#perf_prof_branch

1 messages · Page 13 of 1

ashen helm
#

sadge

whole cloud
#

Well.. Most.
YAAB runs fine 😄

#

The lambs issue has been identified.
But v8 is affected by the lambs issue too!

heavy galleon
#

still time for v10

silk pewter
whole cloud
#

That is the original

#

oi why is the original not working

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https://media.discordapp.net/attachments/
https://cdn.discordapp.com/attachments/
😠

vivid rune
#

Yeah posting pictures was violated by members of BI so it is forbidden...

whole cloud
#

Okey thanks to the dumps, I found and fixed the lambs and flashlights issues.
Bit too late for today, but in time for tomorrow morning

whole cloud
#

Bah I forgot to fix the bug in the non-chrome COPY ALL button thing. v10 for that one then :harold:

vivid rune
#

I played the Eastwind campaign. In "Signal lost" (Kerry wakes up on the Beach of Altis) the stand up animation freezes if he put his left hand in the sand for a couple of seconds. After that it cut after some seconds to the next animation. Verified it with stable. There is all fine. Dev version has the same flaw (14.11.24)

minor geode
#

So has the current build on steam addressed the blinking unit bug? I had reverted to a previous 2.18 build waiting for it to be addressed, no rush, just wondering.

knotty wraith
#

but the flickering is fixed

knotty wraith
vivid rune
knotty wraith
vivid rune
knotty wraith
#

arma3client_x64_profiling_218_152408_v09

acoustic lynx
#

Has there been a change with how mission objects are created in MP vs SP on profiling? I'm noticing some vehicles and objects get placed in SP but not MP when testing in the editor on profiling.

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Seems to not be just a profiling issue :\, I'll see if I can narrow down the issue and post about it in the most apt place

primal silo
#

Curious if there is a specific recommendation for a mimalloc or memory allocator I should be using other than default?

ashen helm
#

not really

#

if you have a lot of ram you could try using goldjohnking's mimalloc

heavy galleon
fallen furnace
#

Hi, I'm sorry if this has been asked before; I know generally the average FPS is supposed to be better but should we also expect better 1% lows? General performance has always been decent, but in Antistasi for example FPS can be conistently low late game w/ many stutters.

woven loom
woven loom
void badger
#

Considering the optimizations done, certainly

plain trout
# fallen furnace Hi, I'm sorry if this has been asked before; I know generally the average FPS is...

You can’t make any predictions on performance. The workload is also very different for different scenarios in arma. Also most things in performance branch are still WIP. So once this crowder finds an issue with a feature, it might disappear and it usually comes back a later time. Sometimes features only get re-added in reduced or changed functionality. Some things that get optimized are for ver special uses. Until the next arma version is released consider nothing final.

eternal kraken
spiral pond
#

anyone fancy to upgrade it with storing the fps data points to MissionProfileNamespace and show the graph for the selected run?

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(+ native support of console via desc.ext settings and logging slow frames if ran with profiling build)

woven loom
primal silo
heavy galleon
#

KKomrade happy to

primal silo
whole cloud
#

2.18.152418 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 64-bit, linux server 64-bit
- Added: Multithreaded PhysX simulation
- Fixed: Crash when AI group is deleted while being simulated
- Fixed: AI visibility checks did not consider per-frame time limits
- Fixed: Crash related to weapon flashlights/IR lasers
- Fixed: Game would try to re-download Steam Workshop Compositions repeatedly - https://feedback.bistudio.com/T171116
- Fixed: Zeus map did not render "Empty" markers - https://feedback.bistudio.com/T185279
- Fixed: Difficulty could get stuck in "Regular" after a campaign intro mission
- Fixed: DataLink config attributes in "Man" type classes were ignored - https://feedback.bistudio.com/T186290
- Fixed: inArea/Array/Indexes did not support legacy hexagon
- Fixed: RPT file header would not print completely if too many mods are loaded
- Fixed: RPT file header would not print all arguments (if arguments are too long)
- Removed: One rendering optimization (caused objects to visibly flicker, pending further investigation)

Note: Profiling branch contains experimental changes that can be unstable. Please report issues to developers, and consider switching back to stable / default branch if the issues are too severe.

If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
ef

eternal kraken
plain trout
#

just realised you get really bad fps (22-25) in the menu if you run with -noworld startup paramenter and 40k view distance. On prof and vanilla. Worse than on an actual map.

Also the background shadow calculations that were supposed to be fixed with 2.18 are still only deactivated by lower shadow drawing distance. Do you want FT tickets?

heavy galleon
#

I might have an unorthodox solution. Don't use 40k view distance

inland dew
eternal kraken
inland dew
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but results in wrong fps numbers in the benchmark

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just so you know
not that i care

eternal kraken
#

the parts in game where i get 100 fps i dont care. but the parts where i get less then 60 fps i care a lot so

#

for me everything is benching as intended

inland dew
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it's not, but ok

heavy galleon
#

Doesn't vsync make it even worse for situations where you're pushing less frames than your monitor can do?

plain trout
empty goblet
#

it depends what type of buffering is active and arma has alternative vsync and there is also option for tripleBuffering=1; for client-side arma3.cfg

ashen helm
#

"alternative vsync"?

empty goblet
#

there are multiple types of Vsync and multiple types of buffering

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the usual tearing-prone vsync is so called double-buffered

ashen helm
#

oh I am aware of this and set vsync through nvidia control panel, thought there is a setting for vsync type within arma

empty goblet
#

i don't think the tripleBuffering is definable in UI nor launcher ... it's less known feature added on my request sometime in A2 development (so works in A2. A2OA, TKOH, old dayz (not the new renderer) and A3

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if anyone want to test the 2.18.152418 build on servers
Warlords XL (so with AI) 85.190.148.53:2102
KOTH (no AI) 85.190.148.52:2102
Warlords Redux 85.190.148.62:2302

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just note yesterday there was like 60 players on the KOTH server with 152408, FPS in range 400 to 500, when 40 players it was over 700 😁

hybrid cradle
#

Is there any chance of getting a frame limit graphics option btw? Want to clamp lower than 144 with vsync lol

empty goblet
#

tho for frame-rate limiting i suggest to use MSI afterburner

hybrid cradle
#

Yeah I meant in the video settings bit

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Would be more convenient imo

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I'd figure it's most likely not in because it's just meddling with gui in rv4 which is Hate

whole cloud
gusty viper
whole cloud
#

⚠️ One of the crash fixes from yesterday didn't work.
We'll replace this build by a hotfix on 152413 in about 30 minutes

empty goblet
whole cloud
#

limitFPS is called "FPSLimitServer" internally

empty goblet
#

i claim ignorance on this because i always use MSI afterburner and it's RivaTunerStatisticsServer to define maxFPS for each game / situation i need

empty goblet
whole cloud
#

It also works on client, but only when rendering is disabled, so when the game is minimized it probably would do it

empty goblet
whole cloud
#

both

plain trout
#

Performance enhancements are crazy in modded koth.

drifting swan
#

does it make sense to install custom allocators on the server?

whole cloud
#

If the allocator is better/faster, then yes

empty goblet
whole cloud
#

Fix is up now. So should now be crash safe? 🤞
Also need info about the flickering, it should be gone now

drifting swan
#

flickering is gone for me

hallow lantern
#

Still crash on linux dedi meowsweats

whole cloud
#

verified its running the 413 build?
analyzing linux crashes is such a chore meowsweats

short hollow
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Crash safe including the LAMBS issue?

whole cloud
#

should be yes

hallow lantern
hallow lantern
#

Without lambs no crash hmmyes

empty goblet
hallow lantern
#

It's the 3,5 Gb file named "core" that has the crash dump in linux, right?

knotty wraith
empty goblet
knotty wraith
empty goblet
empty goblet
knotty wraith
empty goblet
whole cloud
knotty wraith
empty goblet
#

need clearly defined what is wrong , hard to fix something something unclear

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is there Arma 3 Feedback Tracker ticket for this issue ? if not, make one

knotty wraith
empty goblet
#

well crap, WL redux server just crashed

knotty wraith
empty goblet
#

you just need to explain the problem and ideally make the ticket, just saying 'stuff is broken' isn't much helpful unless it's broken for everyone

knotty wraith
heavy galleon
empty goblet
#

linux allocator is hardlinked

knotty wraith
#

I just very much doubt that I, with my hardware with A2 on the server and ignorance of the English language, should here defend the HC for the right to live (that is, a performance check) - I think this is the work of the developers

empty goblet
empty goblet
#

in short, many lines later, i still have no idea what's wrong with Arma 3 HC except you saying so

hybrid cradle
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Just to check - prof changes aren't being merged into main with cdlc release right?

