#perf_prof_branch
1 messages Β· Page 31 of 1
amazing
The first video has been happening for years. The second video Ihave not seen before
see, 1st video is not just a ws terrain thing. for some reason it just happens more often on our terrain than on others
Dancing *
however, on our terrain the weapons dont float that high up if i remember right
okay gotcha, I've just noticed this happening in higher frequency as of late. I will try playing on regular branch and see if it persists
Wonder if that happens together with the "falling under terrain" rpt message. I think that might try to teleport it back above.
If it falsely thinks its below ground, while it actually isn't, that would happen (the first video, not the second)
How to repro?
Just launch Extraction mission from Western Sahara CDLC. π
This also happens with car wheels.
Yes, that happens together with the RPT messages.
back then i had the theory this might be related to decals objects placed in the area. but then the issues also happened in other areas, so... probably not
The code is, if the object is -1 ATL, it gets teleported to ATL+boundingSphereRadius.
I thought I might have to add more tolerance, but 1 meter below terrain is already pretty tolerant.
I'll probably add a counter and if it does it repeatedly, just freeze it, it'll float a bit above surface but it won't cause trouble
Started Extraction, don't see weapons popping around. What now?
Shoot a couple AI units so they drop their weapons, nothing either
What about car wheels?
Oh I restarted the mission, and while I'm in arsenal I got one?
wuht.
Its a rifle magazine, at ASL 55.537, and the terrain height under it is 56.723
They get teleported up once and thats it
"Land_Magazine_rifle_F" weird name. I get these a couple times, and two weapon holders.
But they just do it once.
But still that's quite a lot of falling under ground
+ position 5749.06055, 62.3955917, 5063.11670
+ position 5723.01074, 56.7240295, 5012.00195
+ position 5722.91113, 56.7242317, 5011.86523
+ position 5723.01025, 56.7240562, 5012.00195
+ position 5722.91064, 56.7242584, 5011.86523
+ position 5749.05957, 62.3946037, 5063.12695
+ position 5723.00977, 56.7240829, 5012.00195
+ position 5722.91016, 56.7242813, 5011.86523
+ position 5749.05908, 62.3936882, 5063.13623
+ position 5723.00928, 56.7240829, 5012.00195
+ position 5722.90967, 56.7243080, 5011.86523
+ position 5723.00879, 56.7241096, 5012.00195
+ position 5722.90918, 56.7243080, 5011.86523
+ position 5723.00830, 56.7241364, 5012.00195
+ position 5722.90869, 56.7243309, 5011.86523
Okey that does stand out a bit. It is repeating but quite slowly, like one every 10+ seconds
spawning Land_magazine_rifle_F and
mag setPosASL [5722.90869, 5011.86523, 56.7243309 - 0.136928]
puts it underground, and it gets popped up once and stays there. In an empty mission it just stays still π€
The teleport is also only triggered, if the object has downwards velocity. Teleporting it below ground, when its not actually falling, doesn't trigger it.
The first couple teleports it did fall, now it stopped doing that π
Well I can still implement the count limit, even if I can't repro it π€·
10/10 bug rabbit hole
Okey got it.
After falling below 3 times, it will just be put to sleep aftter being teleported up.
But if another physx object like a car or grenade wakes it up, it will fall again, another 3 times
At least that's a bit better
is this in SP/hosted server, or DS with locality involved?
our "impression" was that its "mainly" a DS locality problem
I can repro in SP, at least the falling under sometimes, not that often
yet only low freq, right? ok
how does the teleport code work for non local / DS + clients - the locality owner applies and syncs?
the owner does it
@heady plinth do you happen to know if there is a freq difference with your game mode in SP/hosted vs DS with clients? (and whats the cell size of the terrain)
i only play in sp and saw it every once in a while
ws terrain has a cell size of 2, if i remember correct
it's not just the weapons jumping, also the wheels of vehicles
however, livonia for example has a bigger cell size, but i have seen the same happen there at least once
so it's not just a cell size issue, if it's related at all
yeah. again only going by our "impression" it felt low cell size terrains are more affected. that said potentially related to the situation/cause - in our case mostly DS env + dead bodies + dead body and wreck clean-up by the engine, and low cell size terrains
Weapon holders are so shitty, because the code that teleports them back above, does not just teleport them onto the surface.
It puts them on surface + boundingSphere.
And weapon holders are huge with a 2.8m sphere. So they get put quite high up, and then fall down again with quite high velocity, which might with low simulation precision, have them shortly glitch below ground?
My fix code just puts it right ON the ground, not floating. And then puts it to sleep there
I would just make that the default when something falls under, but don't know if someone somehow needs this to happen.
Maybe some objects if they are on the ground are too low?
Would it be an idea to set different variables? Like a launcher would always be x distance from the ground? So that modders can expect the value for "weapon holder" variant, and it they dont - the default being a rifle position?
weapon holder can contain multiple items
The fix for crashes with empty subgroup while trying to control a UAV works perfectly. Now, the little problem is, I do lose the actions to switch to the UAV terminal and UAV controls when that's the case. ACE interactions from GX Drones work just fine.
I do wonder what happens with dynamic groups that kills the subgroups, where it also treats the players as "ungrouped" in the menu itself
If I get repro steps how to get a player "ungrouped" I can probably.. repro and fix it π
... Turn on dynamic groups, spawn in :P
I did that and had no issue
Hm. To be more precise, load CBA and a mission with cba_settings.sqf that has:
force AET_common_SET_dynamicGroups = true;
I'm happy to provide a barebones mission later today if it helps
Mission would save alot of time
AET would indicate another addon, no?
Right, would need to dig through the files a bit more
would it be possible and meaningful to add some more extensive logging in perf branch (possibly just opt-in via some parameter/flag) to get a better sense of whats actually going on?
like to some extent badly set up models (model center?) could play a role I guess, yet overall this should be mostly about engine logic and physx simulation, or not?
The extensive logging is physx debugger, no
Is there a fix or a specific approach to use to stop the spamming of Ref to nonnetwork object in the rpt?
To provide more context, I have a globally managed, server-owned crate with a specific variable name. By default, this crate is hidden from clients. Clients can copy its classname, position, and direction, then use that data to spawn a local clone of the crate on their machine with a different variable name.
The goal is to let each player access only their own stored equipment, while preventing other players from interacting with or accessing someone elseβs crate.
Are you doing any global effect operation on the local crate, like deleteVehicle? I've had that problem before. The only solution I ended up having was... to ignore the log spam.
I don't believe so, but I've been looking at code for most of the day so a second pair of eyes would be great, lol
allowDamage, maybe.
Or setPosASL or setVectorDirAndUp. I guess you can just comment them out one by one until you don't see the log. But I suspect finding the cause won't help you. What are you going to do, not set position etc? It's just an annoyance that crops up with local-only vehicles.
Oh yeah, I'm sure this is 4 years too late, but I've managed to reliably replicate this issue. Thought it had to do with networking or one of my scripts. Nope. It's when you script move into a scooter boat from the water (swimming state, maybe? isTouchingGround is false) and then get out on shore, you just insta-die.
The script I executed was player moveInDriver (vehicles # 0)
Workaround (this seems to work locally but unreliable in mp):
private _playerPosition = getPosASL player;
_playerPosition set [2, -1];
player setPosATL _playerPosition;
player moveInDriver _boat;
Enable the command line Parameter to report them to me. So I can find and fix it
The message just says that missed an engine check
What's the command line parameter that needs to be enabled?
I dug up -reportNonNetworkObject
I just joined the Discord to ask this one question, is the Multi-Thread update out yet or is it sitll Beta only?
The improvements were a part of update 2.20. IIRC, the launcher has a tab for news about that stuff.
Yeah, I saw the post on that... July 2025 I believe. But can't find anything conclusive if it's already in the main branch or not
most of it is yes
alright cheers!
Life changing update! Silenced so many of the spam "performance related complaints" posts on Steam and reduced the bad reviews due to performance to virtually cero.
Also, I was able to get so many of my friends into giving A3 a second chance due to that update alone. Most of them stayed this time!
