for the explanation

#

I've also seen this reddit post talking about lossless scaling -- I've never once experimented with this but I assume it is entirely unhelpful?

#

otherwise I'll dig deeper etc

analog acorn
# plain trout If you want to use profiling you will have to download it. Read through the chan...

If you have the Perf/Profiling branch selected on Steam, you do not have to do anything extra to download the profiling binaries. They are included in the same branch, they're just not active by default. All you have to do is switch them in the game files.
The manual download is only needed if you don't want to use the Steam branch or want to use a specific previous version rather than the latest.

real creek
light cargo
light cargo
#

best is use 100% scaling or lower (do latter if you have the capacity to ai upscale it back to the resolution) lower the display resolution if you want it to not look blurry due to the raw upscale

analog acorn
light cargo
light cargo
#

hey, if i want to load profiling exe with the launcher, how would i do that? i cant specify exe name unless i use battleye

analog acorn
#

Rename the default (perf) exe to something else, and rename the profiling exe to the default name.

midnight oyster
# spiral thicket I've also seen this reddit post talking about lossless scaling -- I've never onc...

After about 100 hours of using Lossless Scaling in Arma, I can say this:

  • if you can hit a 1% low of 60 FPS in your Arma session, you will be able to use Lossless Scaling with minimal frame gen artifacts (randomized loss of image quality) and it's an amazing experience.
  • if you can hit a 1% low of 30 FPS in Arma, Lossless still works but better run it at 2x only because even at 2x the artifacting gets distracting at 30 FPS.
    tl;dr: don't use Lossless if you can't even get a consistent 30+ FPS
spiral thicket
#

could you pass along your preferred settings screenshot? DM is fine, but would be appreciated. I just bought the software today to limittest

#

I have a 4080 so anything I can pass off to the GPU is a benefit

#

I did test the performance branch + mimalloc lock pages (had to bypass and add my own group policy for windows home) and tested in KoTH (im not familiar with how to benchmark within arma) with solid results. I am worried the lock pages policy introduced some stuttering to other games tho, might have to revert.

heavy vortex
#

Shouldn't do unless those games also attempt to lock pages. I don't think it's common behaviour.

spiral thicket
#

make installing the policy data to my windows home (not originally there) made some issues

#

im not quite sure -- did a fresh install of graphics which seemed to clear up most of the stuttering

#

but thanks for clarification on the other games, Im just following guides and reading insteading of fully understanding lol

heavy vortex
#

It's allowing a feature rather than forcing a behaviour change.

woven loom
#

I'm curious why any of this is required, you put the malloc in an Arma subfolder and the launcher launches it from there. I didn't have to do anything with group policy. Only Arma 3 should be using that malloc

real creek
#

Frame gen can be cool but I'm really sensitive to latency so I rarely turn it on unless the game is both slow-paced and gets in the 70-90 fps range
If you have an AMD card you should look into the newer frame gen cause I think it's not supported on lossless scaling

ashen helm
#

or just don't use framegen because it's ass shrug what's the point of having 3 frames per milisecond when 33% of them is fake, triple buffering should at least not introduce the delay to this extent

woven loom
#

Using frame gen when CPU limited seems pretty useless to me anyway

trail elm
#

hey any way to verify in-game that you are indeed running the perf exe? I'm suddenly struggling with FPS again and am no longer getting the flickering bug, so I'm beginning to doubt it's actually running right

analog acorn
#

The build number is listed in one of the corners of the main menu, and also when the ESC menu is open. You can compare it to the build numbers in the changelog to see where you're at.

#

Also, if you have the perf/prof branch selected on Steam, then you must be running one of those, because the stable branch exe gets replaced.

minor geode
# spiral thicket I've also seen this reddit post talking about lossless scaling -- I've never onc...

For what it's worth, I've been trying the LS app and it hasn't seemed to help, my personal anectdotal evidence with various FPS counters and general game performance.

  • I have a OC'd i9-9900k, 3080 Ti and 64 GB of RAM (I do video etc)
  • I've run vanilla and oppressively modded and see little difference in FPS.
  • I've run YAAB and seen very little difference
  • Tested with both full screen windowed with no scaling and 1920x1080p (native is 2560x1440) with scaling and FPS limited to 72 fps at X2.
  • I run prof/perf build exclusively
minor geode
#

I was told the "unit flickering" bug was a thing right now with the 2.18 prof build, if I roll back to 2.16 until it's patched again, will I have any issues or should I just run the stable build until another patch comes out for prof? I want the 2.20 multithreading to work so bad... lol

analog acorn
#

You should not go back to 2.16 anything, because the current stable branch release is 2.18(hotfix). Your 2.16 game would not be multiplayer compatible.

#

(and any mods or scripts that use 2.18 features would break)

minor geode
#

So deal with the flickering or run stable, got it e_crydeath

ashen helm
#

no, you can run 2.18 prof, just an older one

#

see pins for previous builds

trail elm
restive pilot
#

You're running a newer version of A3 than Dedmen's?! ๐Ÿ˜…

#

Congratulations you just invented a time machine! pikachusurprised

#

Anyway joking aside you probably are running performance branch and Dedmen posted the wrong version number (whatever you're running, it's definitely not the stable branch because its build number is 152302)

trail elm
#

weird sass aside thank you, deleted my exe's and am redownloading to see what happens, might just be my pc being old which is leading to lack of gains

patent dome
gusty viper
#

Just want to express again that the MT optimizations really help the gameโ€™s performance. It possible now to play AI Warlords at a smooth 60 fps. Amazing!

midnight oyster
spiral thicket
#

Awesome man I'll shoot you a DM later, I'll take a first pass with this guide to see if I notice anything so I have some testing done

midnight oyster
naive osprey
midnight oyster
minor geode
#

"counted frames" and actual performance aren't necessarily the same, sure it will boost the number of frames and artificially increase the FPS, but at least for Arma the game does not perform any better, at least in my tests.