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Assuming cdlc release still requires stable update ofc

empty goblet
hybrid cradle
#

Yeah figured as much

fickle geyser
#

They're not merged.

empty goblet
#

so bad news, repeated crashes on Warlords Redux server, reverting that one to 152307

#
2024/11/14, 16:30:25  ➥ Context:     [] L71 (A3\Functions_F_Jets\Functions\Ejection\fn_PlaneEjectionFX.sqf)

2024/11/14, 16:30:25 Ref to nonnetwork object 1841484: <no shape> #particlesource
2024/11/14, 16:30:25  ➥ Context:     [] L76 (A3\Functions_F_Jets\Functions\Ejection\fn_PlaneEjectionFX.sqf)``` let me guess ... airplane + ejection == server crash
whole cloud
#

^ All the crashes are inside mimalloc

gusty viper
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Should the advice here not be that people stop using these custom allocators?

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They are just another noisy variable

whole cloud
#

Usually they don't crash

eternal kraken
#

but those are only server crashes not client or am i wrong?

vivid rune
empty goblet
#

so what i did was check if Microsoft released new allocator version and i see they did, 2.17 is last (A3 one is at 2.14)

naive osprey
#

I did have 2 crashes earlier on YAAB with tbb4 (pretty sure its default) with v09 - 152413
Ran YAAB 4 times with each allocator (tbb4, JEMalloc, mimalloc, mimalloc lock pages) just to check for FPS differences, only crashed the twice and only with tbb4 - Could just be a fluke, or something on my end, but worth reporting.

https://www.mediafire.com/file/dav8a90hronjgdm/Arma3_x64_v09_crashes.rar/file

restive pilot
#

As in mimalloc collection is not thread safe

fast hornet
heavy galleon
naive osprey
#

Can see if I can find a linked RPT for the crashes

naive osprey
whole cloud
#

oki I found something wrong, there's a use-after-free atleast

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I didn't test run with system allocator. tbb allocator doesn't free memory when game tells it to free, so it doesn't detect use-after-free

empty goblet
empty goblet
spiral pond
#

no crashes here yet - running WLs on SPE. only AI in vehicles is having a hard time to advance to next sector.
most likely unrelated to the branch, but rather general pathfinding problems due to bocage landscape and object density

restive pilot
empty goblet
#

ye but the server which crashed has 64GB ram and half was free

restive pilot
#

I mean maybe the crash Dedmen got was access violation. i.e. page was decommitted

empty goblet
#

but if page is locked then it shall not be

restive pilot
#

Oh you have locked pages on?

empty goblet
#

ye

fast hornet
#

jumped into a plane_fighter_04 a few times and ejected btw.. no crash. Client and server 2.18.152413 .. with the locked pages mimalloc (and huge/locked pages enabled in the windows policies ofc)

empty goblet
#

-hugePages -maxmem=32768 -malloc=mimalloc_v214_lock_pages -maxFileCacheSize=16384 + lockpages enabled for the system and user account and the a3 process

empty goblet
fast hornet
#

possible.. my test was on our dev box, so i was the only client.. the plane just crashed after ejecting

empty goblet
#

arma, breaking the most advanced allocators since 2008, including those who were 'rock stable part of certain linux distro' 🤣

heavy galleon
empty goblet
#

307 is like 10 GB peak private byes and 10 GB peak working set, on Redux, peak virtual is 22GB

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tho KOTH server with 413 peak virtual already is 38GB

whole cloud
#

Okey so the error I found, is in AI simulation.
But even if I disable all my AI tweaks.. it still happens.

Likely hitting an old bug here

empty goblet
whole cloud
#

Ah the FSM deletes itself, while its running.. Yeah that'd be an old bug.... ugh

#

There is probably some new bug in latest prof there, but I cannot even get to it because it dies before then

heavy galleon
fair ore
whole cloud
#

The good old

_simulate = {_stack resize 0};
{_x call _simulate} forEach _stack

😠

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int n = _stack.Size() - 1;
if (n < 0)
{
return;
}
This is the worst
if (_stack.IsEmpty()) return; that I've ever seen.

empty goblet
#

argh, 2nd server crashed ... w/o fulldump or mdmp ... just bidmp

#
Exception code: C0000005 ACCESS_VIOLATION at D645C4E6``` 🤣
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it ain't enough to crash, let's double crash

vivid reef
#

same as my arma did just now. crash, and crashed again kekw

empty goblet
#

80 players on KOTH, ~300 fps ... sitting in middle of combat zone, playable ...

vivid reef
#

how tf you make 300fps in middle of ao?

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you got nasa super computers at bohemia? pepekek

empty goblet
vivid reef
#

good kekw

#

i was happy about the +10avg fps and peak at 130 in ao with new profiling but the crashes aint worth it Sadge

empty goblet
#

ye the game is definitely smoother on the client ... so far my client didn't crash so that's +

vivid reef
#

lucky you

plain trout
#

KOTH+Zombies server?

vivid reef
#

it crashed after 25 mins, then restarted and crashed again immediately

empty goblet
#

no zombies anymore

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but on the older machine i have different allocator ... the cma one

spiral pond
#

still getting the rendering issues with proxies (headgear, backpack, etc) on soldiers or as vehicle crew

empty goblet
#

ye i got some weird bug with stuff vanishing depending on angle of view

spiral pond
#

it seems like some frames it resets the relative position to 0

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it appears to happen more if you turn your view on something, but also happens if you keep the view on something

#

video of that useful or no need?

plain trout
#

80-150fps at 2* 4k

vivid reef
empty goblet
analog acorn
empty goblet
#

so that makes 3 of us 🤣

knotty wraith
#

strangely enough, but my server is still working, there were personal crashes and often... but the server is working

spiral pond
#

OBS is glitching a lot tho - missing frames. probably need to do the pc restart first

#

still you can see it somewhat

whole cloud
minor geode
#

with the multithreading enhancements coming up and in place, is it necessary to change our CPU affinity still?

whole cloud
#

I think all the crashes i got so far, were profiling builds. Maybe only that is bad

minor geode
whole cloud
#

Can't think of what that would help

naive osprey
whole cloud
#

no, you could use a symlink instead

#

probably all solutions are badin some way

naive osprey
#

Hm

#

Be a possibility to add an option in the launcher to switch which .exe to point towards?

honest fulcrum
naive osprey
honest fulcrum
#

Oh, sorry. I misunderstood

knotty wraith
#

I can't wait for the crash, it's time to sleep - the server is still alive

minor geode
#

But if you have the profiling build selected in Steam, it runs the arma3profiling_x64.exe by default right?

plain trout
#

steam replaces the arma_x64.exe if you run profiling

minor geode
whole cloud
#

If you need profiling, then yes

minor geode
#

after all these years, I never knew that. lol I just assumed Steam chose the right exe

whole cloud
#

It does choose the right exe

naive osprey
#

The "right" exe just isn't the one you expected

minor geode
#

right.. I know there's differences between the profiling and performance builds, namely some of the binaries, but with the profiling build be selectable now instead of how it was previously... it's good to get a clarification

empty goblet
#

you can always check .rpt file , it will tell you if you run profiling or stable (performance) build (at start of it) Type: Public Build: Stable Version: 2.18.152413

whole cloud
#

Okey found one AI thing that could cause issues, and shows up in one of Dwardens dumps.
🤞 that that's the crashes.

whole cloud
#

no not yet

#

Nice, the first crash on performance 😄

vivid reef
#

.HU

#

from mine dumps?

whole cloud
#

yeah. and its inside mimalloc too. Probably same thing

vivid reef
#

wait, performance is stable?

#

i switched to profiliing pepe_acid

whole cloud
#

Type: Public
Build: Stable
Version: 2.18.152413
That's what you're running

vivid reef
#

wtf

#

i had the profiling banner at the launcher aPES_WideEyes

#

second crash stable too?

whole cloud
#

launcher always says that.
yes both same

vivid reef
#

wtf

vivid reef
#

why there is a different version number?

whole cloud
#

because thats not profiling branch, that is stable/default branch

vivid reef
#

that one is 19:05, the next rpt from the second one i send you

#

yeah, but the one you got should be profiling. the version number form the one you had in the rpt is different to the one i have now running stable

whole cloud
#

Yes the ones you sent are performance binary on profiling branch

vivid reef
#

now im totally braindead

#

Version: 2.18.152302 this was profiling in beta tab, the rpt i did send you

whole cloud
#

the two rpt's with crashes you sent me, are both 152413

vivid reef
#

yes

#

that should be profiling from beta tab in steam

whole cloud
#

it is yeah

vivid reef
#

good, but still im confused

#

profiling showing stable in rpt?

whole cloud
#

yes

vivid reef
#

oh

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so you think its mimalloc?

whole cloud
#

the standard exe on profiling branch is a "Stable" build, just a beta stable one

#

no. It must be some wrong allocations done by game, but I couldn't reproduce any.
Only have one guess of one that could maybe happen

vivid reef
#

hmm

#

wasnt gaining that much more fps, but more smooth

whole cloud
#

Kinda weird, this AI thing probably causing the crashes, has been in since v6 and these crashes probably caused by it only appear today meowsweats

vivid reef
void badger
#

v5 on Linux supremacy 💪

empty goblet
#

KOTH server is still running ... 80 to 90 players ... defying the crashes 🤣

whole cloud
#

152416 for tomorrow. With this the crashes should then be fixed.
I won't put up other binaries, you can run dedicated server with this too.
If there are no reported crashes with this we'll just push it tomorrow morning

gusty viper
#

Need client test with that binary too?

whole cloud
#

whoever crashed before probably

vivid rune
#

Is ingame the build number correct?