Hello, I am seeing the following error on profiling only (no mods or cdlc loaded) - when using NVG and activating laser:
8:39:01 SetConstantColor not supported on NOID laserbeam.p3d 8:39:01 SetConstantColor not supported on NOID laserbeam.p3d 8:39:01 SetConstantColor not supported on NOID laserbeam.p3d
To repro:
editor, put down nato squad leader, play, activate nvg, activate laser.
Will there be any news about the next 2.21 updates? The article about 2.20 was very interesting to read.
2.21 is the current development branch version - odd version numbers are always development versions, and even version numbers are always stable branch releases. The next major update is 2.22. We know 2.22 is now feature-locked, so it will probably be releasing in the next few weeks-to-months. You can look at #arma3_branch_changelog to see some of what's coming.
@restive pilot 
Is it possible that the cheat codes 'frame' and 'sframe' are no longer working in the perf branch? 'flush' works for me, but not 'frame' and 'sframe'
πis it possible to run the perf branch with a 'normal' build server?
Yes, perf clients are fully compatible with default/main server and vice versa
are you on profiling executable?
yes, sure
oh awesome, ill be giving that a go then π
Yeah, you're spot on. My brain just stalled for a moment, thanks!
wait, so performance is just the default version in steam?
im saying that in profiling branch the default executable that is named the same as stable/regular is the performance one and you have a profiling executable separately shipped in the same branch
awesome, cheers
Any experience yet with the physx falling weapon holder thingy?
I can test on my Linux DS this week, anything I should try, test, and look for?
Kill guy with a weapon and see if it bounces around indefinitely
Not had a chance to test yet, but would the changes have any adverse effect for GroundWeaponHolders that are spawned (deliberately) on props like furniture rather than the ground - including those that are part of the building (e,g. the shelves in the Chernarus supermarket)? Assuming not but wondering about a situation where they do "fall" onto the shelf when dynamically spawned in as part of a loot system...
If they are PhysX, and don't stay where they were placed but fall through the ground, multiple times, yes.
So basically, no
Ah yeah, we specifically use GroundWeaponHolder... cool. Thanks π
Dedmen did you receive the Ref to nonnetwork object reports, just wanted to know if they went through.
Last ones I got were from 17th.
Your RPT folder also has CrashReporter.log that says if they were sent
#perf_prof_branch message #perf_prof_branch message Did you see the note that it needs the profiling binary specifically?
A blog article you mean?
No. I don't think there is much interesting that warrants blogging about it.
2.24 will again have some multithreading for AI things, but its basically just more of the same.
so i can now stop using -reportNonNetworkObject paramter because i only use perf exe since months or can i still use it with perf exe without any issues?
It just does nothing on perf
Yes, I'm talking about the blog. Okay, thank you for your answer.
Unsure if you fixed it via Intercept, or it just for some reason started working again, but intercept loads properly on profiling v71 - 153799, much appreciated either way 
I didn't touch anything π
Does this CLI param only work on clientside windows startup? Or can i add it to the server cfg of the our actual linux server to report the errors
only on server, only on profiling executable, only on windows
Hmm
Well, i dont think it spams clientside, just on our server CLI it spams
As well as 'Checking planes and men'
Or maybe im wrong idk ill have to check logs
My GOAT dlc
What's the likelihood of mods breaking if we set our linux server to update the prof branch everytime an update on the branch is made from steam? I would like to set this up to stay up-to-date with the latest fixes however the concern for our players is the mods breaking as the branch is updated a lot (which I like).
Game'll probably break before the mods do
There can always be issues but it has been rare in the past.
you can just pop in this channel and see if anyone is having any issues
also known issues will be in #arma3_branch_changelog
Something breaking happens like 3 or 4 times maybe, and is usually fixed same day. And that is in the last over 70 builds.
Mods almost never break from perf build, but I personally like to manually update the server binary with the builds from GDrive, which allows me to better track the process and more effectively troubleshoot and send bug reports
its also the only way if you use the creatordlc ds branch
1.56.134711 profiling & performance v1 server and client, windows/(linux not yet)
- additional crash fixes , yet the hunt continue (-crashDiag still has use)
++ those crashes were from in new sound engine, scripting, engine init
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
1.56.134739 profiling & performance v2 server and client, windows/linux
- fixes for issues on windows and linux with multiple users / acess-rights
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
I have been using your preformace mods for the server and so far so good. FPS and CPS around 10-12 with Exile mod, 80 -90 players, 5468 objects and 83 AI. No crashes. Runnig version 134739...
note: no perf until next week
1.56.134872 profiling & performance v3 server and client, windows/linux
- additional crash fixes , yet the hunt continue (-crashDiag still has use)
- additional logging to track out of memory crashes / memory leaks
- some rpt spam cleaned
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
so if someone of you gets crashes with out of memory please share the new output
What is the idea of this performance build? Is it testing performance improvements before they're put into dev build?
Pretty much the point of this, except for MP purposes they're compatible with stable branch
1.56.135164 profiling & performance v4 server and client, windows/linux
- many additional crash fixes , yet the hunt continue with improved logging to track out of memory crashes / memory leaks
- logging of addons loaded by "-serverMod=" is now separated from "-mod=", some log spam cleaned
- logging too long execution of callExtension. Default limit is 1s. dedicated server.cfg: callExtReportLimit = 1000; (note: added approx ~0.005 ms overhead so it should neglible)
- Linux server fixes/merges (too many to list all - yet still not all what's in RC/next stable nor DEV)
- performance optimization for some animation states (vs hit/hitpoints ,vs buildings) and for some particle effects (vs hit , vs fire)
- sounds now heard inside vehicles and falling casing of shells too
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
plea: it would be very useful if some admins runs v4 performance servers
please send me all/any crashes (logs+dumps) before Tuesday as v4 may actually catch those problematic out of memory issues
will try
so, anyone had crash on 1.56.135164 (performance binaries) or 1.58.135170 (RC 1.58) ?
not me
1.56.135357 profiling & performance v5 server and client, windows/linux
- linux fix to increase maximum opened files for same process
- fixed VON quality bug with vonCodecQuality settings 21-30
- fixed some random sound cracking
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
What is the profiling and performance versions difference?
You'll want to use the performance version. Profiling in theory will be a little slower, but allows access to more debugging through some diagnostic commands
https://community.bistudio.com/wiki/Performance_Profiling The commands can also be seen on this page
@eternal thicket , thankyou.
If I run a server with the performance binaries are the clients required to run the performance binaries?
No they don't need to, but I always suggest that to my players to do so.
@empty goblet receive data stuck back since v5
@worn obsidian that's there always ... it's just generic networking message when things go wrong (for w/e reason)
after 1.58.stable is out we can do some serious logging/stress tests on next profiling
any known issues with BEC and the v5 perf binary?
nope but since 1.58.RC the BattlEye will use custom port for RCON so beware of that ...
for some reason since I put in the perf binary everyone gets randomly kicked by battleye
i might go back to last perf to see if it fixes it
rgr
1.58.135673 profiling & performance v0 server and client, windows/linux
- sync with stable branch, some stuff ahead of main stable branch
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
Thanks.. Been waiting for this..
note: if you get drastic fps loss or crashes try get rid of the older TBB allocators from previous perf and use just the default TBBv4 from stable (note: it's just workaround from some users and can't verify the claim)
Dwarden also found out from a player on my server went from 30 fps to 60FPS client side when he unchecked all the Advanced Parameters BUT....ExThreads (all checked) and enable Hyper Threading.. Everything else turned off.
