#perf_prof_branch

1 messages Β· Page 23 of 1

whole cloud
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yes. Its still safer to not set loadout when switching weapons, for the desync issue

gritty trout
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time to reinstall arma 3 and get lost in it all over again, really love all the hard work you've all poured into it

empty goblet
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and on bug fix 😁 too , so it was all worth it 😁

whole cloud
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The tree fix is rolling.
But you might wanna get on quick before we fix it to grab the Arma'd achivement using it 🀣

empty goblet
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make videos

patent sky
empty goblet
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🀣

empty goblet
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now i'm really wondering what happens if nade or bomb hits the bush πŸ™‚

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wait ... what happens if you hit the bush from AGL below fuze trigger distance 🀣

lethal gorge
patent sky
fast hornet
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either that or the one tree falling over caused the other 3 trees to also fall over somehow

whole cloud
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The grenade also exploded way over there. Yeah I think it kicked the nade

kindred radish
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guess grenades are way to light, maybe some increased weight would stop that weird behavior?
they always felt super random when i played and tested stuff since forever.

empty goblet
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Scorched Earth repel shield effect 😁

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forcefields are thing in Arma ... 😁

empty goblet
heady plinth
whole cloud
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50mins probably

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Unrelated to profiling branch. Try #dev_rc_branch (move the message, don't copy)

empty goblet
fast hornet
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that just looks like Arma.. the grenade thing is new πŸ˜‚

split glacier
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I mean the trucks running over destructible objects killing occupants even at low speeds is new

slender lagoon
obsidian relic
quaint flame
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Yeah, they just launched my quad bike into space πŸ˜„

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But you can get them with nades 😠

whole cloud
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This is so funny though coolfrog

autumn timber
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People, quick! Make the next generation of Arma gifs while the fix is not out, yet! 🀣

empty goblet
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Tree Pinball ... with vehicles

fast hornet
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just waiting for more players getting autobanned for teleporting because they got arma'd 🍿

split glacier
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I was messing around with the stub wing blackfoot and clocked one of the trucks on the sensors going 6,600 km/h about mach 5.3

fast hornet
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yeah, had exactly the same thing in a hatchback when testing earlier πŸ˜„

heavy vortex
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Is this specific to perf/prof v1?

fast hornet
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the vehicle isn't gone though, it's just under the terrain

split glacier
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I think injuries are amplified from running into objects aswell rn due to this bug

slender lagoon
split glacier
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could a smoke nade out of a gl always take down a tree?

heady plinth
obsidian relic
knotty wraith
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FPS dropped sharply to critical level, few units - the reason is unknown and unclear.

19:20:43 Server: Object 9:417 not found (message Type_468)
19:20:43 Server: Object 9:503 not found (message Type_468)
19:20:43 Server: Object 9:114 not found (message Type_468)
19:20:43 Server: Object 9:115 not found (message Type_468)
19:20:44 Server: Object 7:87 not found (message Type_128)
19:20:44 Server: Object 13:340 not found (message Type_468)
19:20:44 Server: Object 13:261 not found (message Type_468)
19:20:44 Server: Object 13:262 not found (message Type_468)
19:20:44 Server: Object 13:35 not found (message Type_468)
19:20:44 Server: Object 13:36 not found (message Type_468)
19:20:44 Server: Object 13:341 not found (message Type_468)
19:20:44 Server: Object 13:262 not found (message Type_100)
19:20:44 Server: Object 13:261 not found (message Type_100)
19:20:44 Server: Object 9:757 not found (message Type_468)
19:20:44 Server: Object 9:758 not found (message Type_468)
19:20:44 Server: Object 13:471 not found (message Type_468)
19:20:44 Server: Object 13:529 not found (message Type_468)
19:20:44 Server: Object 13:530 not found (message Type_468)
19:20:44 Server: Object 13:470 not found (message Type_468)

in rpt at the end only this is written

G:224707 and 17578kb/s this figure is also very large - I have never seen anything like this before

ancient kraken
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Getting the same issues with vics barely tapping onjects and it killing the crews

knotty wraith
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deleting all AI - brought the situation back to normal
for some reason everything went back to normal later

split glacier
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I had to turn off enable damage to show the stuff properly in the gifs

slender lagoon
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PhysX

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on its peek

ancient kraken
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it makes the game unplayable with vics

analog acorn
split glacier
restive turtle
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lol

split glacier
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it's infantry time

slender lagoon
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opportunity to make as much memes of it as you could

ancient kraken
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must be Belkan black magic XD

split glacier
# ancient kraken must be Belkan black magic XD

this bug seems to affect literally everything including planes. I have invented the latest in aircraft launch capabilities - driving a plane with damage off on the plane and pilot, into a tree. launching it at 5,000 km/h into the sky

whole cloud
whole cloud
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πŸ«‚

fast hornet
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arboreal aggression πŸ˜‚

ancient kraken
fast hornet
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jup, seems it's fixed.. at least the grenade thing and trees instantly falling when you touch them with a vehicle

split glacier
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a really good laugh whilst it lasted thank you dedmen, you're epic fr

fiery crescent
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After yesterday stable update my Dedi servers keep crashing. Where do I upload the dump file?

whole cloud
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Anywhere and throw link to it in my DM's, or if it fits into a zip and directly via discord

knotty wraith
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our server didn't crash, but everyone was kicked out, while it shows that everything is on the server, it is impossible to log in
but that's not all - I can't log in to the server via remote access
...
after about ten minutes I was able to log in to the server via remote access, the server didn't turn off, the console was open - but it didn't show any signs of life, I had to turn it off manually

whole cloud
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set -cpuCount one less than you have

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probably the animation cache being created, loading your cpu to 100%

fiery crescent
whole cloud
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Yes. Discord rarely looses DMs

fiery crescent
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Thanks

whole cloud
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I'll look at it in 14 hours

empty goblet
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oh wait ... dedmen already posted it ... damn ninjas

knotty wraith
fiery crescent
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In .RPT after dedi crash last lines state:

Fault time: 2025/06/18 12:53:56
Fault address: 29A4F617 01:0113E617ll C:\Arma 3 Server\arma3server_x64.exe
file: LOSOS_Escape_CWR3_US_vs_SOV (__cur_mp)
world: hellanmaa
Prev. code bytes: 84 04 01 00 00 49 8B CF E8 2C 5E D1 FF 45 33 C0
Fault code bytes: 48 63 48 08 85 C9 7E 31 4C 8B C9 41 8B D0 48 8B

I don't recall having crashes prior to the latest stable update.

patent sky
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πŸͺ“ πŸͺ 🐜

heavy vortex
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Fixed: Axeorbitant arboreal aggression from v1

vivid reef
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i couldnt test myself yet, but as far as i found out, going back to stable removed that behaviour

chilly geyser
vivid reef
empty goblet
vivid reef
empty goblet
vivid reef
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no AI at servers, only players

empty goblet
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ye just make sure they on the 960

vivid reef
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client is enough if no AI i guess then

hallow lantern
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I think the problem with AI stuck on linux dedi is back again, turned back to stable and everything worked again with same mission/mods. Will test again tomorrow

azure jewel
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Anyone else have the issue that game start speed goes very slowly and system interrupt takes 100% CPU, when start the game for the first time with a new and heavily mod preset?

heavy vortex
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Have you tried setting cpuCount to cores-1?

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The config loading in perf/prof can be pretty brutal.

azure jewel
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Yes setting cpuCount to cores-1 really works! Thanks for your helping

chilly geyser
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Anybody else have troubles with dynamic simulation after update?

heady plinth
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i think you have to add more details to that

empty goblet
empty goblet
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so, by mistake i started 9 instances at once ... 15 minutes later

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17th minute it recovered

whole cloud
whole cloud
whole cloud
whole cloud
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but core utilization is great at that small moment πŸ˜„

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my screenshot shows it using all 16

empty goblet
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or no, cpudetection is 16 ... hmm

whole cloud
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could be the OS scheduler limiting it

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Welp. I think I found a way to speed up that animation loading without multithreading πŸ˜„
The problem are config loading (if unloaded) and finding entries (loop over all entries comparing names for each)
I can disable config streaming, and create a hashmap index for that.
The downside is, the game cannot unload it afterwards to save memory, so we waste maybe a MB or so.
But this only happens when changing modpack and the cache needs to be recreated, so probably not an issue

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Also the multithreading is somewhat at the wrong place.
I multithreaded creation of one action map. But there are actually hundreds being created, so we constantly spin up and back down..
Should rather do all action maps in parallel, but the data structured used to cache it doesn't support that. Could rewrite it but meh.

cinder flint
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is it just me because after the update, i've been constantly crashing while loading into the game with the performance build

whole cloud
cinder flint
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alright

analog acorn
whole cloud
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no. Only the latest one

analog acorn
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Thanks.
I think per-preset would help a lot, if it's possible. I often switch between a couple of presets that don't change themselves (e.g. development set/play set), and I suspect that's fairly common. So in the current system I don't gain a lot from the cache, even though my mods are long-term stable.

fiery crescent
# whole cloud Thats a bug in a AI fix in 2.20, fix in prof v2

Thank you Dedmen for looking into this! Just to clarify, the prof v2 is to be released and is not the current one 2.20.152960?
I switched my servers from stable to 2.20.152960 and experiencing same dedicated server crashes
Fault address: 388C6C07 01:01145C07ll C:\Arma 3 Server\arma3server_x64.exe

whole cloud
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the current one says its v1. so yes