#

Is the "Profiling Branch Companion Mod" on Dedmen's Steam workshop still valid? Does it actually do anything?

midnight oyster
minor geode
restive meteor
#

Since the last stable update I'm experiencing a lot more Desync while flying AFM. Or rather, other players on the server are seeing me upside-down when landed. Doesnt happen when SFM is enabled. Has somebody else seen similiar things and were maybe some issues already addressed on the performance branch? Thanks

oak aspen
#

Anyone getting issues with monitords?
Server is running the profiling branch, monitords doesn't work but normal monitor works on client and posts a single line to the server console with a new JIP section. FPS and Network stats seem to be broken
14:51:16 Server load: FPS 0, memory used: 2242 MB, out: 0 Kbps, in: 0 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, RQ:0, Players: 1 (L:0, R:0, B:0, G:1, D:0), JIP (T:0 Q:4056)

#

It was working on the 3rd last I saw

whole cloud
#

last I used it, it worked.
But.. your server fps says 0? If server is not fps'ing then it wouldn't print monitor

spiral pond
#

works fine for me. only noticed #monitor doesnt show the JIP info part

oak aspen
empty goblet
#

on 2.18.152374 the #monitords seems working fine via BattlEye RCON

oak aspen
#

I'm not using Battleye, just viewing the regular server console.

empty goblet
#

thats where the output goes, i speak about the execution of the command into server to change the value

#

there are 3 ways how execute it on server, via chat thru UI from client if you logged as admin, via BE RCON, or via servercommand in the scripting on server...

oak aspen
#

Yeah I'm using chat as a logged in admin

#

It's previously worked, last time was the 3rd Nov

oak aspen
#

Found the solution if anyone else has the above, client must also be on profiling for monitords to work

hallow lantern
#

I've started encounter a lot of crash on linux latest perf, only with some missions, with stable no issue.I'm the only one?

whole cloud
#

There will be some crash fixes tomorrow

tranquil wing
real creek
#

holy z fighting

ashen helm
#

this one is a pretty old bug, I've been seeing this since idk, 2019 when I picked up the game lol

tranquil wing
#

yeah I remember this happening

ashen helm
#

the newest rendering issue with perf branch is units blinking in and out of existence

tranquil wing
#

usually not as bad as here though

ashen helm
#

you could try turning all the antialiasing options to the max, upping the objects details to ultra and setting sampling to something above 100%, might help a little but definitely won't get rid of this

woven loom
ashen helm
#

does yaab have a scene or part where you look through the gunner/optics view? It's not as visible in normal camera mode

#

somehow high-powered binos and scopes make it stand out very much

woven loom
#

Ahhh okay i understand

#

No it just has normal camera

ashen helm
#

zoom with idk, splendid camera doesn't have these artifacts at all

woven loom
#

I haven't actually played the game normally in a while ๐Ÿ˜†

honest fulcrum
spiral pond
#

https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-218-profiling-performance-binary-feedback/?page=106&tab=comments#comment-3536113

2.18.152374 - ๏ปฟ this update appears to have broken t๏ปฟhe behaviour of "inArea" and "inAreaArray" when testing against hexagonal areas.

whole cloud
whole cloud
whole cloud
#

People in earlier prof builds reported sound lags/delays, is that still a thing?
Going by the amount of reports, it seems its not an actual issue?

chilly geyser
autumn siren
#

Idk if someone already reported this, however in profiling I had a bug where all player characters would blink on/off basically disappearing a few frames per second

autumn siren
#

oh I thought that was in reference to something else

whole cloud
#

But due to technectrical issues, it seems like it will be tomorrow instead.

autumn siren
#

I do not mind as long as I get few frames more tbh

#

tho I might start doing some benchmarks to see if difference is noticeable or im just seeing things

dire wave
#

is normal that i get this error when trying to join a KOTH match?

#

"Script init_debug.sqf not found"

#

is it a common issue with profile branch?

silk summit
#

All the performance improvements are not yet in 2.18 Dev right? Wandering when would be a good time to compare performance vs 2.16

woven loom
#

Current version is 2.18 i thought?

naive osprey
sinful nova
#

how do i get the latest perfomance profiling branch from steam?

gritty wasp
whole cloud
whole cloud
#

Nothing to see here, move along please.

whole cloud
heavy galleon
whole cloud
#

oops, thank you

edgy chasm
latent sinew
#

server

hallow lantern
#

Same crashes as before with latest prof for me on linux dedicated, nothing with stable
Maybe it's lambs danger related? I'll have to do some test

edgy chasm
whole cloud
#

My DM's are open, I don't accept friend requests if your DM's are closed

whole cloud
edgy chasm
#

yup i got that one

whole cloud
#

I need that

edgy chasm
whole cloud
#

The issue was reported on v8 but rarely happening, with lambs only.
It shouldn't be more common now than it was on v8

hallow lantern
molten berry
#

removed it on the server and it hasnt crashed since

whole cloud
#

Crash when deleting soldier units (Or cars) that have flashlights/irlaser enabled. I have a probable fix for it, though I cannot reproduce that myself :/
The other is something about lambs running AI scripts. Something with the AI multithreading is messing up.

We're reverting to v8, probably can fix it tomorrow

ashen helm
#

are those crashes for multiplayer only or all modes are affected?

whole cloud
#

All