@silk olive can he find his clientside .RPT and send you his exact startup commandline? PM me that afterward (ideally with example of the 'bad FPS' commandline too)
Does the Linux perf v0 binary contain any changes? It is of the same size of the stable binary.
afaik some stuff wasn't merged to stable so perf should be already ahead with some fixes but i need to verify that
1.58.135689 profiling & performance v1 server and client, windows/linux
- more fixes of crashes, joining mp game and VON
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
thanks dwarden
@empty goblet - this is your Dropbox http://postimg.org/image/6jnyigql3/
lol @hallow yew I just saw your april fools joke on twitter XD
I was staring it for close to 5 min before I saw the date lol
@opaque topaz π² had so many messages about that lol
This account's links are generating too much traffic and have been temporarily disabled! π
Can't get your performance build now π
@opaque topaz @hallow yew @golden spruce you can always use the steamclient to switch to profiling branch (performance binaries are used by default so nothing to worry about)
now for linux, that's bit worse cause i'm not sure if it works thru steamcmd
Yeah thanks, I download all versions anyway so have them local
ok, let's see how long the Google Drive survives ;)
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
1.58.135712 profiling & performance v2 server and client, windows/linux
- fixed system allocator related crashes / issues
- fixed Difficulty tab no longer disabled after first mission on dedicated server
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
@empty goblet: Do you have more input for "* fixed system allocator related crashes / issues" Only for interest when the server died/hung up unexpectedly? Or a "must have"?
it's e.g. the bug where those who had system allocator selected ended with 1fps in 10 minutes π
and because there seems to be more linked to that fix, i would suggest to just update to the v2
^^ savior, many of my players will be happy for it, thankyou
Thanks a lot @empty goblet
will this fix help if we experience something like that but on a longer period of time, game goes to ~7 fps in two hours or so
@neat cliff even with 1.58.135712 build?
@empty goblet no, the current stable. didn't try with this new exe, will try and report on saturday when we'll have our ops and get feedback from my community
toss away old binary, the real deal is new one π
copy
no linux binary?
I'm still having the issue on the new performance binary where difficulty menu becomes unselectable if the first mission is ended with #missions
@empty goblet did HC signature stuff not get looked at?
it did but not 'disable it for HC fully' (wip) let say we need first fix the bigger blockers π
ok
that's fine I just thought that you may have missed mentioning it (ok really i just hoped you had)
Using perf v2 and tbbmalloc/system, the fps degration has eased a bit. But the game is still running on low fps and stuttering heavily. I can see the game is struggling to load textures because textures are being loaded very slowly.
Jermin, is that with malloc unticked or running the bi malloc?
@solar root anything suspicious logged in RPT ?
I can't seem to run the 1.58 performance v2 binary. When I try to run it it tells me Permission denied. If I run the command as sudo it says "sudo: ./arma3server: command not found" I have no problems running the stable build binary.
@elder torrent First of all I wouldn't recommend to run arma3server as root. Could be that I am missing something but I don't know a valid reason why arma3server should run as root. Second the response indicates that either arma3server is not present in the local directory where you try to start the command or it doesn*t have execute permissions (chmod +x arma3server). Tipp: To make tests easier it might be helpful to rename the different executeables, e.g. arma3server.org for the stock and arma3server.perf for the perfromance build. Make them executable with chmod +x arma3server.org and chmod +x arma3server.perf and then you can easy start them as per your needs with ./arma3server.org .... or ./arma3server.perf ...
Yeah I agree with not running as root, I just wanted to explore all options. Your suggestion worked. I keep forgetting that on linux executable files don't seem to have permission to run as executable by default. Thanks for that tip.
there's a way to tell to steamcmd to download the performance branch on server?
tried add SET A3BRANCH=233780 -beta profiling but isnt working
AFAIK you just need to download the arma3server binaries from dropbox / googledrive.
That's what I usually do, but in that way would be all smooth and one click π
Sorry, I never heared about a perf branch in steam
there is
Right click on Arma 3 in your Steam Library, then Properties
- Select the tab BETAS
- Enter the code CautionSpecialProfilingAndTestingBranchArma3 then click CHECK CODE
- Finally, still in this BETAS tab, use the dropdown list to select the branch profiling - Performance Profiling Build
that's also how I keep my client updated
if works for client should work for server too, if I use steamclient with server it works
with steamcmd it doesnt
SteamCMD does have a beta branch command, check the -beta and -betapassword options
yes, I tried in fact use SET A3BRANCH=233780 -beta profiling but isnt working
download standard one
@hallow lantern you're missing the access code (-betapassword) - https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@tardy lion I tried also add -beta CautionSpecialProfilingAndTestingBranchArma3 but same result, what you mean exactly?
@hallow lantern you should add -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3
@empty goblet if theyre is many player in one side (+100), new player of this side always stuck in receive data (player null) after some server uptime (this bug disapear in 1.56 v4 only, dont know why).
@empty goblet do u remove the kicktimer cfg?
@worn obsidian yes maxPing is disabled until further notice, no ETA on replacement or fix for now
@empty goblet so its the cause of "stuck in receive data" back....
@empty goblet can dev fix this? when player timeout or crash.. other player cant spawn sometime
@empty goblet maxPing fix this cause player was eject before server engine bug
no, that's another bug related to timeout on download of too huge missions
1.58.135773 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows/linux
- sync with 1.58.hotfix MAIN branch stable
- additional experimental crash fixes (not in hotfix)
- some error fixes which prevent performance degrade
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
v4 is out
note: newer v4 performance / profiling has only 1 change and that's detection of wrong number in the steam_appid.txt, reported into console and log
@nocturne obsidian , thanks, noted
want to report something, used latest v4 last night, the framerate degradation situation is a bit better this time but still here, it happens after three hours or so not after two as it was before, what is really strange is that after our frames went below 10, if you visit audio setting menu, the audio mutes and the framerate goes back up to ~40, when you close the audio menu, audio returns and frames go down, nothing helps except restarting the game, if you leave the server and go to the main menu game will still have 10 fps. strange thing is that i have arma running a lot, when i make missions i alt-tab a lot so sometimes arma just hanging around running for ~8 hours or so and this framerate degradation never happens when i'm making missions, only in multiplayer sessions when we actually play them, since it's audio related i feel it's somehow connected to the number of sounds played during the missions (gunfire etc). also server stays fine all this time around ~45 fps during the most intense stuff and after we all have less then 10 fps and got to restart. server doesn't have audio simulation afaik so that's probably related too.
@neat cliff i would say it's some memory/resource leak going on, would explain the performance degradation
how can we help to find it? i can play the game next with profiling binary and logs on if that will help
happens all the time after 1.56 to all of us at the same, to all that played for around 2-3 hours or so
can't help atm. much, just wait for upcoming PERF and DEV ... lot of things to come
okay thanks
@neat cliff the only idea i've how test if the degrade over time is related to sound engine, can you try play with commandline param -nosound
i can actually try, okay, i will try that and report back next week
thanks a lot in advance for the feedback
np
@empty goblet if I had no issue with server perf V3 then was it best to stay on that perf build or upgrade to V4?
v4 has only that warning about wrong appid, no other difference to v3
ok thanks
1.58.135894 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows/linux
- even more crashes fixed
- fixed VON issue degrading playback quality
- resolved issue with video-format playback
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
dare i try this π
@empty goblet is this the VON stuttering fix from Dev Branch?
@proper seal yes
Is this legit? http://www.arma3.info/shop/
arma 3 sync setup? that are some expensive 2 minutes lol
it only appeared yday
dang, meant to post it in ip_rights :/
@empty goblet we just finished our ops and i played with -nosound param, after around three hours the framerate started to drop too as same as with sound enabled but it didn't get as low as 10 fps cause we ended our ops
ok, that rules out leaks related to sound engine
@neat cliff were you using the v5 perf?
@empty goblet no, it was v4 as before cause i tried to stick to the same version that was confirmed to have that issue
one thing i forgot to check is to visit the audio menu and see the framerate
always toss the old version away when there is new vesion available @neat cliff π
found an old webm, someone from our community recorded it some time ago with fps counter enabled http://webmshare.com/zYj8z
1.58.136046 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows/linux
- disconnectTimeout minimum threshold decreased from 5 seconds to 1
- some AI performance optimizations
- fixed AI slowing down around corpses
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
- please note: dT minimum is experimental and optimal value for your server might be in range of 1-5 seconds
@empty goblet: What does "+ please note: dT minimum is experimental and optimal value for your server might be in range of 1-5 seconds" exactly mean? New config variable or start parameter?