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yes the bug is also in stable

whole cloud
whole cloud
patent sky
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I was about to say πŸ˜‚

analog acorn
# whole cloud I think most players don't switch that much

Still anecdotal obviously, but I know several communities that have a couple of regular modsets that most of their players will switch between. For example, WW2 modset nights + modern modset nights, or Antistasi-like games alongside conventional co-op sessions.
I dunno what proportion of the player base is pub Zeus players who never change anything, vs players in a community that might do something like that, but at this point I'd imagine the relatively hardcore players aren't a tiny minority.

whole cloud
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Cache generation
Before: 1.8s
With multithreading: 1.7s and 100% load on all cores
After tweaking config lookups and without MT: 0.5s

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guess we'll just go with that

analog acorn
whole cloud
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yeah but its too much effort

analog acorn
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Fair enough

whole cloud
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Mh actually. Maybe not quite but more than I want to spend now.
Its not only having multiple files which is easy, but also cleaning up files so you don't end up with hundreds

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The code we have to clean up for example rpt's is garbage, so I'd have to make something new

empty goblet
whole cloud
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no, bad

analog acorn
empty goblet
whole cloud
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but that is irrelevant here, the file is preloaded

empty goblet
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ahm

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i meant it for the first generation load

whole cloud
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Ah that.
I turned off config streaming, there are no files being loaded

whole cloud
analog acorn
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Launcher presets

whole cloud
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Yeah the game doesn't know that exists. And people use third party launchers

analog acorn
# whole cloud Yeah the game doesn't know that exists. And people use third party launchers

Hmm. The launcher does, though. Could the launcher handle swapping in cache files as part of its preset selection? Like, wait for the game to generate it, save it somewhere, and rotate it back in when the associated preset is loaded again. Or something like that. I know you don't like to touch the launcher, though.

And people use third party launchers
Well that's their problem :U

whole cloud
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Waaay to overcomplicated

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Just check modification date, delete all files except the newest 5 or 10

analog acorn
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Modification date or last-loaded date?

whole cloud
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modification

analog acorn
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Mm. Well, 5-10 would be enough for any reasonable person anyway.

slender lagoon
whole cloud
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Are you sure thats actually the thing I'm working on though πŸ€”

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Remember its cached, this happens only on first start

slender lagoon
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oh maybe not, for me it happens on every start

whole cloud
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There is also these, but thats mostly just waiting for disk
13:24:53 MovesType CfgGesturesMale load time 406.0 ms
13:24:57 MovesType CfgMovesMaleSdr load time 3741.0 ms

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Its doing some inefficient stuff that I can pull out and multithread. But in the end it doesn't matter because we're still waiting on disk

full nova
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That white unclickable box bug/error thingy is back.
#arma3_troubleshooting message
i remember having this when using profiling a while back, so i return using stable and had no issue until 2.20 update

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back then in profiling it happens when i force load a mod without it's dependency

whole cloud
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Camofaces

full nova
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ah

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time to burn it then

whole cloud
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see its workshop comments

full nova
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cheers, dad

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*Ded

hallow lantern
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But was all due to lambs

fiery crescent
# whole cloud Thats a bug in a AI fix in 2.20, fix in prof v2

Trying to minimize the server crash since the v3 update may take a while, I disabled LAMBS AI Mod and just noticed that I have -enableHT set. I will try removing the -enableHT since it seems not needed anyway from what I have red in this channel. Any suggestions how to mitigate this issue on my own?

whole cloud
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You cannot

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its not related to lambs or enableHT or multithreading, its a engine bug

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v3 update is on the way, the windows builds are already done

fiery crescent
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Thank you Dedmen!

slender lagoon
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Hey ded i cant seem to access the google drive for the perf/prof bins, is it just on my end?

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it says site cant be reached, it could be on my end

analog acorn
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It's working for me

slender lagoon
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It could be my ISP

whole cloud
whole cloud
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Probably someday gonna stop forwarding and pinning changelogs πŸ€” seems redundant

quaint flame
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We have a channel now for that, seems good enough

spiral root
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Damn i'm still hitting 30 fps in the COOP Warwords vanila servers even with the update i guess i will never have stable 100fps in this game ...

quaint flame
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Get a better cpu

spiral root
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Ryzen 5 3600 is not enought ?

whole cloud
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30fps is good enough πŸ˜„

knotty wraith
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cpucount -1 is it still required in my case?

slender lagoon
inland dew
whole cloud
torpid delta
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will the next branch fix issues with losing control of AI?

whole cloud
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I don't know of that issue

full nova
# whole cloud

Ah so that's why when i start with profiling my CPU usage went skyhigh

woven loom
chilly geyser
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Guys, anybody have network issues? Total desync in MP, non-removable vehicles, ai etc after update?

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Also i have issue with dynamic simulation, that feature just not work after 2.20. All object, which have dynamic simulation flag still inactive near players

deep furnace
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Sorry for a lil bit of offtop. Does profiling branch have some differences beside stable one right now? Or it's just the same atm?

chilly geyser
deep furnace
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Thank you

glass lagoon
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ok if in 2k i see almost 100fps on high (linux), but both gpu and cpu usage reside below 50% utilization, does it mean i'm launching everything properly?

chilly geyser
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If u have no FPS limit and ur GPU not a 100% that means what u have CPU bottleneck

glass lagoon
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and if launching it with some shenanigans similar to ~ __GL_THREADED_OPTIMIZATIONS=1 could be beneficial? since too many cores, too many CCXs

rugged hornet
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does missing effects got fixed?

empty goblet
empty goblet
silk pewter
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2.20 is so smoooooooooth meowawww

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also: why is 20m shadow considered an extreme setting? πŸ˜„

slender lagoon
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How did you get that extra transparency in the background, or am i hallucinating?

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wait i think its on my glasses after cleaning them

empty goblet
leaden relic
woven loom
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Whoops didn't scroll

turbid vortex
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Soo Dedmen set them like this until vulkan/screen-space in 2.22 so he can make headline: "From 20m to 2000m shadows: An analysis of recent shadows improvements for groundbreaking game experience" hmmyes

silk pewter
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Arma 3 with very low haze + new color settings + 60 FPS = ❀️

weak panther
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if disable shadows settings, then if move the shadow distance slider, you can notice some shadow next to the objects near player
Also there changes in fps if set shadow distance to 2000m with shadow disabled, why it affects if disabled?

wheat sinew
deep furnace
heavy vortex
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We're gonna end up with fucking screen space shadows, and still AI that lurch off bridges and can't path to upper floors :/

deep furnace
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I would say that disabling shadows not really disabling light system in general, thats why i think this still matter (sorry for my language skills)

weak panther
deep furnace
slender lagoon
deep furnace
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shadows are tightly connected to light, thats why you can outline vehicle lights in the dark even with shadows disabled

weak panther
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I remember dev say that shadows are 'one lod', shadows are present in scene or not at all
Did I get it wrong?

woven loom
turbid vortex
heavy vortex
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Nah, I'm pretty sure those two bugs will be one-liners.

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But the difficulty is in finding that line :P

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Like with the upper floor pathing it calculates correctly first time and then breaks the Z value on recalc.

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And the bridges work fine for vehicles with higher geometry.

slender lagoon
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each building model has its own pathfinding iirc

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Leopard tried to mess around with these stuff and then am not sure what happend

heavy vortex
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That's the sort of thing you try, and then you freak out and delete your workshop.

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(very poor taste)

deep furnace
heavy galleon
woven loom
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At that point just wait for Arma 4 πŸ˜›

empty goblet
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you know, fancy shaders stuff here and there with variable shading, cas and FCS3.x, compute AO, hybrid shadows, raywhatever 😁

slender lagoon
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How much it will impact performance though, i played titles like BeamNG and launching that game with vulkan causes constant stutter and freezes. I think it all depends on how it will be implemented and to what extent.

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I will still have my finger crossed on this one

light cargo
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sounds like it depends on the driver and the developers and upstream

turbid vortex
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It would finally fully utilize GPU over CPU meowcamera

woven loom
woven loom
empty goblet
empty goblet
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serious q, anyone wiht 2.20.152965 server and client, who has new mission , which is supposed to be downloaded from server and get stuck on UI connected and fails to download

opal hound
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Missing OK button or mission stuck downloading at 0B?

opal hound
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wait which?

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I see users unable to click the OK button in lobby, inconsistently between profiling servers (I think, might be back on stable now)

empty goblet
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ye people reporting they just getting stuck

heavy vortex
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Old issue? Normally you just restart the server if multiple players report it.

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Happens once a week or so to us.

opal hound
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Unfortunately not an option for us

empty goblet
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nope, the 965 build simply fails to allow downloads, 960 people downloading fine

heavy vortex
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965 clients specifically?

azure jewel
whole cloud
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There was a change to http Downloads, only affecting http Downloads, and it is supposed to have no effect

heady plinth
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wait, what is this vulkan talk. is this some fan fiction or really considered?

whole cloud
#

Just a bunch of bullshit offtopic chatter that has nothing to do with this channel by people that just love to clutter this chat with their garbage

heady plinth
#

ok, so i missed nothing

empty goblet
fiery crescent
empty goblet
whole cloud
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stuck on connected, before slot selection?