#

nevermind. I renamed the false exe

empty goblet
whole cloud
#

oh right.. oh well

gusty viper
#

Crash while playing SP mission Combined Arms. Got dumps, will send

vivid rune
#

YAAB is running with two heavy mod sets and without.

#

I tried to play "lost signal" with a heavy modset and there was no animation flaws but without mods it still freezes.

naive osprey
light cargo
#

the launcher should really have support for specifying which exe to launch

light cargo
#

hmmmm, which alloc would be recommended for win7?

#

it seems i got improved performance by turning off ht and hugepages???

heavy galleon
#

perf still supports win 7?

fair ore
#

(windows 10 or 11)

light cargo
fair ore
#

It's hella eol

hybrid cradle
#

Bit like my knees

light cargo
fair ore
#

Then I guess you shouldn't expect support from anyone

light cargo
#

....

spiral pond
#

some chat commands like #monitor have auto completion. others like #captureframe dont - would be convinient to have the auto completion list updated 🙏

woven loom
uneven kernel
#

Fix for downloading at game start works 😄

#

Thank you dedmen

tawdry gazelle
plain trout
tawdry gazelle
tawdry gazelle
whole cloud
plain trout
#

been there all the time since OFP… 🙃

woven loom
#

So... YAAB ran without any problems for me today (but my game hadn't crashed so far anyway). No real change in performance when running the ultra preset + yaab standard settings, but i did see an improvement in ultra preset + 12km view distance. but i don't have a good record of this so not exactly sure by how much. I used to see around 70 fps with the latter settings iirc, now i saw 81, which is pretty nice.

#

But more interestingly, in of the scenes in YAAB there is a car that flips after an explosion. Previously, even last week, it would do a pretty short flip and very quickly fall back to the ground, almost in place

#

But now, it gets blown out of the scene and the physics looks a lot more natural

#

I haven't played a normal MP game in a long time though 😄

empty goblet
light cargo
light cargo
dusky perch
light cargo
dusky perch
#

calling someone n*zi is def a slur and is even punishable in alot of countries

light cargo
#

¯_(ツ)_/¯

woven loom
#

i'm super tempted to ask which countries these are lol

#

but that would be super off topic, so unfortunately we will never be able to question this outlandish claim

tawdry gazelle
light cargo
#

doesn't it use win8+ api functions?

tawdry gazelle
tawdry gazelle
light cargo
#

(also technically win7 is valid to support albeit with more limited success because the game isnt going to drop win7 support soon)

#

oh oops

#

i vaguely recall people saying it doesnt work properly or something, sorry.

#

idk i didnt try it because of the potential of being unstable

light cargo
tawdry gazelle
light cargo
#

my computer is a i7-4790

tawdry gazelle
light cargo
#

thats ok, can always test a vm

#

yeah im going to try it

#

however im not a best case because my memory/motherboard/cpu is not at its best shape

tawdry gazelle
#

If the game started correctly and RPT shows allocator as mimalloc, then it runs well.

light cargo
#

ok, how about potential issues during gameplay?

#

it could bsod

empty goblet
tawdry gazelle
light cargo
#

ok

#

ohhh im not sure if intel compiler doesnt support win7 hmmmm

#

we'll see, i'll give it a try!

#

ill try general use first

#

i have 16gb of ram but as i said huge pages does slow me down

#

i think i just recall that mimalloc kinda doesnt support win7, just that

#

im not sure however

#

also i have significant issues with my installation such as having a large non-paged pool occupied by the registry

#

Well, it causes registry operations to take a longer time than usual to complete

#

also @tawdry gazelle, mimalloc might be due for a update since its 245 commits behind microsoft?

#

okay im launching, so far so good

whole cloud
#

Found one more rare use-after-free, I could reproduce it in the mission where @gusty viper crashed.
And that one, is actually new code that came with v9, maybe its that blobdoggoshruggoogly

#

But trust a "maybe hopefully that was the cause" over the weekend? ehh meowsweats

plain trout
#

people can always switch back to vanilla?

whole cloud
#

meowsweats Yeah after they'll notice its unstable by repeatedly crashing mid mission

light cargo
#

oof, i cant upload images here

spice dirge
#

upload them into some stupid discord bot DMs (like MEE6 or whatever), then post the link here 😄

light cargo
ashen helm
#

you can forward messages to bypass CDN expiration.

spice dirge
ashen helm
#

Like this

silk pewter
#

or like that

light cargo
spice dirge
naive osprey
light cargo
#

lol ok

#

finally

#

ok, this is the second run of yaab, same fps as last time, and this is also modded lol.

#

also this is with mimalloc

inland dew
#

iGPU?

light cargo
#

one of the mods is blastcore

#

gtx 1660

#

yea, the system is actually pretty hampered

#

i am using a better smoke mod and blastcore murr

#

so that's probs the lag and the view distance

light cargo
#

anyways i have cup, real engine, niarms, ace with tracers, particles and no medical as well

#

third run gave me 16.4 average fps

#

max 31 fps, min 5 fps

silk pewter
#

I don't get it, are we testing mod compatibility now or just vanilla?

light cargo
#

i was testing mimalloc with my usual mods :P

#

im going to test with 2 cpu count, also this is with HT off

autumn timber
light cargo
#

@tawdry gazelle excuse me, are there benefits with ht in mimalloc and lower cpu count?

light cargo
#

splendid smoke rework is enabled

#

so yeah... :D

#

i'll try yaab with vanilla

light cargo
plain trout
light cargo
#

sorry

#

its related to here because of the use of performance branch and mimalloc

#

with -cpucount=2 it freezes after loading a mission such as yaab

#

it wasnt freezing for so long without it

autumn timber
# light cargo what are your video settings btw?

You must have missed the part where I said that I gave that computer away to my father (click the spoiler 😛 ), which was 2 years ago, so my current settings are irrelevant and i don't remember the old ones

light cargo
#

sorry lol its ok

#

i adjusted some of my settings and in vanilla im getting ~26 fps

#

better fps now, yay.... well i'll leave it there

inland dew
#

hdd...

autumn timber
#

As long as the game fits into memory, that shouldn't be a problem I think? (don't quote me on that, though)

inland dew
#

that's where so so low fps comes from and the freezes

#

nothing to do with mallocs or perf branch

hybrid cradle
#

no such thing as good arma performance on a hard drive

inland dew
light cargo
#

yeah uh, it does improve on a second run however. yeah sound and graphics mods do impact my performance a lot more

inland dew
light cargo
#

whatever, at least im more comfortable with my game now

hybrid cradle
#

step 1: upgrade to an ssd
step 2: get windows 10/11

quaint flame
#

At this point. Buy a new pc. 4th generation is super slow

empty goblet
#

step 5 , realize Windows was mistake and migrate to Linux OS

spice dirge
#

mandatory path capitalization joke

light cargo
knotty wraith
light cargo
#

nice, i do plan to have a 2tb m2 which is pcie 2.0 as boot drive for this system soon. but financial issues

hybrid cradle
whole cloud
#

⚠️ Hotfix pushed to 152418
another attempt at fixing the crashes

silk pewter
hybrid cradle
#

😦

#

remember to remove the french language pack

silk pewter
#

en-GB is still a thing

silk pewter
hybrid cradle
#

yes 🙂

silk pewter
#

thought you were nudging at the capitalisation, sorry for not catching it ^^

hybrid cradle
#

i wish i could remove my ability to speak french 😦

hybrid cradle
#

😦

heavy galleon
#

Might have been mentioned few times.
I was stress testing our new server HW and was getting flood messages about me in the server console, then my game crashed.
I spawned around 90 grads and made them all shoot 20 rockets at the same time.
Any recommendations to avoid the flood warnings etc?