I'm guessing he abbreviated disconnectTime to dT
Ah, ok.. Thx...I should get a nap π
whats a good setting for -dt then
@nocturne obsidian i think that's clearly obvious from what i wrote in the note comment π
@empty goblet I too would like to hear a bit more about disconnectTimeout and what it actually does! Not finding any info about it in my search!
it's the the timeout client has for resume to the server, by default server waits 90s and client retries for 90s
Thanks man!
i seem to be getting lots of people joining but not fully connecting and then reconnecting a few secs later
its like there getting stuck
1.58.136191 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows/linux
- fixed VON codec OPUS quality not working properly (in case of problems vs older clients, use only 3/4/13/14/23/24 vonCodecQuality values)
- improved handling of player UIDs
- new admin commands to handle players with bad connectivity: #maxping <value in ms> l #maxpacketloss <value in %> | #maxdesync <value in %>
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
notes: those server #command(s) will get server.cfg counterpart in future builds, acting as 'default' value
disconnectTimeout will get #command counterpart too (and all 4 settings can be combined)
if server.cfg is setting used for default then #command change it only for 1 mission session
if no server.cfg default used then #command changes it until server exit
Do not use ^^ Gives "you were banned" message and players can't join!
sadly it's broken, do not use on server π¦
will be better tomorrow π will also merge in the server.cfg variant of those commands and # variant of dT
and we already know what broken so that will be sorted too
nice thanks
looking good
i have no further issue with v6
i do think remotexec is a bit touchy with v6 tho
AI sometimes act strange aswell
but all fine on v5
also the 1.58 branch HC is very broken
1.58.136234 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows/linux
- all from v7, this time fixed (no autobans)
- #disconnectTimeout as new admin server-command
- new server.cfgs settings for defaults of maxping, maxdesync, maxpacketloss
- some crashfixes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
note: those 4 commands to handle clients with bad connection are atm. w/o any details in console/server log, client just disconnects!
any chance of a sample server.cfg for us π
read more details about those commands/settings in #server_tools
@empty goblet 20:03:37 Cannot register unknown string STR_MP_KICKED_SLOW_NETWORK
ignore it (if it's in RPT, log stuff will come later)
yeah and when someone is kick
used v8 perf last night, FPS dropped at some point from 50 to 15 pretty quickly and stayed like that throughout the entire mission
other people had FPS drops too without the perf exe but nobody's was as bad as mine
1.58.136303 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows/linux
- new logging for max* commands "Kicking player name='%' ID='%', steamID='%'. Ping/Desync/PacketLoss too high"
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
whats new in perf 0 @empty goblet ?
v0 is always sync with new STABLE for compatibility ...
What are performance builds?
Experimental builds of the Arma 3 binaries, which should be faster, smoother and more stable. Mostly!
Are these for clients or servers?
Both are included (along with a readme) in the download. Just install the one you need.
Can anyone test them?
Yes.
How are they installed?
They replace your existing Arma exe's. Always backup the old ones first. And read the readme.
Can I still play on my usual servers with this installed?
Yes, these builds are compatible with Stable branch.
Copy pasta from reddit
1.60.136493 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows/linux
- even more crashes fixed
- fixed not working onPlayerDiscoconnected EH
- fixed not working PlayerConnected,onPlayerConnected EH
- resolved issue too many players connecting at once and failing to connect
- small BattlEye related optimization
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMclient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
note: v1 (1.60.136486) was sync with hotfix
1.60.136515 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows/linux
- additional crashfixes (animations related)
- #exec clearbans, #exec unban + logging
- #maxdesync is absolute value
- #maxping calculation fixed
- #maxdesync, #maxping, #maxpacketloss, #disconnectTimeout are now properly logged with details
- new server.cfg setting kickClientsOnSlowNetwork=0; //for above commands to just log w/o kick, 1 to log and kick
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
note: linux binaries tomorrow, sorry !
11:48:40 Cannot register unknown string STR_MULTI_TITLE_OFFICIAL_SERVERS
11:48:40 Cannot register unknown string STR_MP_KICKED_SLOW_NETWORK
Well, at least we are getting server crashes with V3. Anyone else having issues?
Yep, sent logs to @empty goblet
@nocturne obsidian ignore those, just missing text strings for those messages
@vapid gate working hard on v4, feel free send me v3 crashes (7zip mdmp,bidmp, rpt file from moment of crash, upload to dropbox/googldrive and send me url via PM)
Roger.
Server: Object 2:10309 not found (message Type_120)
Server: Object 2:11716 not found (message Type_92)
i have like 1mb of spam
already lol
v4 being forged ...
Anyone else had issues on V3 with players joining and getting "connection failed"?
@hallow yew guess what the v4 fixed? π π
1.60.136560 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows/linux
- excessive crashes fixed
- resolved issues with disconnectTimeout
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@nocturne obsidian @vapid gate @fleet granite @hallow yew v4 is hotfix to v3 so upgrade recommended asap
i upgraded
No crashes since I pushed V4.Thanks for that fast hotfix π
now start testing that goodies π maxping,maxdesync,maxpacketloss,disconnectTimeout π
just for sure: documentation for new server admin #commands and server.cfg settings in profiling (performance) binaries 1.60.136560
https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-77?p=3035423#entry3035423
Page 76 of 76 - Arma 3 STABLE server 1.60 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: Hey, i think u misunderstod me.
before the patch i had only a few crashes like 2-3 a week.
With the v9 everything worked perfekt, no crashes anymore. But now with the 1.60 my Server
Crashed like 6-8 Times in 24 Hours.
new version?
Steam download for the profiling build is extremely slow
7 KB/s
Changing back to stable is loading with 5MB/s
1.60.136638 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows/linux
- more crashes fixed
- removed some of log spam entries
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@rugged laurel that was some issues with STEAM mirrors, hence i why i was waiting with the 'announce'
Ah, sweet I thought my provider is going nuts again ..
q ... anyone still getting some weird RPT spam with the latest performance binaries (1.60.136638)?
will switch to latest perf binary tonight, will tell you then
important question to everyone running 1.60.136638 , any crashes ? if yes , please send me asap dumps !
Submit via bugtracker?
1.60.137195 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows/linux
- more crashes fixed
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
feedback: https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-78?p=3053191#entry3053191
Page 77 of 77 - Arma 3 STABLE server 1.60 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: Out of Memory Crash ... after ~ 30 Min ...Β With v4Β Logs:https://app.box.com/...e3bcm60pe281rctsmall suggestion, please update your extDB2 v66 to v71and thanks for the crash we will check into it
This only for stable branch @empty goblet ?
@empty goblet new perf build not in dropbox ?
@nocturne obsidian Perf builds only get build when there a performance improvements BI wants to test. Suppose there just arent any yet as the last perf's tests were integrated in the Main binary. give it a few weeks id say
@nocturne obsidian the new perf build is only perf v0 (aka sync with the new stable, i seen no point to advertise it, as v1 is already prepared)
cool
do you guys have a eta for the VON issues
kinda game breaking
not as bad as mem crashes but
1.62.137540 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows/linux
- new #monitords command will output #monitor alike stats to the dedicated server's console only (in upcoming build(s) also compatible with BE RCON)
- fixed server.cfg setting maxdesync,maxpacketloss would override maxping in dedicated-server config
- spam fix removing the supress cache entries
- several crash fixes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
π
perf/prof 1 is latest
Thank you
My linux server is not working anyway thanks to apex update
but i will give this a shot
v3 is ready
changelog?
v2 = fixes for the #monitords (no more logging to both rpt and console log, just console)
v3 = fixes for disconnectTimeout logging (thus in sync with v1 logging for the maxping/maxpacketloss/maxdesync)
you can easily verify , open BE RCON, type #monitords 10 and look at the dedicated server console (it's not showing in BE RCON yet, as it that's needs to be added to BEserver)
Is there BE RCON for linux?
output will look like 13:42:28 Server load: FPS 50, memory used: 197 MB, out: 0 Kbps, in: 0 Kbps
it's simple useful 'info' for administrator to see fast w/o any tools needed or ingame client gui login π
1.62.137545 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows/linux
- fixes for the #monitords (no more logging to both rpt and console log, just console)
1.62.137563 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows/linux - fixes for disconnectTimeout logging (thus in sync with v1 logging for the maxping/maxpacketloss/maxdesync)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
does the console and API also log the mission name?
How do you use the Client executable?
hey I got a question
interested in trying out the perf client. Do I need to play on compatible servers?
can I play with my community and modset with it? I mean is it fully compatible?