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or "connecting"
What does "on connected" mean

empty goblet
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it just says connecting ...

whole cloud
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connecting != connected.

connecting is generally waiting for the Steam handshake

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I'll add some logging

empty goblet
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ye, if i may ask can you add logging for normal (similar to http logging) mission download (started downloading , finished downloading, aborted downloading (manual), timeout/disconnect ) ?

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anyway now i'm unable to replicate it, in fact one of the server downloaded mission so fast i was unable to even ESC abort 🀣

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either either steam or server handshake getting stuck, en random/rarely

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the client gets as far that he can send chat messages to server but that's it, nothing else

whole cloud
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Mission download has no started/stopped.
The server freezes, until it pushed all data into the queue.
From the servers perspective, direct mission download is instant

knotty wraith
red thorn
#

just to be sure the 2.18 v29 onwards changes are not in sable 2.20 right?

slender lagoon
#

yes

solar musk
knotty wraith
whole cloud
#

Network config shouldn't flicker buildings and make you die πŸ€”
Unless something else kills you and it just arrived with delay?

knotty wraith
#
steamLanguage="";
language="English";

// SERVER NETWORK SETTINGS
MaxBandwidth              = "100Mbps";        // Servers available upload bandwidth.
MaxMsgSend                = 128;              // Maximum number of messages that can be sent in one simulation cycle.
MaxSizeGuaranteed         = 1324;             // Maximum size of guaranteed packet in bytes (without headers).
MaxSizeNonguaranteed      = 1324;             // Maximum size of non-guaranteed packet in bytes (without headers).
MinErrorToSend            = 0.003;            // Minimal error to send updates across network. Smaller values can make units move smoother at the trade off of increased network traffic. 
MinErrorToSendNear        = 0.01;             // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. 

MaxCustomFileSize         = 0;                // Users with custom face or custom sound larger than this size are kicked when trying to connect.

// PER CLIENT SOCKET SETTINGS
class sockets 
{
    initBandwidth   = "1Mbps";    // Initial negotiated player bandwidth.
    maxBandwidth    = "5Mbps";   // Maximum bandwidth per player (Total Server bandwidth divided by number of players).
};

100 mb/s on 10-15 players

elder yew
#

i buyd a arma 3 server from tal host but idk how and what to set up dm me to help

whole cloud
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But I don't think they are your peoblem

knotty wraith
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everything is default - I don't touch sockets, i5 14600kf

== "D:\SteamLibrary\steamapps\common\Arma 3\Arma3_x64.exe" -skipIntro -noSplash -malloc=mimalloc_v217_lock_pages -hugePages -world=empty -noLand -showScriptErrors  -beservice - mod...

Original output filename: Arma3RetailProfile_DX11_x64
Exe timestamp: 2025/06/19 14:48:35
Current time:  2025/06/20 15:12:39

Type: Public
Build: Profile
Version: 2.20.152965

Allocator: D:\SteamLibrary\steamapps\common\Arma 3\Dll\mimalloc_v217_lock_pages.dll [] []
PhysMem: 32 GiB, VirtMem : 131072 GiB, AvailPhys : 11 GiB, AvailVirt : 131060 GiB, AvailPage : 39 GiB, PageSize : 4.0 KiB/2.0 MiB/HasLockMemory, CPUCount : 14

whole cloud
#

The snippet you posted above touches sockets

silk pewter
knotty wraith
whole cloud
#

Remove the sockets class

knotty wraith
#

thank you, I finally understood what you are talking about

solar musk
# whole cloud Remove the sockets class

Players have a problem with asynchrony after the update, we try to adjust the network config to solve the problem, before the update everything worked perfectly.

MinBandwidth = 50000000;
MaxBandwidth = 1000000000;

MaxMsgSend = 2048;
MaxSizeGuaranteed = 1400;
MaxSizeNonguaranteed = 900;

MinErrorToSend = 0.001;
MinErrorToSendNear = 0.01;

MaxCustomFileSize = 1024000;
class sockets{ maxPacketSize = 1400;};

I observe a similar problem on other servers, but I can't tell about their network configs

whole cloud
#

Can you describe what you mean by asynchrony?

#

Players/vehicles sliding back and forth and teleporting around?

solar musk
whole cloud
#

So are they all just stuck/frozen in time?

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Have an idea, start server with -netLog and -netDiagInterval=1
(I may have typoed one of these, check command line parameters wiki)
And send me logs after

solar musk
# whole cloud So are they all just stuck/frozen in time?

No, on different clients they move differently, for example, players calmly pass through walls and open the door 10 meters away from themselves, or a player stopped at the same place as the second player, and one of the players just went up in the air, some equipment is just not visible but you can hear that it moves somewhere not far away and on the trackers can track it but not destroy, while the other player calmly destroyed it as he saw it

whole cloud
#

But my idea would've been a problem on Prof in 2.18 already

fast hornet
solar musk
#

Interesting, I studied differently, perhaps you calculate differently?

knotty wraith
heavy vortex
#

maxPacketSize is the actual transmission packet size while maxGuaranteedSize is the payload, so those really shouldn't be the same number. I don't know how A3 handles it if they are.

#

Docs specifically say

Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize.

#

meh actually it's still ambiguous.

whole cloud
#

I think I got the desync

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guaranteed messages get stuck (things like vehicle deletion/creation, applying damage to things)
but non-guaranteed ones work (things like position updates)

solar musk
heavy vortex
#

Assuming that one is specific to perf branch, was the issue on the send or receive side?

whole cloud
#

both sides since v1

heavy vortex
#

Had a guy with a total guaranteed jam shortly into mission, perf server -> stable client, wondering if it might be related. Usually just blame VPNs for those.

empty goblet
empty goblet
fast hornet
empty goblet
#

ye, but it will not cause packet drops

fast hornet
#

you absolutely sure about 1324 btw.? I know either you or Dedmen said that the 'engine header' is 76 bytes, so 1324 should be correct at a MTU of 1400 (plus UDP header). But later on one of you said 1304 might be better because.. reasons? πŸ˜„

empty goblet
#

message has own encapsulations and those combined need to be smaller than maxPacketSize

fast hornet
#

well yes, but is the total count of that encapsulation header 76 bytes? Or possibly more?

empty goblet
#

it should be high enough as i made that after discussion with him ...

#

^ the only way to be sure would be if @whole cloud adds some logging of fragmented messages ie as total count or so (if message size gets larger than maxmessage value forcing it to be split)

heavy vortex
#

It certainly used to log those. Remember the bug where encryption would kick the packet size over the max?

empty goblet
#

but still from performance point of view it would be useful to know if messages are getting split (especially too often) so some total counter would be handy

whole cloud
#

And if too many are split, what are you gonna do about it?
Raise the MTU, beyond the viable maximum, so they don't get split?

whole cloud
whole cloud
limpid steeple
#

These changes likely going to make their way to a hotfix/bugfix patch?

raven delta
#

" - Fixed: Multiplayer desync since v1"

Would this be why people cannot see some vehicles?

empty goblet
#

it would be just useful to know if that is happening and how often ...

whole cloud
#

but even if you know that, what would you do with that information. There's nothing you could do to change it

obsidian relic
raven delta
#

Just had to cancel our op due to all the issues - hopefully that latest update (that was released minutes before our start time haha) will fix things

light cargo
#

maybe old issue but anyone had a problem where all entities would flicker unless the process priority is set to high? ds and client on the same system

fast hornet
#

so far 2.20 has been really impressive performance wise btw.
The graph shows the last 14 days, the cyan vertical dotted line between 17.06. and 18.06. is when 2.20 came out

trim ether
#

Had an op this evening with the server using 2.20 v4 without any issues. Performance was very good. One oddity is that the RPT is full of Ref to nonnetwork object but only for tracer ammo. There were 11k lines of this type Ref to nonnetwork object 2802961: tracer_orange.p3d rhs_ammo_762x51_M61_AP for all the different tracer types we used.

heavy vortex
#

-debug might give you interesting context on those.

soft dragon
#

anything on why setUnitLoadout in MP is off since 2.20?

opal hound
#

- Fixed: setUnitLoadout being silently ignored when switching weapons (This reintroduces https://feedback.bistudio.com/T167015 )

whole cloud
spiral root
#

i cannot put here pichuter strange ...