Both client and server are on perf, server is Linux.

empty goblet
fast hornet
light cargo
heavy galleon
#

So for system with 8cores 16 threads you recommended setting -cpucount=8 and to not set -enableHT, right?

hybrid cradle
#

let engine autodetect

inland dew
#

just do -enableHT and that's it

whole cloud
heavy galleon
#

So neither cpuCount and enableHT, or only enableHT?

silk pewter
#

n o t h i n g

#

don't use anything 😄

heavy galleon
#

so ./arma3server_x64 -cfg="$networkConfig" -config="$serverConfig" -name="$profileName" -mod="$mods" -servermod="$servermods" -limitFPS=75 -nosplash -loadMissionToMemory -bandwidthAlg=2 -maxFileCacheSize=8192 -hugepages world=empty -port=2302 -noSound 2>&1 | tee logs/arma3Server_$(date +%F_%T).rpt
sounds good then

heavy galleon
#

but they said not a thing

inland dew
#

ht is fine, if you don't use cpucount

whole cloud
hallow lantern
#

waypoints are no longer working, units are stuck and won't move ( but they will fire eventually )

whole cloud
#

Might be the animations bug thing

#

Sometimes on linux, animations get bugged and everyone is stuck in dragging animation and cannot move around (but can fire)

hallow lantern
#

hmm that never happened as far I can remember, but if I just place an unit with zeus and give it the move waypoint, it just stand there

#

( I'm testing with lambs, without lambs there are no crash )

#

aaand HC just crashed ( but not the server lol )

indigo beacon
#

Oddly enough on the new update, borderless windowed mode tanks to like 6-9 fps, going to fullscreen puts me back to normal expected FPS

hallow lantern
#

tried replay several tested and working missions, with or without HC, noone follow waypoints of any type

gusty viper
empty goblet
empty goblet
#

anyway , so far no crash on servers

fast hornet
gusty viper
empty goblet
gusty viper
#

(That mission is a crazy ass infantry action)

silk pewter
gusty viper
#

Also: in these SP mission everyone is following WPs as normal.

fast hornet
#

and NT 3.5 before that..

empty goblet
#

and like i said if you want something what keep on going just use linux ... 🤣 because i honestly don't even want to try think how W12 pans out after 11

gusty viper
vivid reef
fast hornet
empty goblet
#

if you run any Windows including 11 on DMZ on internet, you will likely be pwned sooner than later

light cargo
empty goblet
empty goblet
#

anyway ... 90 player son Redux WL, 120+ fps ... 50 players on KOTH and some on the other Warlords servers, so far no crash ...

#

i do wonder if the Z fighting got worse or it's just me for long range edge shimmer

kindred radish
#

Z fighting at longe range was always bad, as long i can remember. Main issue imho is the models, some parts of the building are to close to others.

autumn timber
# empty goblet well if he behind good firewall and NAT he is fine ...

I'm too lazy to search for it, but I bet there are plenty of ways to hack win7 even when "behind a good firewall and NAT".

Like probably some JS code that would connect to localhost from your browser or something like that, maybe an image with the right localhost url, maybe do something fun with the local printer, etc...

empty goblet
#

and to get pwned via js doesn't stop on platform , there are literally weekly 0days for chromium for past 12 months

spiral pond
empty goblet
autumn timber
#

But these 0days get patched, unlike the 1000-days for Win7. That's the point

empty goblet
fast hornet
autumn timber
#

I don't want to drag the offtopic discussion further, but... I'm sure they do. Just as there are ALWAYS attempts to scan the ssh servers for admin:admin, etc...
That's just low hanging fruit reaper that you can leave running on

knotty wraith
#

where is the administrator? 😆

empty goblet
#

hmm, i guess i got another crash in ui by dragging / clicking stuff 🤣

#

WL redux server, average ~70 fps for full 100 players 17:59:31 Server load: FPS 69, memory used: 5012 MB, out: 36769 Kbps, in: 1253 Kbps, NG:0, G:6441, BE-NG:0, BE-G:0, RQ:0, Players: 100 (L:1, R:1, B:2, G:95, D:1), JIP (T:0 Q:73458) and no crash yet

light cargo
#

¯_(ツ)_/¯

#

moving on

light cargo
#

enough said now!!

#

um, what priorities are there for perf/prof currently?

heavy vortex
#

Making all the recent changes work without bugs, I imagine.

heavy vortex
#

That animation bug was very commonly replicated by running your Linux server with the advanced rappelling mod.

heavy galleon
drifting swan
#

👍

22:00:31 Server load: FPS 90, memory used: 3544 MB, out: 42867 Kbps, in: 1304 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, RQ:0, Players: 200 (L:0, R:0, B:0, G:200, D:0), JIP (T:0 Q:52766)

but second server:

21:04:14 Server load: FPS 91, memory used: 2936 MB, out: 10970 Kbps, in: 406 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, RQ:0, Players: 198 (L:1, R:1, B:0, G:196, D:0), JIP (T:0 Q:24975)
21:04:19 Server load: FPS 91, memory used: 2937 MB, out: 4313 Kbps, in: 324 Kbps, NG:0, G:0, BE-NG:9, BE-G:0, RQ:0, Players: 198 (L:1, R:1, B:0, G:196, D:0), JIP (T:0 Q:24982)
21:04:24 Server load: FPS 83, memory used: 2953 MB, out: 18615 Kbps, in: 1283 Kbps, NG:0, G:179635, BE-NG:0, BE-G:0, RQ:0, Players: 198 (L:0, R:2, B:0, G:196, D:0), JIP (T:0 Q:25064)
21:04:29 Server load: FPS 85, memory used: 2968 MB, out: 38783 Kbps, in: 2796 Kbps, NG:0, G:50895, BE-NG:0, BE-G:0, RQ:0, Players: 198 (L:0, R:2, B:0, G:196, D:0), JIP (T:0 Q:25789)
21:04:34 Server load: FPS 44, memory used: 2986 MB, out: 45466 Kbps, in: 1068 Kbps, NG:0, G:2862, BE-NG:0, BE-G:0, RQ:0, Players: 197 (L:0, R:1, B:1, G:195, D:0), JIP (T:0 Q:26326)
21:04:56 Server load: FPS 1, memory used: 2987 MB, out: 1310 Kbps, in: 22 Kbps, NG:0, G:1269480, BE-NG:108, BE-G:0, RQ:29740, Players: 197 (L:1, R:0, B:1, G:195, D:0), JIP (T:0 Q:26346)
21:05:11 Server load: FPS 0, memory used: 2991 MB, out: 3903 Kbps, in: 66 Kbps, NG:0, G:2771929, BE-NG:378, BE-G:0, RQ:55467, Players: 197 (L:2, R:1, B:1, G:193, D:0), JIP (T:0 Q:26356)

I had to roll back the second server to v5 to play :)

empty goblet
heavy vortex
#

That second server isn't 32-bit, is it?

inland dew
#

would have been strange if it was

empty goblet
drifting swan
drifting swan
empty goblet
#

anyway no server crash so far, so i guess this build is doing well ... and now ... i'm going to take some nap

drifting swan
fast hornet
#

depends on what you want... the normal one is perf and the profiling is, well, profiling

inland dew
#

profiling is for #captureFrame

drifting swan
#

ok, got it. we were just playing and didn't think we'd need to capture frames

tawdry gazelle
uncut linden
coral pendant
#

So this new things gives better frames?

eternal kraken
#

found a visual glitch bug yesterday in our playsession with v.2.18.152.418 Stable

#

every client and server running v.2.18.152.418 Stable

#

i recognized that bug already before in earlier builds ( first time in v08 (374) i think) but could not capture it on video until now

empty goblet
#

no server crash yet ....

empty goblet
light cargo
light cargo
# eternal kraken

uh, this channel is for the performance/profiling branch of the game,

dusky spire
#

No more flickering with the new versions, thank you & well done, amazing work 🤘

gusty viper
light cargo
gusty viper
kindred radish
#

removeUniform _unit executed on the server, causes this spam (Unit was spawned and equipped by the server and then player controlled).
100+ lines in 7 minutes just for the one UniformContainer.