Quote from reddit
What are performance builds?
Experimental builds of the Arma 3 binaries, which should be faster, smoother and more stable. Mostly!
Are these for clients or servers?
Both are included (along with a readme) in the download. Just install the one you need.
Can anyone test them?
Yes.
How are they installed?
They replace your existing Arma exe's. Always backup the old ones first. And read the readme.
Can I still play on my usual servers with this installed?
Yes, these builds are compatible with Stable branch.
@eternal thicket Thanks!
@empty goblet fix for slowNetwork commands didn't change anything to their general behaviour, did it? Experiencing kicks for slow network with V3 even though the defined threshold isn't reached.
@vapid gate v1 fixed the mess caused by maxping being overidden by the maxdesync/maxpacketloss settings
v3 fixed logging of disconnectTimeout (so it actually logs now)
read https://forums.bistudio.com/topic/160288-arma-3-stable-server-162-performance-binary-feedback/page-79?p=3063715#entry3063715 where i suggest to avoid use maxdesync for now
Page 78 of 78 - Arma 3 STABLE server 1.62 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: Ive been having this issue since a while..
I play for around 1 hour in a less memory-requiring town, then I head over to an enormous (trader-) city with helicopters coming in and out then my game suddenly drops to 3-4 FPS and it stays there.
My character LODs are constantly being switched around, and so are the LODs belonging to the objects nearby me.
I searched ar...
Thanks. So we'll be sticking with kickClientsOnSlowNetwork=0 for now I guess.
Are there any differences in performance between those 3 versions?
just use v3
@empty goblet just tried perf 4 and nobody could join my server
went back to perf 3 and no issues
server started fine and didn't crash, so might be an issue not showing up in server browser?
@vale dawn v4 is incompatible with v3< and stable , only works for v4 client with v4 server, will try get v5 fixed
ah ok, ty!
What was v4 trying to fix?
them damn players! it worked!
@nocturne obsidian way too many things and one broke compatibility
Server FPS was amazing on perf4 π
@vale dawn don't jump to conclusions , it was probably because no players π just like @hallow yew said
YEA
i just got stung with this 1
players complaining they cant join
i went back to stable to test and they could join
hope v5 is out later perf was nice on v4
@nocturne obsidian v5 is already prepared π
1.62.137674 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows/linux
+ new Format of kickPlayersOnSlowNetwork for dedicated-server server.cfg: kickClientsOnSlowNetwork[] = { <MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout> }; //default 1 for each
+ crash Fix (with ObjectList)
+ added Logging to track : some CTDs , network inconsistencies , other issues
+ added diag_ActiveScripts script-command returning an array of running scripts
+ optimized AI visibility check (AI agent will not do raycast test to other friendly AI agent)
+ Script context properly freed all the time
+ Physx code cleanup of unused code
+ resolved Issues with missions in SQM format being unplayable
+ resolved Clunky parachute landing (removed 2s delay)
+ resolved Ragdoll issues vs when unit gets into transport
+ resolved Init.sqf is no longer executed on JIP clients when server / game is already in debriefing or game abort state
+ resolved When an MP collection mission fails, the game will no longer advance to a next mission
+ resolved AI in vehicle, loaded in empty vehicle will not process unload command
+ resolved AI receiving damage from opening parachute
+ resolved Get in command - only one unit will get in
+ resolved Tactical pace is now slowed down in shallow water
+ resolved Fix countermeasures for Car vehicles
+ resolved Countermeasures reenabled for Ship class
+ resolved Vehicles with disabled simulation do not provide actions
+ resolved Log spam when subgroup NetworkId was already created during init
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
Is this one compatible with stable and previous performance binaries?
@eternal thicket this one is, v4 wasn't
kk thank you
looks like after apex you are focusing on refactoring everything.. nice
can you fix the voip issues while you are at it π
@nocturne obsidian what voip issue?
with exile
the disable channel command does not work
people can voice in sidechat even tho its disabled
tells me nothing, be specific
did you see the repo mission we linked you ~?
ah, that's known, it's not finished feature so issues like that may happen, will be fixed or improved at some point
some point
its kinda game breaking for exile
every server has to have VOIP off for the entire mission
whats the point in the command if it does nothing π¦
there are worse and more gamebreaking issues atm. you know like ... game not working at all, fps in single digits, memory leaks in gigabytes and such
yea i know but still π¦
it does work
if you move to direct chat first and talk
then the channels lock
but if you talk in sidechat it open mics you forever
it's a known issue.
so we just disable VOIP and hope it gets fixed at some point then ?
for 1000+ servers
test repo btw https://feedback.bistudio.com/T118339
@nocturne obsidian Just wait for a official fix - I am sure (I hope so π ) that they are working hard to improve this game. I am waiting since months for an exploit to be fixed too, but there are more important things. They need to set priorities. π
@empty goblet Perf5 CLIENT doesn't let me interact with any Exile doors or lockers
reverted back to Perf3 CLIENT and everything works fine
Cen you have another issue then
because mine work fine on perf5
but i am on stable with the client
@vale dawn as explained in the BIForum it's beacuse in this build with objects which got disabled simulation is not possible
Sounds like it was a deliberate choice due to engine issues etc
it was reverted already, too drastic π will need to find better solution
v6 inbound
Makes note to read perf changelog for breaking changes now, cant assume its back compatiable anymore :/
sometimes it's all bad for something good π ... better than discover this in next RC or ouch stable
How do you get memory leaks anyway? id think the amount of allocations without refcounting are very sparse and easilly trackable
Arma != spare allocations π
yeah but most of it is refcounted anyway
Nothing wrong with testing on Perf builds π
π everywhere ... that's how @whole cloud ... and theirs reproduction rate beats any eradicator π
okey yeah.. that makes sense.. i guess... Gotta play a little more with the Zed eradicator in Killing floor
1.62.137698 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows/linux
- revert of "Vehicles with disabled simulation do not provide actions"
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
π
perf6 working great so far, object interaction is back π Great work @empty goblet !
good, yet if anyone got crashes on v6, remember to send them my way
nothing yet, been connected 4 hours straight!
i think we should get the perf builds out in the public more, maybe a big blog post about it. I try to tell everyone in my community about them as much as i can
Is there any compatability issue with using perf v6 or others with windows compatability win7 or leaving it at win10?
They do make blog posts about things like this in the form of weekly sitreps, and this week's post specifically mentioned the profiling/performance branch
It can be seen here under logistics https://dev.arma3.com/post/sitrep-00165
Good to hear, better performance?
ive been using them for severeal months and keeping up with it all, definitely something noticeable
@empty goblet Caught "fps lag" again with v6 (162_137698) Frame during lag: https://paste.ee/p/RqZGt# Frame with no lag: https://paste.ee/p/9LgB2# RPT: https://www.dropbox.com/s/kq4w9hx2xmguh8x/arma3_2016-07-23_00-06-10.rpt?dl=0
1.62.137737 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows/linux
- new debug logging and traps for low memory/FPS states
- note: captureFrame state from profiling binary must be accompanied with RPT files log !
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@hexed plaza please see the new binary, need new frame capture and new logs
@empty goblet is this automated or needs manual activation via scripts?
@spiral pond the 'end-user' approach is described here https://forums.bistudio.com/topic/160288-arma-3-stable-server-162-performance-binary-feedback/page-79?p=3064932#entry3064932
Page 78 of 80 - Arma 3 STABLE server 1.62 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: Ive been having this issue since a while..
I play for around 1 hour in a less memory-requiring town, then I head over to an enormous (trader-) city with helicopters coming in and out then my game suddenly drops to 3-4 FPS and it stays there.
My character LODs are constantly being switched around, and so are the LODs belonging to the objects nearby me.
I searched ar...
script-wise it's via diag_captureFrame and server-wise it can be done via admin command or BE RCON as #captureFrame
of course what's needed is 1 capture while FPS is fine and another while FPS is terribly low and works only with the profiling binary, not performance
@empty goblet copy - so its basically just for permanent low fps situations
(and not short or sudden frame drops)
it could be for anything but in this case we tracking the new issue post-Apex
Is there a way to start prof/perf/stable executable with Battleye enabled if it's not named arma3.exe?