#

i stoped 1,3,5,7,11 CPU for arma and i have usage from 30 to 70% max on them my GPU move from 4% often 17% to 40% maks

deep furnace
#

#arma3_feedback_tracker message

I do not have any .rpt files on me but I can ask for any details if necessarily needed. Should be profiling server v3 on video.

whole cloud
#

Crazy desync on v3?
Well v4 changelog says it fixes desync

deep furnace
#

It was yesterday, before the v4 release. We did not tested v4 yet, so this is just to clarify

#

I'll let you know about v4 feedback as soon as we get together tomorrow.

magic elm
#

Ran an operation last night, v4 seems to be smooth as butter

empty goblet
whole cloud
#

You would not have any comparisons for that number though.
It depends on whats happening in-game.
Higher number doesn't mean the MaxSize values are wrong

charred pagoda
#

Does it make sense to keep the DS on profiling now? Will the changes be related to the server side?

heavy vortex
#

There's a giant pile of networking changes, so it's certainly relevant but also risky.

charred pagoda
heavy vortex
#

I asked in dev and apparently they were mostly too late for the RC.

whole cloud
#

v4 is still a bit unstable though.
2 crashes so far, and one freeze on me in an hour of playing

empty goblet
runic sigil
#

No stability issues with v4 during a mission I just played
Another guy in my squad had the invisible teammate desync, but I was fine for the whole thing
Framerates seemed stable (sometimes low, especially with the PiP map boards)
I don't know what the other people were using, or which branch the server was on (I think it was a localhost server, not certain)

olive silo
#

Just had a HC crash on v4 during testing, should I send the dump file somewhere?

heavy vortex
#

Straight to dedmen probably.

olive silo
#

What's the difference between the performance .exe (arma3server_x64.exe) vs the profiling .exe (arma3serverprofiling_x64.exe)?

patent sky
olive silo
#

Ah, missed that. Thanks

broken phoenix
#

Just a question out for anyone to answer, after the 2.20 update has anyone experienced players not being able to select slots inside of mission files,(they also can not see new players in the player list that have joined, but the new players can see them in the list). This seems to be a completely random issue that has just appeared for us and it can usually be fixed by the player reloading into the server numerous times. There is nothing in the RPT that points to anything wrong (granted we use mods so we have a higher than normal amount of bloat). It also seems to affect people at differing degrees, like some people are not affected at all and some get it frequently. I don't think its a mod issue as i would expect to see it more consistently among our players, but with nothing to track in our RPT I am kind of stumped and the biggest change has been the arma update.

turbid vortex
#

https://community.bistudio.com/wiki/nearEntities
Syntax 3 information is wrong.
When using format [center, a, b, angle, isRectangular, c] - Center is position ASL. And it only supports position arrays, opposed to information provided in (see inArea)
There is a usePosWorld option coming in 2.22, I hope it doesn't add even more headackes. Took some time to figure out how syntax 3 works. Wiki needs to be fixed.

light cargo
analog acorn
turbid vortex
analog acorn
#

I guess 🀷
It was always supposed to work this way, the current state is essentially a bug

turbid vortex
#

πŸ‘Œ will keep that in mind.

tribal remnant
#

Guys, how can I switch back to the previous stable version?

glass lagoon
#

if there is any issue/feedback tracker or labels used for current perf branch version exclusively and why?

heavy vortex
tribal remnant
#

@heavy vortex Maybe you also know the branch for the dedicated server? πŸ™‚

heavy vortex
#

Nope. You should ask elsewhere anyway, not perf related.

azure jewel
#

Seems that the error
Addon 'xxxx' requires addon 'yyyy'
when starting game with mod dependencies error is missing, both in stable and perf/prof.

but some of my friends who never used perf branch dont have this issue

whole cloud
#

I don't know what the images are supposed to show.
I saw the "requires addon" message two days ago, so I'd say it seems to be working

#

jop works. On prof

spiral pond
#

@azure jewel drop rpt of such session

azure jewel
#

image shows that I could enter game with ACE and ZEN but without CBA
I thought you cant enter game with missing dependenciesblobdoggoshruggoogly

NEW PROBLEM: only when using -noLogs, the "requires addon" message wont show
Is that supposed to happen?thonk

whole cloud
#

I thought you cant enter game with missing dependencies
You always could. Unless something else causes it to crash

missing required addon is a warning, not an error

#

Is that supposed to happen?
No. But if you want -noLogs, then I don't care about your complaints πŸ˜„

azure jewel
#

That makes sensehmmyes

whole cloud
#

MFD radar element rendering, iterates over all targets the player knows.
Generally, the player knows all vehicles and units on the map (even though the knowledge might be zero)

So every frame, it goes through all targets, which easily is hundreds.
Finds the position where it should Aim at (center of chest on soldier, engineblock or similar on vehicles). It actually calculates that position exactly, including MP interpolation.

Then it calculates if it can see the unit (Most of that is based on cached information though).
Then it checks if the object is even lockable (Most soldiers are not lockable by airplane radar..).

So based on that it'll filter out 99% of targets, before it renders the remaining ones on screen.
And it does all that in main thread πŸ˜„

for 396 targets, about 0.4ms per frame.
Throw some multithreading at it, 0.075ms per frame.

All that for that little dot radar marker

heady plinth
#

sounds reasonable

heavy vortex
#

Shouldn't it do the lock check before the position calc? Sounds like it should be cheaper.

scarlet jolt
#

I was thinking that, and the position calculation could be later too and just use the approximate position for a raycast, though you'd still have to get the specific position later so that might just create a pointless second calculation that does more harm than good

whole cloud
#

yeah I split it, it uses the rough non-interpolated position for the distance/visibility checks.
if that passes, then it fetches the interpolated position to render the spot at the right point

#

If you ever wondered "What does simUI actually do, and why does it take up so much time".

Well if you have difficulty options set to easy-enough, you know how when you aim your cursor on something, it tells you what that unit is.
To do that, it must know what you're aiming on.
That information is calculated every frame and stored, you can get the result via cursorTarget/cursorObject.

It does a long line intersect, from your camera forwards, until it hits the ground (If it goes outside of terrain, and outside terrain generation is on, it generates alot of terrain dynamically)
The maximum distance is either the view distance, or the max sensor lock-on range of your vehicle, whichever is greater.
After it knows where it hits the ground, it does another line intersect from camera to that point, to see what object is being hit if any.

So I'm in an airplane, with 2km viewdistance.
It does a 16km line intersect to find the ground, I'm flying a plane, aiming into the air. There is no ground.
The trace goes outside of terrain, generates alot of outside terrain, ultimately to find nothing.
Then it does another 16km line intersect to that "aiming position" that it found to find if something is being hit. Nope nothing.
Ok! cursorObject and cursorTarget are null then.

1.5ms per frame.

#

And the bonus thing

#

it does this calculation twice per frame.
Once for simUI, and again for hudDr, when it draws the HUD.

#

ajajaj

lethal trench
#

Is it even worth doing the terrain cast when on foot?

heavy vortex
#

well, if you're looking at an object that's behind a hill then it'd need to know. But I figured it'd do the object check before the terrain check...

whole cloud
#

SimulateUI actually does 3 intersect with ground's
About 60% of the simUI time, is intersections meowsweats
And simUI is 4.3ms in my airplane pilot test

lethal trench
#

"Just" have one thread only do intersects constantly xD

cold vale
whole cloud
#

Atleast until I fix it

silk pewter
#

why trace terrain then entities however, is there not a "trace against entities and terrain" way?

heavy vortex
#

Uh, that might be what it's doing, but that doesn't help if the raycast never hits anything.

#

Hence the safe method is objects only first, then terrain if it hit an object. But it's possible that Arma doesn't have an objects-only raycast.

lethal trench
#

Is there a check to see if the vehicle is above max terrain height and also aiming up, in which case skip terrain cast?

whole cloud
whole cloud
heavy vortex
#

Isn't that still bad if you just look above the horizon from the ground?

whole cloud
#

I'll calculate the maximum possible mountain height.
Then see if the line drawn from camera, would ever be lower than that height (within the max distance limit)

Outside terrain is basically defined by maxheight/minheight/seed. So checking against the max is super simple

real crypt
#

Is there a bug with markers in profiling in eden?

#

mousing over a marker causes it to like, double in size

gusty viper
silk pewter
heady plinth
#

i mean, it's kinda the point of radar, no? being able to see where you cant "see"

gusty viper
fallow mason
#

This is the reason of frame drop when you look at crowded part of the map?

whole cloud
#

No

empty goblet
#

i do wonder how the updates of markers and other indicators on map actually work, is it parallel (ie each group / side separately) or serial everything etc.

knotty wraith
#

video settings presets are not saved - you set it to ultra-high, after a restart it resets to the user's

charred pagoda
whole cloud
empty goblet
whole cloud
#

I still don't understand the question. The marker on the map, is updated when the marker is updated.
Once a update comes in, the update is applied

silk pewter
#

the icon position & drawing perhaps?

wild dust
whole cloud
#

There is no schedule for marker updates

empty goblet
whole cloud
#

Not sure what you mean by "lag the map"
Any marker is just a marker, whether it changes or not makes no difference to the map rendering

quaint flame
#

Markers in Form of map markers?

#

Ah I guess it's the unit marked e.g. extended map content?

empty goblet
whole cloud
#

Yeah. Rendering thousands of icons has a performance impact.
Because rendering thousands of icons takes longer than not rendering thousands of icons.

empty goblet
#

well, you likely know what i was going for, ie. if there is more than N markers/icons to be rendered then do it on next frame

quaint flame
#

But icons need to be rendered every frame?

empty goblet
quaint flame
#

Try to run draw2D on each 2nd frame

empty goblet
#

as long as there is no map (zoom or area move) update you could do staggered, same goes for the markers, as long as it's not changed but i guess baked render cache doesn't exist for markers either

quaint flame
#

Static map markers are not an issue anyway. You can have 10000+ without issues.