// 2:523 = netID of UniformContainer
2:33:41 Server: Object 2:523 not found (message Type_466)
12:33:46 Server: Object 2:523 not found (message Type_98)
12:33:47 Server: Object 2:523 not found (message Type_466)
12:33:51 Server: Object 2:523 not found (message Type_126)
12:33:52 Server: Object 2:523 not found (message Type_466)
12:33:57 Server: Object 2:523 not found (message Type_466)
12:34:02 Server: Object 2:523 not found (message Type_466)
12:34:06 Server: Object 2:523 not found (message Type_98)
12:34:07 Server: Object 2:523 not found (message Type_466)
12:34:12 Server: Object 2:523 not found (message Type_466)
12:34:17 Server: Object 2:523 not found (message Type_466)
whole cloud
empty goblet
#
19:01:20  ➥ Context:     [] L5 (mpmissions\__CUR_MP.Altis\client\*c_fl_mapDraw.sqf)
    [] L5 (mpmissions\__CUR_MP.Altis\client\*c_fl_mapDraw.sqf)
    [] L5 (mpmissions\__CUR_MP.Altis\client\*c_fl_mapDraw.sqf)
``` hmm, noticed this spam in  2.18.152418 client RPT.  just 712 657 times ![Armad](https://cdn.discordapp.com/emojis/782218958954037280.webp?size=128 "Armad")
empty goblet
#

hmm, just joined game and got this 13:51:22 O Bravo 1-6:1 (Dwarden) (Team Leader): Unknown action ListRightVehicleDisplay, target O Bravo 1-6:1 (Dwarden)

ashen helm
#

Unit flickering is gone but the LOD loading is very rough compared to stable. First the head flickers, then the vests and backpacks. Definitely not tied to my hardware as it used to not do that unless I was scrolling through arsenal items very fast.

empty goblet
#

also i had weird case of very slow loading of KOTH on the client since 418 but happened once so not sure if it was fluke or indicator of something weird after roles selection/entering mission

spiral pond
#

something seems wrong with #captureslowframe

#

i can get it only to trigger with #captureslowframe total 0.001 (above 1 ms) not with #captureslowframe total 0.01 (above 10 ms)

#

the problem seems to be there is two total for the server

#

so it doesnt check the real total main thread - and the other is just very short

spiral pond
empty goblet
#

something wrong with corpse removal #warlords_discussion message if true i don't get how come corpses aren't removed after 30 minutes (if new corpses are produced all the time)

ashen helm
empty goblet
# empty goblet something wrong with corpse removal https://discord.com/channels/105462288051380...

i do wonder about the corpse/wrecks/weaponholders garbage collector ... do we have anything to track when was last interaction with the corpse / weaponholder ?
because if we can, we shall add this to the manager .... to remove stuff which wasn't interacted with, after defined time ... (ideal to resolve case of GC fails ie spawns where players idle (triggers minPlayerDistance[]))
if we can't track the last iteration then something like max lifetime irrelevant on minPlayerDistance and separated lifetimes for respawned vs non respawned
feel free to tell me this is isn't needed but would solve some problems 😁

gusty viper
feral harness
#

Please state a concrete example of a problem

empty goblet
feral harness
#

Ah, it does not. Can make it so that if (time > maxTime * 1.5) remove anyway even if close to player. How abouot this for solution?

#

so if player moves away within additional 1/2 of maxtime it gets deleted, if not, it gets deleted after additional 1/2 maxtime is passed

#

or make it maxtime + mintime as absolute maxtime

#

i like that more

empty goblet
feral harness
#

However we are talking about about a few items that are not cleared because player is near and doesnt move, how bad could it be?

empty goblet
#

in fact i really wish all the GC values were possible to define for respawned vs not respawned with separate values, because now it's just either 1 all or one of them, but no solution for both

feral harness
#

Im just gonna say no to any additional params in. Im not doing it it is already way too complicated

empty goblet
#

while server happily crunch at 100 fps, there is so many non-removed items around the 2 sides bases(spawns) that the performance is unplayable for the clients

feral harness
#

you described a concrete problem, the player doesnt move it doesnt get deleted at all, I am giving you a solution that will work and is not going to be difficult to implement. I am not doing new params. Ask dedmen if he wants to do it

empty goblet
#

if we could define timers for both spawned and not spawned items (AI) with separate value and then also define the total timeout for each ... that would solve it

feral harness
#

there is always scripting solution in addition.

empty goblet
feral harness
#

so you want my solution or not?

empty goblet
#

that's why i asked and suggested the timers separate from spawned and not spawned items Manager Mode 2 and 3 at minimum

empty goblet
feral harness
#

you can pseudo customise duration by defining min and max time as it is going to be the sum

empty goblet
feral harness
empty goblet
#

ie i'm forced to use the 1 = All , that means AI items vs respawned player items already using same value (because there is no way to define values different for each of those 2)

feral harness
#

Each item type has own manager mode

#

and the times you define will work for that mode

empty goblet
#

yes but the manager mode is 1, 2 or 3, i can't define timeout A for 2 and timeout B for 3

feral harness
#

changed mode? change times

spiral pond
#

from what i understand Dwarden asks for different duration of AI vs player bodies, plus their weaponholders

#

for wrecks/vehicles i dont see how you can make that distinction tho

empty goblet
#

and wrecks from player vehicles vs wrecks from AI spawn (if that can be determined)

#

but ofc prio on the weaponholders and corpses

feral harness
#

weaponholderManagerMode = 1; weaponholderRemovalMinTime = whatever <- min time for mode 1
weaponholderManagerMode =0; weaponholderRemovalMinTime = whateverever <- min time for mode 0

#

the times are for the mode you chose

empty goblet
#

but i need it for BOTH each different

feral harness
#

changed mode, define different times for it

spiral pond
#

is there even a flag to determine if a body/WH is from AI or a player. probably not

feral harness
feral harness
spiral pond
#

what about GC based events/EHs - would that be more feasible?

#

aka make a scripted system/adjustments based on the engine GC system

#

ie via Killed EH you can store if AI or player origin on corpse/WH/vehicle easily
if you then had an EH on maxRemovalTime reached, you could do a forced scripted removal if was AI/player (based on the desired system)

feral harness
#

I can add mission EHs to remains collector

empty goblet
#

in relation to above, after discussion with KK, we try minPlayerDistance[] = {corpses, wrecks, weaponholders, corpsesforceremovalmaxtimemultiplier, wrecksforceremovalmaxtimemultiplier, weaponholdersforceremovalmaxtimemultiplier} default, 0 is infinity

#

while talking to KK i missed there is 140 players on KOTH server

empty goblet
#

it's bit laggy but the server FPS isn't the cause 18:18:22 Server load: FPS 133, memory used: 4335 MB, out: 64705 Kbps, in: 1406 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, RQ:0, Players: 135 (L:0, R:3, B:10, G:120, D:2), JIP (T:0 Q:18938)

empty goblet
feral harness
feral harness
empty goblet
tribal pasture
vivid reef
#

Current profiling is running smooth af aPES3_PoggiesFast

whole cloud
whole cloud
# spiral pond

Oh yeah I noticed total not working on server, but didn't know why. I just use sLoop on server, that is why then..

ashen helm
#

another thing I've noticed, not all difficulty settings are being saved. Vision aid toggles itself on after being disabled either in main menu or during a scenario. Reduced damage seems to be toggled off but for example RHS prompts about it being enabled anyway, so I assume only the UI change happens without actually disabling the setting shrug

Edit: creating a new profile seems to fix this, as in it does not happen on new profiles.

#

Dedmen please quit having fun and fix!!!

ashen helm
#

does anyone have the previous v9 before it was hotfixed? Wanted to see if this issue happens there too

empty goblet
#

at certain moment the server started to show 'jitter' desync on player movement and it didn't fix even as playercounter decreased

naive osprey
ashen helm
#

thanks

empty goblet
#

meow , this rendering bug ... driving at quad and it hide the tree infront of me 🤣 appeared at last second

tawdry gazelle
tawdry gazelle
jagged swan
tawdry gazelle
#

I dont know, it depends on BE...😅

hybrid cradle
#

@whole cloud iirc you could whitelist/similar? ^

fair geyser
#

Seem to be getting worse performance (alot worse) when firing effect heavy weapons (Firewills A10-C) than I did before using the profile build

FPS tanks (1-2 FPS) until the effects are gone, while without the performance build it only (more or less) halves my FPS (30-35 FPS) until the effects are gone

#

Not using blastcore or anything like that

#

Particles are set to low

spiral pond
#

can you make some frame captures when you have low fps

howTo:

  1. run game with arma3profiling_x64.exe (either rename it to arma3_x64.exe before you start with A3 launcher, or just bat file with arma3profiling_x64.exe and your startup parameters)
  2. play as usual
  3. when FPS is low
  4. hold left shift plus - (minus key) on numblock
  5. type frame
  6. frame capture UI opens
  7. hit "copy all" button in the bottom
  8. open a text editor, paste the code (ctrl+p) and save file
  9. drop in here
uneven kernel
lethal forum
#

wow permonace is amazing im ona widescreen monitor dld Arma 3 again to test and im impressed, could you guys help me with fov settings for this res? fov calculators are off

lethal forum
#

5120x1440 sorry

vivid reef
#

any info when the reload-magazin-poof bug is fixed in stable client?

vivid reef
patent dome
#

Then someone on the server has not updated their game, probably.