@queen owl you can use a simple batch script to replace/copy the arma3profiling.exe to arma3.exe and start Arma3. I use this to start every time with the newest profiling exe and this with a single click. Smart and simple
@lost wagon Yeah, that was my plan B. But then I'd have to always use the script to start the game because the standard method would launch the exe I used the last time.
I was hoping for more simple method, something like arma3-perf.exe -enableBE or arma3battleye.exe -exe=arma3-stable.exe
1.62.137747 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows/linux
- more small fixes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
Getting constant server crashes on perf8. Perf7 has been running fine.
@vale dawn 7zip some (mdmp, bidmp, rpt from moment of crash) and upload to dropbox, send me the url for download
Sent you a PM with a link
yes, it seems v8 is crashing on servers running Tanoa, so for others, unless you want to, wait till v9
@queen owl You could try -useBE https://community.bistudio.com/wiki/Arma_3_Launcher#Command_line_parameters
David, my servers run Windows 2008r2, not having any crashes (so far) for 4 hours on any maps including Tanoa, but.........................
On my home PC Windows 10, perfV8 instantly crashes when launching server
@hallow yew as usuaully , 7zip the rpt, mdmp, bidmp from moment of crash, upload to dropbox and PM me the url for download
as soon as it loads the mission it crashes
i'm back on v3 now for my test server
but i'll try again tomorrow, the only difference in setup is the OS
@hallow yew why not v6/v7, those're working fine
v7 working fine for me for more than a day now
v8 fine for us on all servers inc Tanoa
1.62.137768 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows/linux
- more crashes fixed (including v8 one)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@empty goblet After 3.5 hr session with v9 (162_137768) Nolag: ( https://paste.ee/p/FXuE4); lag β1 ( https://paste.ee/p/j5QAI ); lag β2 (https://paste.ee/p/mliIC) - two lags, because they looked differently. RPT: https://www.dropbox.com/s/zopkb5jp2eaygw4/arma3_2016-07-24_22-42-34.rpt?dl=0
Also, I think it is improtant to mention, that I don't have dedicated GPU, and run arma on HD 530. It uses system and not dedicated RAM.
also there was some wierd artefacts, with people bodies dissapearing from the characters and sticking halfway into the ground in "default" pose http://www.gameartisans.org/user_uploads/portfolios/artwork/201309/gameartisans-excess3-1380317510-the-idf-uniform-1380317510-1.jpg
1.62.137790 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows/linux
- more crashes fixed (including v9 one)
- performance tweaks
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
if you brave enough test the new performance client, there might be better FPS π
On it!
so far seems stable and working π
I am always down for performance β€
v10 working good for me on server and client
Way better all the way, several times game almost jumped into "lag state" but recovered.
But, it eventualy did bogged down
Had to get into heavily moded (~5gb) altis life server, to achieve "lag state"
V10 (162_137790) Lag: https://paste.ee/p/KQIg5 nolag: https://paste.ee/p/JDY7q RPT: https://www.dropbox.com/s/hngfi6ca4zoghyf/arma3_2016-07-31_04-02-12.rpt?dl=0
Hi. Can i use those binaries in my server and people with the stable version will still be able to connect to it? Thankyou.
@nocturne obsidian yes you can (only very rarely we break the compatibility (like v4 did) but v10 works fine)
using v10 for some time in my server and no problems
it seems steam profiling branch for server has the same executable as the main server branch
@neat cliff you got something wrong - PROFILING branch (for server and client, both appid 233780 and 107410 are on build 1.62.137790)
no new profiling build today?
i have no idea how the release process of that is, so i ask π
probably tomorrow
hello
All the performance changes eventually will go to the stable branch?
Hope so
strange, i just verified server data and it still shows me i'm on 1.62.137494, i'm sure i'm on the profiling branch for the server on steam, have no idea why that happens, maybe some steam shenanigans
rebel, to join the performance branch, for client and server, you need the code on this page: https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@neat cliff something like : app_update 233780 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3
or just download the binary from my dropbox/googledrive (simpler than branch switching for some)
yeah i guess i'll just download from dropbox, steam just doesn't want to switch to the profiling branch correctly, thanks anyway
v11 is out, sorting some crash (those who get instant crashes with KOTH might know)
@empty goblet so just clarifications. If i want to use your perf v11 or any others, I simply download the client version for personal use and replace the arma exe, correct? That's what I have been doing
Yes
anyone got new crashdumps from v10 or ideally v11 ?
i actually got my crashes to stop. made everything set to medium
textures, shaders etc
i don't even get the 3 fps thing anymore
but then again i keep my view distance at no more than 1000m all the time as a precaution
no crashes on my end (Server) π
I can not connect to any server with V11, getting kicked with "BattlEye:Unknown Game Version"
v10 works fine
@empty goblet am I doing something wrong?
works fine for me @hexed plaza was probably some temporary issue ?
v12 in works
1.62.137872 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows/linux
- performance improvement for helicopters/VTOL nav/land seek
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@empty goblet V12 seems to be working fine with BE
Ive been getting weird Black/Gray/Red/Blue pastelcolored screens to indicate a crash, and no error occurs, but renders my computer unusable and sound does not work, requiring a restart. Idk if v11 is causing this. Trying 12
@lean dirge using a Nvidia card? That bug occurs with some builds of the nvidia driver and is (at least was for most people) not related to any application in particular.
So wait for a new driver update?
I had the same issue with the previous version, driver updated fixed it for me. Had it 2 months ago already, same back then.
Don't recall what exactly caused the issue, but there was some posts on /r/nvidia/ and on their forums.
Maybe you get lucky there.
1.62.137911 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows/linux
- fixed multiple crashes
- fixed some netcode issues
- fixed params scriptcommand error
- fixed officials server list ingame UI
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@empty goblet oh, i just Lag state with v12. Here it is anyways:
nolag: https://www.dropbox.com/s/mxk52f6t8n77ytm/v12nolag.txt?dl=0
Lag: https://www.dropbox.com/s/cwqhnpx8anpvkta/v12lag.txt?dl=0
RPT: https://www.dropbox.com/s/gndgaee48yzbuwv/v12Lags.rpt?dl=0
caught*
@hexed plaza you mean the <5fps captureframe ?
yeah
what is the correct term for this?)
@empty goblet also i managed to record video https://www.youtube.com/watch?v=gCFQztrGTIM&feature=youtu.be
will add your results into fray, in meantime update to v13 @hexed plaza
do you guys know what it is that's causing the lag state? or is it a combination of issues or something?
@empty goblet With V13 It is still there. Heavily scripted Tanoa based wasteland scenario during full load (75 people) https://www.dropbox.com/sh/7f79t6r37lz4fj9/AADoW6ODJ3j5PX9807lI_ywha?dl=0
anyone combining xtbbmalloc alternative mem alloc together with the V13 or V12 ?
Having same problems as @uncut lily . Happens 1-2 times every day. Usually it solves it self after a few minutes, or by spamming menus and/or map in-game.