#

I guess it's more the position calculations behind it when they move.

empty goblet
#

or as you suggested, so many markers may cause issues with slowing down other code like allMapMarkers

quaint flame
#

Perhaps.

whole cloud
whole cloud
quaint flame
#

Oh that's how map markers work

#

On thing I've been wondering is how much difference it would make it commands like drawIcon could draw multiple icons at once instead of having an additional loop that calls drawIcon for each icon.

silk pewter
#

maybe a silly question, but are they drawn offscreen?

whole cloud
silk pewter
whole cloud
#

I won't look πŸ˜„

fast hornet
#

i doubt anyone would ever use enough map markers for that to be an issue?
I'm using a little script that creates >1000 map markers for a kill heatmap and drawing those is more or less instant

heady plinth
#

i mean, place 100000 markers and close the 2d map, and you should know?

empty goblet
heady plinth
#

but i kinda agree. there were times where i needed a lot of markers, but i've never reached such numbers, even if i tried

silk pewter
#

I mean I think they are drawn when the map is opened even if they should not be displayed on screen

quaint flame
#

Don't forget the scripts that loop though allMapMarkers to find that specific markerπŸ˜„

heady plinth
#

i mean, markers are always there for sure. else you wouldnt be able to getMarkerPos etc

#

it's just question of drawing them on screen i guess

whole cloud
heady plinth
#

i crashed my game πŸ˜„

#

placing those markers is worse than having them there πŸ˜„

whole cloud
quaint flame
#

That's eden editor though

#

Editor drawing is 100000 slower than in-game markers.

heady plinth
#

actually i just saw it did not crash. just didnt respond for a few seconds

#

ok, game is still frozen

#

and just now it worked again!

#

is fine, i dont feel a performance impact πŸ˜„

#

actually i can barely hold 60fps once 2d map is open

quaint flame
#

Your FPS are cut off

#

How many are these?

patent sky
#

there is no frames per second, just frame per second πŸ˜‚

heady plinth
#

hehe, big oof

#

but yeah, fps is always bad, no matter where i look on the 2d map. even if i dont actually see any markers

#

zoom makes it worse

#

so yeah, better dont do 1k+ markers

quaint flame
#

Huh?

#

I need to check our frontlines in the campaign. I swear they have more markers

#

But our Campaign also doesn't run at 180 FPS by default so it might not be as noticeable.

#

@empty goblet I stand corrected I guess notlikemeow

heady plinth
#

i forgot to check helicopter navmap etc. but i guess the tl;dr is .. try not to do too many markers πŸ˜„

quaint flame
#

Now try area markers

heady plinth
#

too late, already closed the game.

empty goblet
heady plinth
#

hehe, should have tested with those invisible markers

empty goblet
#

and add zero to the count

quaint flame
#

SetMissionOption ["maxMarkerCount", 100] when?

heady plinth
#

what happens if i as a player go to a random server and start spamming markers on the map πŸ˜„

#

but generally i feel like this is a mission designer issue? there isn't really a need to handhold everyone about everything

empty goblet
patent sky
#

theyre not on perf brench
Looks at channel thonk

and the reason is that (official)servers haven't been updated yet

#

No, this is where support for Perf/Profiling branch happens

empty goblet
#

servers need to be updated to hotfix / new profiling

whole cloud
#

Quickest solution.

empty goblet
#

and clients ofc too

#

hmm, guess there is no new server profiling yet (975 vs 984)

patent sky
limpid steeple
#

But should work if server is on profiling exe?

whole cloud
#

The netcode changes are not in stable

idle wren
fast hornet
#

so new stable is 152984?

patent sky
#

prof is still on 152975 tho (for now)

fast hornet
#

jup

slender lagoon
#

prof v5 when?

whole cloud
#

Prof already has everything except one rare freeze thats not even mentioned in stable changelog

whole cloud
whole cloud
obsidian relic
#

"Added: Enfusion Crash reporter integration" does it change anything for client troubleshooting? ie for users not devs

patent sky
fast hornet
#

what about server crashes? Any parameter to just send them by default? πŸ™‚

cloud sky
patent sky
fast hornet
#

ah nice πŸ™‚

#

social isolation for dedmen then πŸ˜‚

still umbra
#

Saw the update, wanna say, Dedmen, youre the GOAT

#

Even with limited time i played ArmA 3 for years, and still cant quit πŸ™‚ 1379hrs

knotty wraith
#

I was silent for a long time... I thought the problem was mine. But there's some kind of situation with the skill - who started this? I don't play vanilla - but ACE |CUP| RHS - skill at zero doesn't work, it feels like skill changes don't work at all.
We're testing a new server on 9800x3d - it's impossible to play, skill at zero - all Deadman upgrades make AI super killers. In fact, skill at zero definitely doesn't work
I've been trying to fix this for many months now - but to no avail, just a scream chokes me

#

maybe I'm not the only one with this problem? I can't test it on vanilla, rewriting everything takes a lot of time

heavy vortex
#

Check what skill the AIs are actually ending up with using skillFinal.

knotty wraith
#

1.17549e-38??

#

I set all units skill to zero

 ffa_aimingAccuracy = 0; 
ffa_aimingShake = 0; 
ffa_aimingSpeed = 0; 
ffa_general = 0; 
ffa_spotDistance = 0; 
ffa_spotTime = 0;
FFA_AIDIFA = [['aimingAccuracy',ffa_aimingAccuracy],['aimingShake',ffa_aimingShake],['aimingSpeed',ffa_aimingSpeed],['commanding',0],['courage',0],['endurance',0],['general',ffa_general],['reloadSpeed',0],['spotDistance',ffa_spotDistance],['spotTime',ffa_spotTime]]; 
(allunits - allplayers) apply { _unit = _x;FFA_AIDIFA apply {_unit setSkill _x};}
fiery crescent
heavy vortex
#

@knotty wraith You'd have to check whether it's different from stable anyway. Otherwise it's the wrong channel.

knotty wraith
#

but judging by the units I clearly understand that I am not in control of the situation

empty goblet
#

so nearly all official servers are now on 2.20.152991 , those missing will be after missionEnd

empty goblet
knotty wraith
heavy vortex
#

shrugs

#

On the Antistasi discord we regularly get people complaining that their AI has laser accuracy, but there's been no inrush since 2.20.

keen fox
#

i cant use my nvidia filters can someone help me to get em back?

knotty wraith
# heavy vortex _shrugs_

I wrote - I was silent for a long time, this has been going on since the previous version of the game

fast hornet
#

Instagib AI always happened sometimes/rarely as far as i can remember.. like some static machinegunner laserbeaming you through a forest from 3km away πŸ˜‚

knotty wraith
#

but the situation is that on the new hardware - it all became even more painful

#

and this is not regulated in any way

fiery crescent
whole cloud
#

I for one don't have AI skill issues, but I also don't set custom skill besides difficulty config

heavy vortex
#

1e-38 is probably just a calculation from server skill 0 mission skill 0.

keen fox
#

10e to whoever helps me get my filters baaaaack

silk pewter
#

@knotty wraith please use some pastebin πŸ˜…

knotty wraith
unborn urchin
#

are the AI local to you when you execute that script?

#

because setSkill only works on local units

knotty wraith
#

you can see it from above server exec

#

and can set viewdistance to the server affect their skill?

#

We have 20,000 meters on server

light cargo
patent sky
analog acorn
#

Why? Arma crash dumps shouldn't contain any sensitive information.

light cargo
#

how about lan parties without internet?

patent sky
#

Well it obviously won't work with no internet, so it would likely time out or just fail right away (no we didn't test this, but it also happens only during a crash on server)

light cargo
#

happens async i hope?

analog acorn
patent sky
light cargo
#

cant you use steamerrorreporting infra? (is it even accessible for third party developers?)

patent sky
#

We have our own system, also used on reforger and other games

light cargo
#

right

#

gratz for the backport ^^

#

(in case you didn't tell, it wasn't a complaint but a valid point of semi-concern)

#

mainly was for those that are paranoid and those who might not like the behavior of the server waiting for the reporter to finish its work (is it even the case?)

whole cloud
#

The server already crashed, its last dying breath is opening the reporter. Its not waiting for anything

fast hornet
#

hm, is the crash reporter using the same process id etc.? Or is it a new one with another name or something?
Why i'm asking is that i run a watchdog script every minute that checks if a process called arma3server_x64 is running, if it's responding and if it's listening on UDP 2302. And if one of those fails it kills everything and re-launches the server.

And i'd like to avoid killing off the crash reporter with that but at the same time i need to make sure that it correctly detects a server crash. πŸ™‚

whole cloud
#

It does not interfere with anything

slender lagoon
#

I think am getting better averages with the v5 in yaab πŸ™‚

still umbra
#

Anyone had problem with dedicated server? Trying antistasi, as soon as even one ai spawns, server fps drops from 160 to 1, then it just randomly jumps between 1 and 80, no loss of connection or crash though

tacit frost
#

@whole cloud
Hi. I am writing about both the stable version and the latest profiling build. The problem is observed in both. I first noticed it in May, a couple of updates ago.
Arma has become much worse at handling a large number of units. I mean really large, about hundreds of bots. The problem is that the bots stop seeing each other, ignore each other and do not engage in combat. I have known about this "feature" of Arma 3 for a long time and optimized my scenarios in such a way as to either eliminate this bug or minimize its possibility (very rarely after 6-10 hours of gameplay).
But in the latest profiling builds, the bug is sharply aggravated and becomes much more widespread and manifests itself even in situations where I have never recorded it before.
As I understand it, the bug correlates with the frame rate, if it is below a certain value - the bots "go blind". It can be stated that the performance in scenarios with a very large number of bots has become lower than ever before.
Most likely, no one has written about this before, since no one has simply messed around with such a number of units.