vivid reef
#

by now everyone should have updatet client, im trying to figure out if our servers are hotfixed PU_PepeThinkGe

empty goblet
#

can someone please check 2.18.152418 new Garbage collector ? seems it's not cleaning #warlords_discussion message (ignore the part about spawns, but sectors failing to clean w/o players nearby indicate something going wrong)

empty goblet
vivid reef
empty goblet
#

add this to server.cfg, to ensure no pre-hotfix client join and breaks the game for others
requiredBuild = 152302; // this is the hotfix build

#

so your server should be 302 or 307 (that's the last profiling before those experimental MT improvements)

vivid reef
#

he doesnt want to force a build

empty goblet
#

anyone who joins with unpatched older binary (be it RC 2.18 or pre-hotfix 2.18 or older profiling before 302, will cause issues)

empty goblet
#

Redux server crashed, reverting to 152307

light cargo
light cargo
knotty wraith
#

my observations of AI and HC... At v9, AI units (not players) begin to freeze in place (running in place, no damage) when more units spawn and at the moment a new player enters the game. Today we rolled back to v5 - there are no such problems at all. I don’t know what the problem is: in the hardware or in the width of the Internet channel, but at the moment there is only one conclusion for my server - v9 is good for clients, for a server with AI and HC - version v5.
v9 had a crash - Deadman dumps

real creek
#

I have a feeling some people will see their YAAB results go up a little from the workshop bug fix, I always used to only measure from 2nd run onwards but some people probably had smaller hitches that were difficult to perceive

light cargo
random isle
shell lion
#

Yesterday switched from v5 to v9 with my server and HC (2.18.152418), before the Saturday night mission and after a short time when many units are running on the HC massive FPS drops down to zero (freezes).
Only on the HC.
Startupparams enable HT is set.
HC runs on same machine but different CPU counts as the server.
AI units only run on the HC.
No new RPT data entries that can help.
Error could be fixed by kicking the HC.
Now everything runs on the server without any problems.
Number of players approx. 20, number of units approx. 150-160.
PvE only. Jet, helicopter in the air.
Maybe a problem with client (HC) and server on the same machine with the massive fps drops?
All previous version before v5, no problems on server and HC.
I've been using v9 as a client since it came out and only have the unit flickering issue with players so far, otherwise no FPS drops.

knotty wraith
bold raven
#

I think ur developing Arma 3 in ur brain right now. Straight cooker

restive pilot
#

Well I for one don't even understand what you're saying because you're using a bad translation service

runic sigil
#

Encountered this issue recently
https://feedback.bistudio.com/T125049
Appears to be incomplete dik codes for F13~F24
DIK codes only has up to f15, higher displays as "UNEXPECTED_KEY_ID"
Issue seems to be noone added the rest of the scancodes to the file

Probably could be fixed at least partially by adding to "\a3\ui_f\hpp\definedikcodes.inc"
Might need stringtable updates too, which might be more work than desired

#define DIK_F16             0x67
#define DIK_F17             0x68
#define DIK_F18             0x69
#define DIK_F19             0x6a
#define DIK_F20             0x6b
#define DIK_F21             0x6c
#define DIK_F22             0x6d
#define DIK_F23             0x6e
#define DIK_F24             0x76

@whole cloud
Pinging because it might be an easy fix that just hadn't been done
Here because this is the channel where current development on Arma 3 is mostly being discussed
If it isn't easy to fix, it's a minor annoyance issue that doesn't matter much

naive osprey
broken phoenix
#

Question for the people that run the LAMBs mods on the perf branch, has anyone experienced LAMBs killing the servers randomly with
File /z/lambs/addons/main/functions/UnitAction/fnc_doFleeing.sqf..., line 73
If I remember correctly I heard there was an issue in the recent past, but unsure if this is related to that. perf v9

chilly geyser
#

As I remember, dedmen fix this issue approx 3 or 4 days ago

chilly geyser
#

I didn't find any info about server network parameters and don't know how i can configure it correctly

harsh grotto
spiral pond
#

depends whats rendered in the background

#

is this from main menu, or from mission back to lobby?

harsh grotto
#

from main menu

#

ill try reinstalling Windows, hope it maybe will fix everything. meowsweats

spiral pond
#

what are your A3 startup parameters?

harsh grotto
#

-skipIntro -noSplash -name=[STC]yod -exThreads=7 -malloc=mimalloc_v214_lock_pages -hugePages -world=empty -debug -mod= -beservice

spiral pond
#

-world=VR -skipIntro should give you max fps there

#

hm interesting

#

next time drop the log from that capture here

harsh grotto
#

i can drop in DM

spiral pond
#

sure

harsh grotto
#

sent

spiral pond
#

there is no private/hardware/game info that log tho. so unless permissions dont allow dropping it in here, there is no harm. if permissions dont allow, just use some pastebin site and drop the link to that

harsh grotto
#

I know, Im just too lazy to upload to pastebin )

#

if you want, you can send it here if you see fit, i just dont have the rights to do it

spiral pond
#

not a very good FPS in the lobby
lesson learnt is that viewdistance setting matters also in menus. aka dont set too high [ie max 5k] (especially in MP where you dont need to [usually])

plain trout
#

Yes. Performance drops from around 10-12km. I mentioned that somewhere a few days ago. It’s on perf and vanilla. The fps is worse in the empty world of the menu compared to EDEN/ingame.

spiral pond
#

it seems to be caused by water rendering

#

maybe the dummy world has water somewhere or reaches infinite terrain - which can cause issues

lethal forum
#

Been playing around on the KOTH test server fps is way better then usual but i notice the same problem as in the regular branch when I get into town where the action is my gpu is running at 20% im on a 4090 so instead of running at stable 2800mhz it goes all the way down to 900mhz-1800mhz which brings down the frames.

quaint flame
whole cloud
whole cloud
whole cloud
#

Here because this is the channel where current development on Arma 3 is mostly being discussed
No. This is the channel where #perf_prof_branch is being discussed.

broken phoenix
# whole cloud post the full error?
 2:56:33 Error: Mismatched Begin/EndContexts
note: Minidump has been generated into the file C:\Users\Admin\Documents\Faster\ArmA\Servers\_120972e1d4ff4c498906e50d3499ed8c\arma3server_x64_2024-11-17_23-34-47_BegEndContext.mdmp
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error in expression < > 0.9} || {([objNull, "VIEW", objNull] checkVisibility [_eyePos, eyePos _enemy]>
 2:56:34   Error position: <checkVisibility [_eyePos, eyePos _enemy]>
 2:56:34   Error CSIEW:GNED stack size violation
 2:56:34 File /z/lambs/addons/main/functions/UnitAction/fnc_doFleeing.sqf..., line 69
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error in expression <n_currentTask", "Fleeing (enemy near)", lambs_main_debug_functions];
    _unit s>
 2:56:34   Error position: <lambs_main_debug_functions];
    _unit s>
 2:56:34   Error Local variable in global space
 2:56:34 File /z/lambs/addons/main/functions/UnitAction/fnc_doFleeing.sqf..., line 73
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Error: Mismatched Begin/EndContexts
 2:56:34 Client: Object 37:185 (type Type_132) not found.
 2:56:34 Setting invalid pitch 0.0000 for O Bravo 4-5:1 REMOTE
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at FBD66E76```
whole cloud
#

That was indeed already fixed, in 418, the last update

broken phoenix
broken phoenix
ashen helm
# whole cloud need repro

do you mean you want my profile files? You open the game difficulty, change Vision Aid to disabled, click OK and once you go back it's enabled again

whole cloud
whole cloud
broken phoenix
molten berry
#

i think there might be something with difficulty settings not applying immediately

empty goblet
#

so guess i'm the only one with one 418 server crash so far

molten berry
#

because after i restarted the game the setting was changed, but before restart it reverted as if it didnt save the setting

runic sigil
ashen helm
#

I apparently fixed mine through chhanging difficulty to one of the presets and then making custom stuff again

lethal forum
silk pewter
#

most likely not

knotty wraith
#

the list is big Bohemia.net and there is no use from you

silk pewter
knotty wraith
silk pewter
#

and I am BI, curious

fickle geyser
#

it's time for pills grandpa.

knotty wraith
#

If you can't fix anything, why are you writing?

analog acorn
#

Lou works on the documentation, not the code. His whole job is to write.

knotty wraith
#

fix the list bohemia.net and give those who have the opportunity to edit

#

otherwise it's just populism

whole cloud
whole cloud
fickle geyser
silk pewter
# knotty wraith otherwise it's just populism

soon you will ask me to apologise for being on the company game's Discord
take a seat, have a drink, kick back, relax, because we're not enemies here - unless you make it that way

vivid reef
ashen helm
#

Why would they be different?

vivid reef
#

dont they have different optimisations? PU_PepeThinkGe

heavy vortex
#

No, profiling just has a tiny bit of overhead.

fickle geyser
#

10 fps is a lot tho

vivid reef
#

3 fps

fickle geyser
#

and you have a lot of FPSs already

vivid reef
#

138 is stable

fickle geyser
#

yeah, misread

#

performance and profiling have the same optimizations

#

profiling has a bit of an overhead... as it has instrumentation allowing to... profile the performance.

#

so it should be tiny bit less performant.

#

they're the same source code built with different flags.