@oblique panther i've managed to mitigate it. view distance no more than 1000m and all textures and effects on medium
for some reason it doesn't go hokey pokey after that
@uncut lily : well when I try that. It takes a few minutes to "wake up"
the problem is that this is random, and not able to recreate
also experiences that the game just goes black when changing settings in-game
depends on the sitting for me. with all the settings maxed out except for view/object/shadow distance (normal for me) it is impossible for me to keep it stable for 4 hours
first it'll do a standstill, where the entire game freezes. that usually lasts a couple of seconds
then later on it goes into 3 fps stutter mode and lego graphics when it runs out of memory (i think)
i have made at the most 2 recoveries from lego mode where it went back to normal fps. any more than that the game just crashes with memory reference errors
but then again, i haven't run prof branch since v9 or so. since i got it working, i'm not fiddling with anything
1.62.137987 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows/linux
- fixed crashes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
SteamCMD doesnt download the latest pref "+app_update 233780 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3"
anyone here already on v14 ? does it run well ?
going live with it next restart
1.62.137997 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows/linux
- fixed crashes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
Wat is exactly the difference between the two? I understand that profiling got extra commands, but does it also have the performance stuff in it? Also how do I make a report from the profiling so you can use it?
if you don't know then you get just performance binaries
profiling has debuging layer so it's as slow as development branch π
ok thx.
perf15 seems like some client FPS increases
perf15 works fine with my client and our servers π
@empty goblet Did a developer find a boo boo in the Arma code? Perf V15 has a lot higher fps for server and client, 1st time i've seen over 100fps on ultra settings in a mpmission on Tanoa https://s4.postimg.org/mqeaxavrh/Clipboard01.jpg
Yea I'm also getting around 15% performance increase in the Tanoa jungles over the current live 1.62
@empty goblet I don't know what you guys did, but random stuttering is almost completely gone, overall smoothness and feel of the game is increased. YAABenchmark (loads of explosions and vehicles) does not give any significant fps boost, compare to the v14 tho
no lag state so far
I have a theory someone at BI had this happen
"Oh crap, we left that in, oops, we will remove it and push it to Dwarden in a perf build and hope no one notices" π΅
huh, I still grieve that DevBranch feature of markers authors being shown on hover over did not make into 1.62
@empty goblet Eh, did it anyways: RPT+FRAME:https://www.dropbox.com/sh/x20g1exh0stlmjw/AAAUDGmWYFd_YJtJvgI-uyRna?dl=0
72 people Tanoa based wasteland server with database. Everyhing was perfect untill I cranked view and object distance to 3k
i don't really mind dwarden going ham on the code
i mean, they're on some serious legacy architechture. having continuous optimization just seems like a rational business decision
unless you're a small business, in which it's a risk
anyone up for bullshit bingo btw? π
now imagine what i would achieve if i had my own SWAT team of programmers ...
a lot of cleared rooms?
v15 spam "Overflow"
I think something changed in v15 server on cpu utilisation
It's not using as much resources as older perf builts
Players are also complaining about intermittent freezing
Yep, its been happening to me since the last update, and its still happening after using the perf. Sometimes freezing can last a whole second or more, but its usually more like quarter to half second freezing. i.e. Enough to cause you to wreck while driving.
Thats with both vanilla or mods. Though i was playing exile for a while and it was pretty bad for whatever reason.
can you watch hard drive usage during the freezes?
Yeah ill do that next time. I have Arma on a separate SSD, but i guess there could still be an issue there.
1.62.138042 new PROFILING branch with PERFORMANCE binaries, v16, server and client, windows/linux
- Data signature checks are now disabled for Headless Clients
- additional tracing for crashes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
switched to version 16, playing for 20 minutes or so and my keyboard and mouse suddenly stop responding in game. Both work in steam overlay, and in windows.
ok maybe not version 16, 2 other people reported the same issue.
hmm, yesterday when i edited a mission, that happened to me too, was on a version 15
never happened before for me in my 2000 hours of arma
but, mouse was working and some ace keybinds worked, but all other keys stopped responding
and i noticed that sometimes chat can dissapear randomly in multiplayer, it just stops working and you stop to see other messages and your own, not sure if it's related to the perf build
i was, but some of my friends that i played with weren't and they lost the chat too
Hmm, I know when you're logged in as admin chat tends to hide however you can do showChat true in console to return it
But if only showing up in perf branch
Could well be an issue
okay, that's useful to know, i'll try that next if we encounter that
i'm not sure it's perf branch only actually, other guys that had this aren't on the perf branch
Usually it occurs when logging in as admin as it hides chat for whatever reason (presumed security)
But showChat true should sort it out, however usually it's only the one logged in who gets the issue
I was playing on a exile server I don't have admin rights to, happened to 3 other people besides me at the same time.
I was on version 16, 1 other player I was grouped with had 15. I think the server was running version 15.
you mean the chat disappeared or you lost key controls?
lost keyboard and mouse.
i love you @empty goblet
over the course of the past 12 or so perf builds ive gotten much better perf
Also just so everyone knows nvidia Fast Sync is now available as of the last driver. Trying this out with performance builds to see if it works well
in case someone has crashes based on v16, please PM me ASAP ... thanks
server has been solid on it so far
Just need a lite version that gives more fps πͺ
Thanks Yerts for that Fast Sync info. I didn't know about it until now and I'll sure test it. Sorry for offtopic
// there's nothing that you could benefit in arma. it requires like double the fps what is your framerate. arma won't run at 120 much....
1.62.138108 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows/linux
- resolved issues with server-side BattlEye updates, mainly linux
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@empty goblet just in case your IM is spammed to death ;]
"lag state" with V17, FRAMEs+RPT+mdmp: https://www.dropbox.com/sh/n5kjar4bcg0n3h6/AADIVPQxBVtYXFSHirh_D2HBa?dl=0
@empty goblet Since version 15, I have players reporting their squad xmls are not respawning with them when they die. I remember this issue being patched a long while ago, seems to be back now. Installing v17 now.
i removed the squad xml. i don't like the thought of someone in my team messing it up and everyone else crashing because of it
@uncut lily i think i had few reports about it as well
1.62.138239 new PROFILING branch with PERFORMANCE binaries, v18, server and client, windows/linux
- fixed addWeaponCargo global BattlEye filter
- fixed info returned for AddItemCargo,AddMagazienCargo,AddBackpackCargo global BattlEye filters
- no more blank adminPasswords allowed
- resolved issues with server-side BattlEye updates, mainly linux
- fixed not removing collision geometry of hidden AI soldier with disabled simulation
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
any positive or negative feedback on this new build?
Well i've noticed that items as well as equipment are now both logged in the addWeaponCargo. Is it not possible to seperate these into their own files or is it purely because they all fall under Arma 3 CfgWeapons?
@empty goblet, β.
did I hear performance improvements were coming for Tanoa with 1.64? π
@vale dawn exile Tanoa?
Perf issues is exile bug. Effects all maps, it just hits Tanoa really bad due to building density on map
Yes Tanoa is by far the worst performing map paired with Exile
It's by far the worst performing map period.
@empty goblet didn't crash today or get the 3 fps thing. i also found i had vram and mem values set in the launcher which were way off. turned them to default. but i don't know if this is persistent
i should mention i'm on stable branch
@uncut lily well main branch with stable binries is sort of not relevant in this channel ... it's about performance binaries from profiling branch
yeah i know, just letting you know since i've been having the issue pretty much regularly
I haven't crashed at all using 17 will try 18 tomorrow
Previous build I did crash with
I had client crashes on v18, server v18 is good
only once had drop down in fps with v18, but i am not sure if it was related to prof branch or Arma/my hardware living its own life https://i.imgur.com/GNh0FiP.png
spike happened when reaching ~8100mb of pagefile, no LOD visual glitches. Game eventualy sorted iself, and returned to normal fps
@Dwarden I went back to the stable branch on our 3 a3wasteland servers after getting complaints about performance on Tanoa and Stratis. Something is definitely up with those two maps with the last few perf updates. Maybe it's the same thing that's affecting Exile
@nocturne obsidian 'somethin is up' isn't exactly helpful, no logs, no graphs, no nothing
Better than ever performance on tanoa and altis, especially large player servers
In comparison to v13 and below
@empty goblet No logs sorry. Had nologs on. All I know is it seemed to be client related and worse on Tanoa. The server performs about the same.
@empty goblet getting consistent crashes with v18 on altis whereas playing on a large pop server and screen goes Grey then black and I have to force restart computer. Also note I am over clocking CPU and GPU and running in high priority 12gb RAM and Ultra settings
After about 10-30 of gameplay
Did not happen with 17
@lean dirge need the mdmp,bidmp,rpt from moment of crash, compress them into archive and PM me download url (dropbox, google drive and such)
i have a few crashes, i think altis related, on ver 18, does it matter if i'm running modded or not?
mdmp is empty, strange
@neat cliff mods could crash it...
i know that, i'm asking if it's relevant to send a report if i'm running mods
I mean, I'd send the report to the mod author personally
Because it might be an issue with the MOD...
That the author could fix, if not the author should/will contact Bohemia for a fix.
Don't send the crash dumps to a mod maker. You send them to Bohemia. They are useless to a mod maker 99β of the time.