I will separately note that the builds that you published in the fall and winter, despite the bugs, were great. This was my best experience in Arma. The performance was incredibly high for ArmA III even in the largest battles.

still umbra
upper yarrow
#

Are you using a headless client too?

heavy vortex
#

It used to be that below 20fps the AI visibility checks were throttled, but I think now it's 50fps but the checks are faster. So if AIs get drastically worse below 50fps then that might need a tweak.

slender lagoon
#

i can barely reach 50 in RIS

tacit frost
tacit frost
quartz rampart
tacit frost
slim coral
#

Arma 3 question, any dlc needed for modded servers or no?

opal hound
#

Wrong channel but it entirely depends on the server

still umbra
#

fixed my dedicated server on seperate pc dropping to 1 fps, i use process lasso, and since the multithread update, i redid my CPU affinity, put server cpucount to 6 (3 cores, 3 threads)

process lasso changed server's cpu affinity to 0,1,2,3,4 and 5, Headlessclient to 6 and 7 and another Headlessclient to 8 and 9 .

In case anyone ended up in same situation

#

no -exthreads on, must disable

light cargo
still umbra
empty goblet
#

seems like you doing something wrong, what CPU exactly you got ?

#

also ... make sure you use the -cpuMainThreadAffinity= for the server and each HC to define physical CPU core for the main thread

empty goblet
#

which brings us to what is exact commandline for that server and each HC

#

and also snapshot of all cores load (taskmanager graph or INFO status of CPus by system tweaker / process hacker / process explorer

still umbra
hallow garden
#

Is dlss frame generation on the agenda or are we settling for multithreading only?

restive turtle
#

frame gen lol

hallow garden
#

Yeah well I noticed I get dips in framerates when extending the view range. I'm just chasing fps. I can still play with the 30 fps I get, but more is always welcome. And I don't mind frames being fake unless there's something I don't know about it.

#

I mean, it dips from 60 fps to 30 fps when extending the view range with just 1000 meters. But that's on a nvidia 3080 which is somewhat old now.

#

Updating the drivers to the most recent that nvidia offers gave me another 20 fps to 80 fps. Rookie mistake I know, but still. Could be good to know if they did something in regards to the arma 3 update.

scarlet jolt
#

is it already time for "dedmen when vulkan" again?

If you want frame gen as it is go use lossless scaling LSFG, otherwise I dont imagine it would be getting official support. The time would be better spent on CPU optimizations anyways which is where most of the work seems to be happening

hallow garden
#

I don't know about prior discussions. I tried doing a search but found very little information. I'm just wondering since this performance update is the most exciting thing that happened to arma 3 in years. It's very much appreciated.

restive turtle
#

but idk im so out of touch with everyone

#

hard for me to have a good opinion anymore with a 4090 Overclocked to high hell and 7800x3d OC'd lol

#

whats ur CPU

#

CPU matters a lot more then GPU in Arma

hallow garden
#

12th Gen Intel(R) Core(TM) i7-12700K 3.61 GHz. It overclocks to like 4.5ghz when gaming

heavy vortex
#

#hardware_vs_arma , but if you get that down to 30fps regularly there's probably something very wrong.

hallow garden
#

It's not regularly. Just occasionally. But it's on a KOTH server with approximately 60-80 players and of course no bots.

still umbra
# empty goblet next thing, what is in the RPT as `CPUCount :` ? because if you roll with maxi...

Hey! I've put cpucount and -cpuMainThreadAffinity= to server, hc1 and hc2 separately, now all works very smooth, Ryzen 5 1600 (6 cores, 12 threads)

server -cpuMainThreadAffinity=0 -cpucount=8

hc1 -cpuMainThreadAffinity=8 -cpucount=1

hc2 -cpuMainThreadAffinity=10 -cpucount=1

performance seems very stable now in firefights between AI. both server and client PC's fps is between 70-170, high setting, 5000 Viewdistance, on Tanoa.
Thanks for help, quick question though, is -cpuMainThreadAffinity= new command? Never seen it before πŸ™‚

#

thanks for the help

quaint flame
#

It's a new startup parameter.

charred pagoda
whole cloud
whole cloud
whole cloud
whole cloud
whole cloud
whole cloud
whole cloud
whole cloud
#

Over one night, the crash reporter flooded in 50 reports...
By the amount of DM's I've been getting I was expecting maybe one or two crashes per day, not 50 in half a day meowsweats

quaint flame
#

At least you got your work cut out for you now

fast hornet
#

probably only a very tiny amount of the people using perf for their clients is in here.. and even less would send you stuff

whole cloud
#

Sadly the reporting is broken and all the reports get stuck so I cannot even look at them πŸ˜„

empty goblet
empty goblet
#

also i wonder how many of those were from servers vs from HC vs from clients 😁

#

oh no , did i just asked for stats ... meow_peek

fast hornet
#

Also the syntax for cpuMainThreadAffinity and cpuAffinity is a binary bit mask read from the right, not just counting decimal or hexadecimal values.

For 6 cores/12 threads you'd have 12 bits, so 0b00000000000. To use e.g. the first 4 threads it would be 0b00000001111.
But since the command does not directly accept binary you have to convert the bit mask to a hexadecimal or decimal value, in this case 0xF or 15.

indigo anvil
whole cloud
#

They are not automatic on client, you get prompted and can just close it

analog acorn
whole cloud
#

If there is then I'll find out πŸ˜„
I don't think so. On linux maybe

empty goblet
#

note that -cpuMainThreadAffinity= can be used w/o -cpuAffinity= and w/o -cpuCount=

whole cloud
#

Or just not set cpuCount at all.
-cpuAffinity will also set -cpuCount, if it can and you're not manually overwriting it

fast hornet
#

yeah, cpucount together with cpuaffinity doesn't really make any sense.. unless you'd want to set an affinity and then further restrict the threads for an experiment or whatever πŸ˜„

glass lagoon
#

playing perf branch with proton, which memory allocator is considered to be "default" or we shouldn't bother? πŸ™‚

still umbra
patent sky
#

You're gonna have to do some testing yourself, its quite a low end cpu for a server with lots of AI so there is no known answer to which configuration works "best"

fast hornet
glass lagoon
#

if anyone tested it with kernel derived context of init_on_alloc+init_on_free? also why there is a separate kind of "branch" for linux (server side related?) and where should one ask questions on perf branch under proton

fast hornet
patent sky
# glass lagoon if anyone tested it with kernel derived context of init_on_alloc+init_on_free? a...

if anyone tested it with kernel derived context of init_on_alloc+init_on_free?
not that I'm aware, but it would likely impact performance

also why there is a separate kind of "branch" for linux (server side related?)
there is no separate "branch" for linux, but yes we have native linux binaries for server, not client

memory allocator differences you'll have to try out yourself to see what works best

glass lagoon
patent sky
#

system = use system's memory allocator

glass lagoon
#

what would be the simplistic glance on it under proton?

patent sky
whole cloud
inland dew
#

ht/smt has always been kinda crap, because it results in kinda "conflicts" for resources = worse perf.
thus, pure cores = the best and has always been so

still umbra
eternal kraken
#

since i upgraded from my i7 7700k 4c/8t @4,5Ghz to my 7800x3d 8c/16t @5Ghz my arma 3 runs best with no params for cpu, ht, malloc. i get best results with default

#

so thank you dedmen and a3 dev team

empty goblet
empty goblet
still umbra
#

ive tested a lot with different parameters, so far for me best performance was 4 physical cores affinity (0x0000000000000055), and cpucount=8, not sure why with cpucount8, almost same FPS server and clientside as with cpucount4, but hey it works πŸ™‚ i think i will just leave it as is to not screw it up

whole cloud
#

I'd assume the cpuCount just ends up being ignored

empty goblet
#

but are you setting the main thread affinity ? because if you don't there is chance they all end on overused core or SMT logical core not physical

still umbra
#

I got to go, thanks for all the help goodbye

empty goblet
#

see ya, have fun in game

charred pagoda
#

what is the main thread affinity by default? for me 0x1 give me less fps than not specifying it at all (on client)

opal hound
#

What are you trying to do with the affinity?

empty goblet
#

you could control that by normal affinity setting to degree but there was the case of assing first core, vs assign last core vs assign random

#

the actual situation is way better, tho not optimal as i wish we could tell the engine to not place any demanding thread on the same core where main thread affinity was designed

eternal kraken
#

i tried several cpuAffinity and cpuMainThreadAffinity combinations with YAAB, but for me the performance is still the best without those parameters.