vivid reef
#

PU_PepeThinkGe so its fine what my results were

heavy vortex
#

I'd have hoped for more stable -> perf difference, but I'm not sure which of the optimizations are active atm.

#

Can you check the difference in CPU power consumption over the benchmark?

vivid reef
vivid reef
#

62W is what i have as max right now, might be from ingame, might be from yaab

#

but from what i see, it wont be much difference, im still below 30% usage Sadge

fickle geyser
#

what cpu?

vivid reef
#

7800x3d, 6000mhz cl30, 4070ti

fickle geyser
#

nice, damn my 5900X pulling ~120+W and getting way less FPS ;D

vivid reef
#

its no secret the x3d perform very good in arma aPES_Giggle

#

im thinking about swapping it to 9800x3d if i can get hands on without a scalped price

fickle geyser
#

I'm trying to retain myself from upgrading to it as frankly, everything but arma runs great/good enough and I'm thinking about holding to next gen CPUs.

vivid reef
#

my 7800 is just 1 year old, so 50% of the upgrade is paid pepekek

fickle geyser
#

And the great work being done on Perf should make this CPU bit more viable for Arma, I need to find time to run some YAAB to see the difference.

inland dew
#

more stuff multi-threaded is always better, but still need best possible single core perf

knotty wraith
vivid reef
#

but some good thing, didnt had a crash since the last profiling update from dedmen aPES3_PoggiesFast

silk pewter
analog acorn
#

Sorry, my mistake. I don't keep up with Reforger as closely so I missed that.

silk pewter
#

no worries, just kidding around! 🍻

vivid reef
heavy vortex
#

Just looking for a rough estimate really.

vivid reef
#

so a yaab with a power graph below?

heavy vortex
#

Well, that would be ideal. Would need a comparison to stable though.

silk summit
#

Profiling has the same optimizations found on the dev branch?

fickle geyser
#

dev branch is usually a bit behind, it's not updated so frequently.

feral harness
restive pilot
loud wind
restive pilot
#

5800X3D doesn't even support AVX512
So it most likely doesn't do anything (just enabling AVX512 support by complier doesn't mean it'll generate code for it)

loud wind
#

That's weird - I thought it had but you're right. Oddly enough it still gives me a performance boost, running just the malloc alone gives a 10% perf increase over standard, more than the others I have tried

eternal kraken
loud wind
spiral pond
eternal kraken
#

not yet kju, but i will and report you

tawdry gazelle
eternal kraken
whole cloud
misty flax
#

Guys, I have a question. After switching to profiling version on steam, I noticed I had both the arma3_x64.exe and arma3profiling_x64.exe binaries.

After launching the game through the a3 launcher, task manager said the process was arma3_x64.exe, not the profiling one.

So my question is, when switching to profiling, is arma3_x64.exe the performance build or is it the old one?

Do I need to replace the arma3_x64.exe with the profiling one by simply renaming the binaries to make the arma3 launcher use the profiling binary?

#

Or maybe I am just stupid and profiling!=performance, right?

#

and the performance binary is just the arma3_x64.exe

analog acorn
#

When on perf/prof branch, the default exe is perf, and the other one is prof.
They both have the same experimental changes, prof just has extra tools for logging and debugging, so if you don't need those tools you don't need to change anything

spice dirge
#

(said extra tools apparently making perfprof binary a tad bit slower as well)

spice dirge
#

fixeded

whole cloud
#

arma3_x64.exe is basically "beta" version, having all the improvements that you came here for.
And "arma3profiling_x64.exe" is "beta" version WITH profiling on top. Making it a bit slower but giving you captureFrame tool.

#

📓 Couple finds from today

  • Intercept causes crashes when running some script commands from a worker thread
  • I broke the AI time limiting.

Old: ```sqf
_endTime = time + 7ms;
{
if (time > _endTime ) break;
simulate _x;
} forEach allGroups;

New: ```sqf
_endTime = time + 7ms;
{
  if (time > _endTime ) break;
  _groupsToSim pushBack _x;
} forEach allGroups;

{ simulatePart1 _x; } forEach _groupsToSim;
{ simulatePart2 _x; } forEach _groupsToSim;
{ simulatePart3 _x; } forEach _groupsToSim;
{ simulatePart4 _x; } forEach _groupsToSim;

Previously it would not start new AI groups after 7ms (Didn't help you much if one AI group was very heavy and exceeded the time limit anyway)
But with the new code, AI might even run to 20ms and still start new groups then, causing lag spikes.

Even after the fix it will be a bit worse because after groups have entered the first part of their simulation, they can't be stopped anymore. So if all groups start up, but then take so long that the time limit elapses, I still need to finish the groups that I've started. But they have multithreading in there, so they run a bit faster now so.. hopefully going to be good enough 🤞

Both will be fixed in v11

eternal kraken
upper sierra
vivid reef
upper sierra
#

Ahhh you have a 3D CPU damn, I guess it really does add a lot to FPS in a game like ArmA

misty flax
feral harness
whole cloud
#

dev is a retail build though, it shouldn't have any difference

whole cloud
# whole cloud 📓 Couple finds from today - Intercept causes crashes when running some script ...

And another bad one.
The AI sensors updating now has the time limit as it should have.
But, the time limit can be negative (apparently..) which makes it process zero sensors, so if FPS is low it will not process them, and keep piling up work, and the processing it does even if it doesn't process any, is probably going to keep FPS low still, that could be causing issues on servers.
Maybe thats related to the HC issues that were reported

feral harness
whole cloud
#

that is the diag exe

feral harness
#

i was testing on release

whole cloud
#

2.18.152424 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 64-bit, linux server 64-bit
- Added: Uniform textures are now stored on the uniform entity and persist in MP
- Added: FPS limit in the main menu with -world=empty and when windowed mode is unfocused
- Changed: Removed a few inventory related JIP messages (should reduce size of the JIP queue)
- Fixed: JIP players seeing a different uniform on a player for up to a minute (please test looting from dead bodies as this might have indirectly fixed a few bugs)
- Fixed: Unit insignia were sometimes being applied to the whole body - https://feedback.bistudio.com/T155459
- Fixed: Several crashes

If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

whole cloud
#

Most of these features require perf branch on server side

vivid reef
#

read changelog aPES3_PoggiesFast
read dedmen additional info sadgecry

runic sigil
#

Are more YAAB benchmarks with other hardware combinations useful?
Prof vs Stable was what I was thinking

whole cloud
# knotty wraith https://youtu.be/PtmZf4WoaLA v10 - HC AI

looks like big lag spikes
Hard to see with #monitor so slow that it averages them out. Also #monitor is only the server, while the problem is on HC.
Most useful would be a capture slow frame from the HC. its probably running very low fps

knotty wraith
#

I understand, but I had to roll back to the stable version - it’s impossible to play. I'll try to do a more detailed analysis one of these days.

spiral pond
knotty wraith
#

CBA console?

spiral pond
#

one moment

knotty wraith
#

I use this for myself

0 spawn {
ddd = true;
VAR_FPS_HC = 0;
_code = { 
 VAR_FPS_HC = diag_fps;  
 publicvariableserver "VAR_FPS_HC";   
};
[_code] remoteExec ["call", HC];
//VAR_FPS_HC

while{ddd}do{
[_code] remoteExec ["call", HC];
sleep 0.7;
(str [round VAR_FPS_HC,round diag_fps, count allunits, count (vehicles select {count crew _x > 0})]) remoteExec ["systemchat", -2]

}}```
spiral pond
#

as for slow capture: #captureSlowFrame total 0 (only for the DS itself) and for HC: diag_captureSlowFrame ["total", 0, 0, true]; executed via CBA console on HC for a single capture at this moment, or diag_captureSlowFrame ["sLoop", 0.1, 0, true, 10]; (to capture 10 situations with < 10 fps)

carmine stump
#

not important, but in beta tab profiling should be one option and performance another. I see a lot of people get confused (as I once was) and I guess most just want the performance exe, not profiling.

whole cloud
#

Yes. Most just want performance, that's why everyone gets it as default and only the professionals needing profiling have to manually switch to it

empty goblet
whole cloud
#

v11

#

but seems v11 is tomorrow already

empty goblet
whole cloud
#

Working on better JIP logging.
Server savegames, actually store the whole jip queue in the savegame file.
Looking at that, Lets say, which inventory item was removed from a unit:

empty goblet
#

so tried to join with 424 to 418 server and got instant client crash hmm (after role selection), replicated 2nd time

whole cloud
empty goblet
#

so i guess i'm not risking servers with v10 😦

whole cloud
#

ugh known crash in the uniform texture stuf

pure dove
#

Hello, is there any reason why freeExtension command is only available in dev branch? While I often switch to dev branch for extra debug info, I just got curious

whole cloud
pure dove
#

oh sorry about that, thanks anyway

vivid rune
#

V10: Animation stutter in the beginning. After some time whole Arma freezes in "Eastwind Campaign/Signal Lost" still present.

empty goblet
blissful pilot
whole cloud
#

yes, but without mdmp unsure if its the same

blissful pilot
whole cloud
#

or my DMs

light geyser
#

Is anyone experiencing STATUS_APPLICATION_HANG error when you run Dynamic Recon Ops or other scenario?

whole cloud
#

⚠️ We know about crashes on prof. For technical reasons we cannot fix it until tomorrow.
Consider switching away from #perf_prof_branch 🫂

indigo anvil
#

😦

empty goblet
#

or manually download v9 client from google drive

short hollow
ashen helm