  • 138 fps -> no affinity param
  • 136 fps -> cpuAffinity=0x0000000000005554 cpuMainThreadAffinity=0x0000000000005554
  • 135 fps -> cpuAffinity=0x0000000000005554 cpuMainThreadAffinity=0x0000000000004000
#

anybody else having other results / better performance with thos params?

spiral pond
#

Dedmen this is the trace from @visual tapir (posted here: #hardware_vs_arma message)

  1. either its not the actual low frame situation
  2. or the render thread is stalling his game from what i can tell
  3. however the scope tags seem bugged too in the main thread (at least for the ingame viewer)
empty goblet
#

cpuMainThreadAffinity shall be one core, not all, you tell the engine to slap the mainThread to use that core and that's it and you need pick core which is least used but most performing

visual tapir
#

My hardware details just in case:

Ryzen 5 5600X 6C 12T 4.2 Ghz Boost
RX 6600 8GB VRAM (Gddr6 on PCIE5.0)
32 GB Ram (DDR4, 2311 MT/s)

Previously used Linux, good performance, after 2.20 update and me switching to Windows 11 Pro N LTSC, things went down.

whole cloud
# spiral pond

That report is just completely broken, try more frames

visual tapir
#

Ok

#

I did just launch it so i'll retesyt

#

Addendum @whole cloud

I have noticed the map is specially laggy both in editor and ingame (Vanilla - prof branch)

#

Very very slow

empty goblet
#

so try (all cores while main thread is 2nd physical core) -cpuAffinity=0x000000000000FFFF -cpuMainThreadAffinity=0x0000000000000004
or try (not first 2, while main thread is 2nd physical core) -cpuAffinity=0x000000000000FFFC -cpuMainThreadAffinity=0x0000000000000004

visual tapir
#

By map I mean map screen

#

@whole cloud @spiral pond

#

Recorded of me walking around kavala as pilot unit, firing a pistol and throwing a single orange smoke

#

No AI, nothing

#

Opened the map a few times

spiral pond
#

still stalling due to render

empty goblet
whole cloud
#

Yeah that looks better. GPU problem or somehow it has way too much to render?

whole cloud
eternal kraken
spiral pond
visual tapir
visual tapir
eternal kraken
spiral pond
visual tapir
eternal kraken
# empty goblet so try (all cores while main thread is 2nd physical core) `-cpuAffinity=0x000000...

to sum up my YAAB results (no enableHT and no cpuCount used):
138 fps -> no affinity param -> rpt CPUCount : 8
136 fps -> cpuAffinity=0x0000000000005554 / cpuMainThreadAffinity=0x0000000000005554 -> t: (2,4,6,8,10,12,14) / (2,4,6,8,10,12,14) -> rpt CPUCount : 7
135 fps -> cpuAffinity=0x0000000000005554 / cpuMainThreadAffinity=0x0000000000004000 -> t: (2,4,6,8,10,12,14) / (14) -> rpt CPUCount : 7
133 fps -> cpuAffinity not set / cpuMainThreadAffinity=0x0000000000000004 -> t: - / (2) -> rpt CPUCount : 8
132 fps -> cpuAffinity=0x000000000000FFFF / cpuMainThreadAffinity=0x0000000000000004 -> t: (from 0 to 15) / (2) -> rpt CPUCount : 8
122 fps -> cpuAffinity=0x000000000000FFFC / cpuMainThreadAffinity=0x0000000000000004 -> t: (from 2 to 15) / (2) -> rpt CPUCount : 14

visual tapir
#

Testing drivers v24 amd

#

36 FPS... no improvement at all

#

Looks like drivers arent at fault here

#

im starting to think my W11 installation may be somewhat borked, somehow

#

New profile same thing

#

I think im going to back up my data and roll back to windows 10 instead of Windows 11

#

or even switch back to linux

#

Although im getting a big upgrade for my rig this week, so we'll see

#

Going from RX 6600 to RX 9060XT + New CPU cooler

visual tapir
#

When do you want me to start logging?

#

well im gonna be a little busy for a bit, when I get back I'll do whatever

spiral pond
#

mid mission - probably most simple via Eden to have the console
otherwise you need to grab one of the "anywhere console" mod linked on the page

visual tapir
#

All my captures were taken in kavala sp no ai

empty goblet
heavy vortex
#

I don't remember anyone demonstrating that any of those made a difference in A3 specifically.

#

Doesn't mean that they don't. Just that no-one tested.

empty goblet
heavy vortex
#

Bear in mind that the usual hit we see is ~2x lower performance than expected.

tacit frost
# whole cloud There is a limit of how much time per frame, AI can spend at "seeing" If fps is ...

Yes, that's the point, the FPS has become lower in the same situations than it was before.
I wonder what will happen if disable this limit? How will it affect the gameplay? Did it change in any way in older versions of the profiling build? I just can't understand why everything worked so well before, and now it works so badly.

Do you still have the build relevant for 02/18/2025? This is the last time the profiling build worked well for me. Then I was away from Arma until May. It would be great to check it now.

light cargo
tacit frost
light cargo
outer moat
#

Hey, running arma 3 on linux, various proton versions, everything was fine until a recent update to either arma or my OS, game instantly crashes upon clicking play in the launcher.

crash reporter says
Exception: SEH exception thrown. Exception code: 0xc06d007f at 0x6fffffc0d0c7

the .rpt says
Exception code: C06D007F at FFC0D0C7
Version 2.20.152991
Fault time: 2025/06/26 21:17:29
Fault address: FFC0D0C7 01:0000C0C7ll C:\windows\system32\kernelbase.dll
file:
world:
Prev. code bytes: 0A 48 83 C0 08 49 83 C1 08 EB EC E8 F9 14 00 00
Fault code bytes: 48 81 C4 C8 00 00 00 C3 90 48 55 48 89 E5 48 83

anyone have any idea/advice?

#

with or without mods. parameters are all default

whole cloud
#

If you switch away from profiling branch, does it work then?

outer moat
whole cloud
#

Well dev-branch is quite old. Older than 2.20 release even

#

what does "until a recent update" actually mean?
Was it actually our game update that broke it? or is it just proton

outer moat
#

even on older linux kernel backups I have, arma still crashes the same

whole cloud
#

You could download the 2.18 profiling branch exe from the google drive download.
That would tell you if it was the game update. If the old worked before it should still work πŸ˜„

outer moat
#

i'll try that and report back

whole cloud
#

Send me the crash report (it creates a .mdmp in RPT folder?) via DM.
I'll probably also need your kernelbase.dll and some others because proton has its own special ones

whole cloud
#

I'll find that out tomorrow when I look at the dump.
But first look almost seems like I won't need any extra, kernelbase was the only one

outer moat
whole cloud
#

Big question though, does everyone on proton have that issue meowsweats

outer moat
#

sadly i don't personally know anyone else who plays arma on linux and haven't really seen any reports from the googling I did

visual tapir
outer moat
#

now that makes this more interesting

visual tapir
#

After a long day of troubleshooting I havent figured out the issue with performance

#

im going to run YAAB and see waht I get

#

@whole cloud frametimes during benchmark

#

I think i'll just spend 500$ on new pc parts πŸ₯²

empty goblet
visual tapir
#

Ryzen 5 5600X
RX 6600 8GB

#

32GB Ram DDR4 @ 2314 MT/s

#

1080p of course

#

A friend of mine compared it with my setup

#

This is his performance with an Intel i7-4170k or something + RX 6500

#

This is mine with specs above

#

I'll place the same settings as them now and send

#

Even lower spec than them and I still get less frames despite having better hardware

#

By far, the worst performing thing in the game is the map screen

#

its SO LAGGY

void badger
#

First: take this #hardware_vs_arma as of 2.20 get yo low performance outta #perf_prof_branch
Second: some of the specs you listed don't exist
Third: i7's for the past decade almost always beat out Ryzen chips without X3D in ARMA

#

Map screen lags when zoomed out, known

visual tapir
#

but yeah idk

visual tapir
void badger
#

That CPU is goated of course it beats yours

visual tapir
#

Oddly enough I never had perf issues before in arma

#

but i guess now i do and I ought to upgrade?

empty goblet
#

ye something is wrong with your system , because those are numbers my old i5 quad was doing with 2 and 4 GB VRAM 10 years ago

visual tapir
#

Jesus christ

#

I'll roll back to windows 10

#

Thats it

#

im doing it right now at 12:50 AM in the morning

#

Im so done with windows 11

#

ever since ive switched everything I do sucks so fucking much

empty goblet
#

or just disable all the bloat in windows 11 😁

visual tapir
#

I have!!

#

I debloat all my windows installations

#

somehow windows 11 runs equally worse

#

I even use LTSC versions for the even more trimmed down experience

#

its insane how bad windows has gotten

#

dear god

#

The fact that my linux setup entirely improvised on Void Linux worked better than this is insane

void badger
#

Linux is good at making Windows look like a toy OS

#

That's weird though, because W11 with updates has an improved scheduler that has made almost all Ryzen chips faster

#

Esp in Single Core

carmine stump
#

@visual tapirfirst off, you shouldnt have everything on ultra

carmine stump
#

second, disable PIP

carmine stump
#

ha, I made 2 SS and cant post them, great

#

I get 80fps in kavala with 4000 view distance. w11 and ryzen 5600 at 4.6ghz

#

so you are doing something wrong.

slender lagoon
carmine stump
#

at 4k even.

visual tapir
#

I have tried everything in the troubleshooting handbook (I even ran benchmarks on my system with 3dmark to verify!)

#

my scores were kind of bad overall, so im certain its just the OS

slender lagoon
#

If nothing helped i suggest CMOS clearance

empty goblet
#

but ofcourse maybe dedmen would like to 'take over your pc and take look why the game is so slow' πŸ™‚

#

just joking , ... something like vtune snapshot would do enough

visual tapir
#

Going back to hardware vs arma

restive turtle
#

Poor bluefield

heavy vortex
visual tapir
#

Yeah I guess

#

my main concern is the frames on the actual game

#

It kinda is a problem if lower end hardware in higher settings does achieve better performance altogether than higher end hardware on lower end settings

hoary jolt
heavy vortex
#

Which would normally be true, but it's far too slow for that to be the bulk of the problem.

hoary jolt
smoky ridge
deep furnace
visual tapir
#

Das fuckin crazy

#

Im running much lower graphical settings than that and still get way less fps

#

Can you run with standard settings?

#

Press s on the benchmark

deep furnace
#

uno momento

obsidian relic
plain trout
#

all lower isn't helpful in arma

inland dew
#

please!!! #hardware_vs_arma
stop cluttering this thread with unrelated to perf/prof stuff!!!