#

casual user will download both after choosing the profiling beta in Steam and performance exe will be used by default

empty goblet
short hollow
#

I see, thank you

naive osprey
silk pewter
#

oh, but it may be lost if put in a container… meowsweats

naive osprey
#

If I could get rid of our workaround, I will die of happiness meowawww

rapid wing
#

keep crashing? is that something to do with prof branch ?

feral harness
#

Also you need to use setObjectTextureGLOBAL if you want persistence

naive osprey
spiral thicket
#

Yo! I noticed on performance branch that Arma would crash whenever trying to load certain textures (for me: any RHS ch47 / TF373 chinook, modded osprey)

spiral thicket
#

Yeah I saw just naming some of the causes incase it helps correct it

feral harness
#

yes thats the reason for the crash dedmen explained

whole cloud
#

2.18.152431 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 64-bit, linux server 64-bit
- Added: JIP queue export now also exports the queue's contents (Profiling binary with -debug parameter only)
- Changed: JIP queue export is now multithreaded and freezes the server for less time
- Fixed: AI simulation would not honor its time limit
- Fixed: AI visibility updates could get stuck not processing any updates
- Fixed: Crash when script commands are executed from extension threads
- Fixed: Crash when joining servers
- Fixed: Keybinding F16-F23 keys were displaying "UNEXPECTED_KEY_ID" instead of the key name - https://feedback.bistudio.com/T125049

If you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

spiral pond
#

diag_captureFrame 0; doesnt work - only starting with 1. I think to recall this was different earlier, was it not?

whole cloud
#

I think previously 0 would work same as 1.
It cannot capture the current frame, it can only capture the next frame or later. So the minimum that works is 1

#

Mh looking at code, I don't think 0 worked before

light geyser
#

The game still crashes when i open Dynamic Recon Ops

whole cloud
light geyser
# whole cloud Send me crash report please

Arma 3 Troubleshooting Report

Sorry for the inconvenience.
Please report this on Arma 3 Feedback Tracker (http://feedback.arma3.com). Thanks to you we may fix the issue faster.


Process exit

Exit code: 0xCFFFFFFF - STATUS_APPLICATION_HANG
Running time: 00:08:20.5196526


System information

Date: 2024-11-20 11:50:52 / 2024-11-20 12:50:52 +01
Current dir: C:\Program Files (x86)\Steam\steamapps\common\Arma 3
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3launcher.exe"
CLR version: 4.0.30319.42000
OS Version: 10.0.22631.0 (Microsoft Windows NT 10.0.22631.0)
OS 64 bit: True
Process 64 bit: False
Culture: es-ES
UI Culture: es-ES


Last game report

not provided

whole cloud
#

I mean the report file, that the "Prepare report" button exports, the zip
This text tells me nothing besides that the game actually didn't crash but just hung.

feral harness
light geyser
feral harness
#

try creating a new soldier profile

vivid bear
#

Is the units flickering issue now fixed?

feral harness
light geyser
#

It freezes and crashes during the "Faction extraction data"

feral harness
#

Tried new profile, also no problem but some script errors

feral harness
#

are you on latest prof?

#

does it do this on current stable?

light geyser
whole cloud
#

yes

light geyser
light geyser
# whole cloud yes

I don't know how i'll can send you, but i'll send you the Google Drive link

whole cloud
#

You also need to give everyone access to view it

light geyser
#

one moment

light geyser
feral harness
#

I can see you have a million of mods and custom start up params

light geyser
#

Is that a problem?

feral harness
#

Could be in this case

#

Does this cocktail work well with stable?

light geyser
whole cloud
#

Please get rid of these start parameters, they are nonsense
-cpuCount=7 -exThreads=7 -enableHT -malloc=tbb4malloc_bi_x64 -maxvram=2817 -noLand
And I don't think you want to have that maxmem one either. Unless you specifically want to limit the game

light geyser
#

Which file?

whole cloud
#

Start parameters, in the launcher

#

Its a bug in prof indeed.
Switch away from profiling branch for now

light geyser
whole cloud
#

In your case, it does nothing because you set -cpuCount. So its just completely ignored.
If you don't know what it means, that means you shouldn't use it

light geyser
#

Sorry, my parameters are in Spanish, so i have some problems on find it to get rid of it 😅

whole cloud
#

I don't know spanish.
Just look through all things that are checked.
I would say just uncheck literally all of them

heavy galleon
#

btw for server, should I -enableHT or not? Two people told me two different things aPES_Cry

whole cloud
#

Test what performs better

heavy galleon
#

how would I test server? Just spam fuckton of AI? dogeKek

whole cloud
#

Start some benchmark scene, remove fps limit

heavy galleon
#

where yaab for servers?

silk pewter
#

isn't it enabled by default? also, -enableHT is… an old setting that is good in autodetect, no?

whole cloud
#

enableHT is not enabled by default

heavy galleon
#

so, test -enableHT (will find a way I guess), stay away from -cpuCount all together and leave that for autodetect

#

(even on linux)

light geyser
inland dew
inland dew
heavy galleon
#

I assume there`s no “easy” way to simulate large pvp on a server, right?
AIs have fully different processing right?

empty goblet
#

ok, something is wrong with v11

#

client frozen, server frozen

regal lance
#

Alo! I don`t want to disturb any of you, especially Dedmen. But the profiling branch is not working to us. It opens the Arma3 "terminal" but it gets stuck on Reading mission...
Rolled back to the stable build and working as intended. I can find those rtp if you want.

regal lance
#

Dumb of me, I`ve should just read the chat before writting

empty goblet
whole cloud
#

v11.1

silk pewter
#

talking about DirectX?

light geyser
empty goblet
deft pendant
#

yo anyone know how to fix this memory crashing problem am tryna host a server on antistasi or even in the vanilla game and aparrently its out of memory i

#

i was playing it couple months ago and it worked

heavy galleon
midnight oyster
ashen helm
#

just get more VRAM troll_smiling

silk pewter
#

"just when it is about to reach the limit, download more VRAM"

molten berry
#

Me when dedmen doesnt fix a crash 10 minutes after it occurs

opal hound
#

me when the bleeding edge branch is bleeding edge

empty goblet
whole cloud
#

about 90 minutes out, hopefully

#

Or like 3 hours, depending on how the builder feels today

#

I couldn't reproduce the freeze, even running DRO blobdoggoshruggoogly but the wrong thingy is fixed

heavy galleon
#

Send code, I'll build locally

glass lagoon
#

with proton steam's selection of performance_profile was crashing on joining mp on official servers, while dev was hanging on start showing arma3 logo - same settings, also under same exact settings performance profile yields less fps for me

#

the vram limit setting tooltip on max 8192Mb is maximum the game can utilize?

molten berry
glass lagoon
whole cloud
molten berry
glass lagoon
#

should i set ultra to offload more to gpu?

whole cloud
#

Because it used to be a parameter a decade ago, and no-one removed it

glass lagoon
#

oh

whole cloud
glass lagoon
#

or am i oversimplifying it? kek

whole cloud
glass lagoon
whole cloud
#

That's not how hard drives work

glass lagoon
#

you know it just hangs on direct pci lane with underutilized cpu

#

bet it is dangling doing almost nothing to utilize its fancy iops rw capacity

molten berry
#

bro stop throwing out fancy words like you know what all of it means while still completely missing the point

molten berry
#

let me go with the analogy of internet. You have latency and you have flow.

glass lagoon
#

i play it for 4 days and i had 4 encounters of simultaneous kills with hand held auto weapons with enemies on official mp servers

#

ping <60

molten berry
#

your "ping" could be really high like 200ms while still being able to download 5gb/s

glass lagoon
#

allusions are not facts

molten berry
#

its a similar idea here with the disk loading. You need a lower latency disk in order for stuff to be loaded faster. It's why SSDs are better because a HDD needs to physically spin up and achieve the correct rpm and everything to start reading/writing. I might be oversimplyfing this explanation but the analogy to internet speed is the simplest i can think of

#

cause the game when youre moving is constantly swapping levels of detail of objects

glass lagoon
#

alright i see that this is not an applicable issue then

#

i don't have swap instead i got 4 banks of ram 32Gb each in 3600xmp

#

dual

molten berry
spiral pond
glass lagoon
#

guys, did you know that linux kernel has more than 100k metrics for performance inside it? coincidentally there is a perf tool to read it out

#

have anyone tried that with proton?

#

how the "profiling" is happening

eternal kraken
#

i have a question about slowFrames and FPS. i observed that it happen that i achieve diag_fps > 50 but catching a slowFrame with diag_captureSlowFrame ["total", 0.06] (>60ms). vice versa can i get diag_fps < 38 but using diag_captureFrame 1 in this moment the MainThread totaltime is < 25ms or even if i run diag_captureSlowFrame ["total", 0.04] it is not triggered in this scenario with diag_fps < 38 (so the slowFrame/mainThread total time never last longer then 40ms). How are FPS and slowFrame connected to each other and how can it be that the Thrdad totaltime is < 40 ms but the FPS < 38.

vivid rune
whole cloud
#

totaltime is < 40 ms but the FPS < 38
38 fps are 26ms
30fps are 33.3ms

So.. Thats how it can be that totalTime is less than 40ms and fps is less than 38

eternal kraken
whole cloud
#

frames per second.
Into time per frame

#

1 second / number of frames == time per frame

empty goblet
quaint flame
#

1000/fps

#

= ms per frame