#

memory allocators also have nothing to do in this thread, at all
it's all #hardware_vs_arma

analog acorn
inland dew
#

doesn't change the fact that none of the above has nothing to do in perf/prof thread

analog acorn
#

I didn't say it did. But if people have hidden off-topic, they just see your channel link as #No Access and get an error message when they try to click on it.

inland dew
#

also multiple people pointing multiple times towards #hardware_vs_arma and still no use.
and worst is many many posts here fr9m people that have been in this discord for years, but looks like they don't care and still clutter the thread with non perf/prof related stuff, knowing very well what they're doing...

visual tapir
#

is profilling branch on 2.20 or not yet

patent sky
#

yes, it was on 2.20 the same time as default/main

latent sigil
#

Hello I am getting a unique problem on profiling branch in Jets first person. There is too much micro stuttering in first person and not in third person in any fighter Jets but not in Caesar BTT. I have tried running game with all parameters disabled and also with some parameters on such as enableHT, extraThreads, the problem is still there. And no additional softwares running in background excpet Discord, Firefox and Voicemeter banana. The game runs fine when playing infantry or helis. But just in first person in fighter jets there is lots of micro stuttering.

#

My pc specs are Amd 7 9800x3d, Rtx 2080ti 32 GB ram 6000 MTs

raven delta
#

Is anyone else having major stability problems in terms of network connections on the recent update?

Several people from our group are unable to reliably play operations now...

empty goblet
#

another thing we shall know is what OS is that on and if you use any affinity setup from external tools (process lasso, process explorer, process hacker, system informer or via CMD etc.)

latent sigil
#

I have windows 11 and dont have any affinity setup tools installed

latent sigil
opal hound
#

Potentially MFD radar related?
You could try manually rolling back to the previous version at #perf_prof_branch message and see if that stops the issue

latent sigil
#

How would I do that?

#

Which is the current version?

opal hound
#

current is 2.20 v5 with MFD radar changes, previous is v4

#

you just need to replace the client .exe with the one found in that folder

latent sigil
#

arma3client_x64_performance_220_152975_v04.7z

opal hound
#

performance, unless you want to try profiling the issue

empty goblet
latent sigil
#

So do i deactivate the thing in steam for profiling? Under beta options

#

and replace the binary

opal hound
#

no need, I'm pretty sure you can just drop that .exe in the same directory as you find the current arma3profiling_x64.exe and run it

latent sigil
#

ok

#

oh yes significantly better in the previous version.

#

I placed this binary of this zip (arma3client_x64_performance_220_152975_v04.7z) into the arma folder and ran the game (steam Beta option on profiling) and its significantly better. No more micro stuttering in jets in first person.

opal hound
#

just the .7z?

latent sigil
#

binary which was in the zip

#

extracted it and placed it in the Arma 3 folder where the normal installation is.

opal hound
#

honestly best way to confirm is check the version number at the bottom of the main menu, if it stops stuttering on 2.20.152975 then there might be an issue

latent sigil
#

yes its 2.20.152975

#

on the current one 2.20.152991 it stutters for me

empty goblet
latent sigil
#

no

#

nothing I even tried with all parameters disabled

empty goblet
#

do you have minimap open or is the stuttering happening while in helicopter / airplane ? oh wait you wrote jets...

latent sigil
#

its only in fighter jets

#

yes

#

even in caesar btt

empty goblet
#

difference between 152975 and 152991 which would cause your micro stutter

  • Tweaked: MFD Radar target filtering is now multithreaded
latent sigil
#

its fine

empty goblet
latent sigil
#

Ok thank you for acknowledging.

empty goblet
latent sigil
#

ok np

empty goblet
#

your CPU should be so beefy on cache, threaded speeds that arma shall be butter smooth

latent sigil
#

yes Arma does run very good on my CPU with the GPU I have, just this issue after the latest update of profiling.

empty goblet
whole cloud
void badger
#

Nope everyone is desyncing insanely bad, I can try stable all around...

foggy vine
obtuse bramble
#

Not sure if related at all, but I've had some serious profiling problems since 2.20 - however I recently updated my BIOS due to the latest Intel instability issues and fixed (so far) everything I've had. I am on a 13th gen tho, so milage may vary on that.

heavy vortex
#

You would need to specify what sort of problems you've had, and whether they still exist in the current profiling version.

obtuse bramble
#

I side with Dedmen's assestment in that convo though, all I can remember is that whenever I would load a loadout with a backpack/vest from that mod, I could tell it would freeze while loading said vest/backpack, and then CTD.

charred holly
#

Just had a "crash" when in the lobby screen: I was in the steam overlay when suddenly the FPS in the overlay started to tank abysmally. My screens then turned black, but I could hear TS still working. I had to force restart the PC, no keyboard input way able to fix it.
Have a friend who did the exact same thing at the same time and he also experienced black screens.
I switched to the stable branch after that and haven't run into the issue again - at least yet. No crash dumps were generated unfortunately.

heavy vortex
#

How long did you wait? Might have just been thrashing cores for a bit.

opal hound
#

Yeah sounds like cores thrashed or OOM crashed the desktop

vivid reef
#

#general_chat_arma message
i noticed this in profiling some time ago, now it seems to be in stable too, is it intentionally or was a "bug" from profiling taken over?

heavy galleon
#

love crash dump coming your way daddy deddy love

heavy vortex
uncut wigeon
#

Have an issue with the perf branch I had to stop using it as it apprently is the cause of having rendered objects (and I mean that literal as its totally random what does or doesnt) totally disappear and blink out of being drawn but then pop back in.
its not a constant problem and seems random but it makes gameplay pretty difficult. Once I went back to using the normal branch and turning back on the -exThreads=7 option the issue has disappeared.
Any ideas or known issue? this is on a x399/sTR4 1950x sTR4 with 32gig and a 2080 FTW3 graphics card at 1440p 21:9 resolution.

opal hound
#

Hmm that was an issue a while back but it was fixed, haven't seen it in this version

neat shell
#

can someone help me get more fps? i have a very good PC but this game is stuck at like 40-80 in singleplayer, doesnt matter what graphics settings I use

#

its actually pmo because i have had this game for years but always stop playing cus the bad fps gets to me

#

$6000 later and this game still doesnt work...

#

cpu and gpu utilisation is stuck at like 20 or below, i think thats whats causing low frames

autumn timber
real creek
neat shell
#

theres minimal difference between very low and extreme settings

#

the fps fluctuates from 40 to 80 to 150, its hella weird

neat shell
heavy vortex
uncut wigeon
lime parcel
#

a quick question on server binaries - does stable 2.20 contain the performance improvements of perf v26 for server binaries? (im only mentioning v26 as thats the one we used until the update) Server FPS has been considerably lower since moving to stable, and that is with two very comparable missions both in player numbers (actually down from 180 to 160), complexity and relative density of players in the main AO

that said, what are the most stable server perf binaries right now?

thanks xx

glass lagoon
#

fiddling with video settings under proton somehow can make my 90 fps to 30-40 fps with identical settings, what is going on with the overlay UI and the rest of it?

inland dew
brittle oak
fickle geyser
inland dew
void badger
fickle geyser
# inland dew

the mod they've linked has literally the related discord in the description.

#

Is it me or is allVariables on profileNamespace broken thomp

fickle geyser
#

localhosted 3den, almost sure it was working before.

#

But right, forgot about that MP limitation, using it to clear some gamemode data.

lime parcel
void badger
#

Oh

#

Yeah I think 2.20.152975 should be good if you want to give that a shot, v5 was reporting a lot of issues but I was experiencing desync on v4 w/ stable clients on a Linux DS so YMMV

void badger
#

Not in bug tracker, but I've reported it here and discussed it with Dwarden, have yet to test new changes we made however

raven delta
#

is that even compatible?

void badger
opal hound
#

I think all 2.20 perf builds and stable should be compatible with each other no?

void badger
#

Negative, there was a resync in v4 (really v5, the timing is weird) and current stable

#

so v1-v3 are basically scrubbed

raven delta
#

so what versions shall I run tonight? notlikemeow

void badger
#

Stable is your safest bet, unless you're somehow also running w/ 120 players

#

Currently testing with 3 players on v5, changes made:

MaxSizeGuaranteed=1324;
MaxSizeNonguaranteed=1324;

and in my commandline

-limitFPS=100

#

Working great so far

raven delta
#

ill try reverting to stable on server and a few players and see what happens

void badger
#

That should be fine, way more than I had

whole cloud
whole cloud
vivid reef
whole cloud
whole cloud
whole cloud
whole cloud
#

guys have a chill.
I expected a dozen crashes per week, not 400...

heady plinth
#

time for automated report filtering

latent sigil
patent sky
#

I was expecting more server crashes since its automatic, interesting howmany people actually click send

empty plover
#

are those prof crashes or stable?

opal hound
#

only prof has automated reporting

empty plover
#

ok

empty goblet
heady plinth
#

apparently latest performance branch has issues with helicopter stuff in 1st person which causes crashes

#

oh, i see people were already talking about it

whole cloud
#

I see one server there that had like 50 crashes on it.

whole cloud
lime parcel
#

sorry it's just i read in this channel that stable 2.20 contained changes up to v28, so i assumed performance would remain high even when moving to stable, but that didn't match the actual data

I'll keep monitoring here for the best perf for our needs

heady plinth
#

and later in our discord:

#

so yeah, looks like the same HMD issues that other people talked about

empty goblet
#

so both helicopters and planes? prolly that new radar / mfd threading code