You can get a decent amount of information from the dump file by opening them in Visual Studio
while you may, you can't fix it in 99% cases π {hence why those shall end with us}
i actually didn't know those could be open with VS, just tried that, works
got this bad feeling that line^ from @neat cliff means there will be even less crashdump reaching us π€
do you actually process every crashdump incoming? are they processed automatically with some script magic?
@empty goblet @neat cliff Sometimes it's good to check it in case we've made a derp with a file or something, before sending it to you
there's actually something strange going on, my mdmp files are 0kbs so i can't really send anything βΉ
1.62.138440 new PROFILING branch with PERFORMANCE binaries, v19, server and client, windows/linux
- fixed Linux server issues with real paths (relative to full)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
π
@neat cliff this might help you with crashdumps https://www.novell.com/support/kb/doc.php?id=7013369
you can also force a crash from a parameter to see if it works
and does not generate 0kb size dumps
@old tiger thanks, i'll take a look
@empty goblet Sadly had fps drop with V19 https://www.dropbox.com/sh/wc0d8gwegu9afws/AAD8SKBY6J6ym1jn1dtGCg20a?dl=0
@empty goblet our HC crashed (linux) segment fault never happend before. V19
@JasperRab#6178, I think Dwarden would appreciate having a copy of the crash dump. π
@boreal wigeon
1.62.138470 new PROFILING branch with PERFORMANCE binaries, v20, server and client, windows/linux
- fixed multiple crashes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
is a scroob - would everybody connecting to my private server need those too @empty goblet, if i update my server with those ?
nope, MP cross-compatible with main branch stable binaries (unless broken) but it's recommended if clients get it too π (you know moar framez and less crashes)
About a 5% performance increase with the V20 client over current stable, no crashes so far.
@empty goblet thnx. running fine here! cant really tell the gains, but hey, running 4K without it crying so i got that for me Β―_(γ)_/Β―
@empty goblet do you know if different memalloc dll's have been ruled out?
1.64.138510 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows/linux
- sync with 1.64.stable (with 1.62.perf changes/features which didn't make it into 1.64.stable)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
pardon me asking, but that's the diff. between the prof. and the performance build, besides the obvious, offcourse @empty goblet
@orchid nebula profiling has some additional "debug" layer on top of .exe For example you can use "frame" cheatcode to provide some specific data about engine in current frame. There is also additional logging i believe. So if you want to hunt some bug you know about - use profiling. If you just want the best performance on the "cutting edge" of development - use performance
@MIklide#1509 finally, a way i can understand it.
https://community.bistudio.com/wiki/Performance_Profiling
its the same thing performance profiling branch afaik
but as I see this page is out of date kek
it's unrelated ... profiling branch has debug code like DEV branch ... in short , unless you know what you doing and need, use peformance binaries , period
performance branch as in "stable" ?
1.64.138587 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows/linux
- variety of crashes fixed
- selectPlayer bugfix for teamswitch issuse
- fixed controller issues with disable/enable
- fixes for boats issues vs linux
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
Thanks
any more details on the selectPlayer issue?
previous unit occupied by the player is removed from switchable/playable units ...
yet it's still visible on the roles selection screen causing player which select it, to spawn as Seagul
while the AI body still does exist ... ```
so fix resolves this confusing scenario
@empty goblet selectPlayer fix, needs to be on both client+server or just client/server? Thanks
not sure torndeco but as usually i recommend perf for everywhere π
@empty goblet Client perfv1 has broken ExileMod, if a player logs out, then logs back in, there is a body double duped with full gear
^ read what i posted above, test it with perf on both client/server, also it depends what exactly exile does (e.g. if they had workaround to that bug)
so @hallow yew best discuss this with Exile developers first
Will do
will try get reverted v2 out
Breaks wasteland also.
Dwarden - Today at 5:47 PM
will try get reverted v2 out```
π
1.64.138608 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows/linux
- reverted selectPlayer fix
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@hallow yew and @nocturne obsidian please test it
yes on it now, duplication not happening. Due to the nature of this bug causing duplication, would it be a good idea to pull it from download sites? If the hacker sites get hold of it it could cause mayhem
removed V1 ... no point to have the files online, i got them locally if needed
Thanks David π
just kick the client running perf 1(edited)```
You gonna email every Arma 3 server admin? π
no π
I would assume each perf/prof build has a unique build number. If you know the version number of the v1 client you could just end the mission for the player if their build matches that version number. This command is how you would probably check https://community.bistudio.com/wiki/productVersion
smt like
{
systemChat "Please download a different perf build";
(findDisplay 46)closeDisplay 0;
};```
Yeah something along those lines, but productVersion select 3 would be a number, not a string
I wish to hereby (and grandly) confirm that the current "Development Build" 1.65.138598 build fixes the flight controllers problem so many people have been having
...at least it is working for me. Please pass this little report on if useful
@viral cliff wrong channel , that shall go to #dev_rc_branch yet performance branch 1.64.138608 has that fix too π
1.68 perf branch? You're working a head of time.
2 more Arma updates confirmed.
noice
anyone got any perf v2 crashes (and yet forgot to send me those dump) ?
Not sure if it's related to V2 @empty goblet, it's not a complete crash. Intermittenly the game will drop to 2-5fps, render half of what's on screen, then restore and poop again later.
that's memory leak more likely (your game running into 4GB boundary (usually around 3.5GB) because libs allocs)
i bet those 64-bit executable people are laughing now π
1.64.138681 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows/linux
- fixed mass compute from loaded magazines, https://feedback.bistudio.com/T120470
- fixed some items from corpses were inaccessible on dedicated server
- fixed no sound of AI controlled vehicles, https://feedback.bistudio.com/T120341
- more crash fixes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@uncut lily we will see about the laugh π anyway the point is those who abandoned 32bit usually can't even do 1/3 of what we do with same memory block (and no don't read it as i shun 64ibt, ofcourse that's road ahead)
i'm not one of them though. i think it's far more impressive to get this amount of content to run smoothly on 32-bit
and i don't know about 32 to 64 bit conversion
but i don't think it's as simple as just recompiling it. i'm guessing one or two functions would go haywire if it would actually work
@uncut lily No, it's not quite that simple, especially in an application which is doing lots of low level memory manipulation, pointer incrementation and the like, but it's not that difficult either, it just requires a methodical audit of the code and lots of replacement of int, longs etc with fixed width (32bit) types - assuming you just want to start by just getting the code to compile and run without bugs, which is always the best first step. Once you've got the application working on 64bit, the next step would be to take advantage of those 64bit types and pointers to increase performance, and of course those additional gigabytes of memory which become available.
if my experience is anything to go by, in a code base the size and age of the Arma 3 engine ... well there will be areas of the code which no-one really understands anymore, the original developers have moved on to other jobs. The hardest part will be spent figuring out that stuff before you dare to touch it
The hardest part will be spent figuring out that stuff before you dare to touch it i.e women
@cursive vigil yeah, it's like that with our codebase too. stuff staff wrote years ago that left the company. either way, i'm thinking if they have low level code, then they might also have a counter that depends on 32-bit memspace somewhere. especially since the intention was to only run at 32-bit. what if that suddenly is 64-bit. i mean, it would probably be "bad programming" to do so, but i don't think they have the staff to peer review all the code at bohemia
or maybe it's something like they included a library that only exists in 32-bit space, and the dev of that lib ceased his/her business
also, about this memleak/s. i don't know how it behaves since i can't see inside the threads. i'm not that great at debugging. but once with firefox i got this memleak that went from 1.2GB mem usage to 50GB in a few seconds. that actually crashed arma because i ran out of memory space. one would think windows would reap firefox for it, but no.. let's kill arma instead π
also once i programmed something that would allocate memory, but it got unhinged and choked my computer entirely. not even a bluescreen π
/W the latest perf. release @empty goblet
crashdumps/logs ... no point post the errors output here
give a sec, i'll pm ' m
lil update may interest some https://forums.bistudio.com/topic/191816-xtbbmalloc-a-custom-memory-allocator-for-a3/page-3#entry3102276
@empty goblet i'll see if it can limit the memory issue, also couldn't find logs, cause i set -nolog -_- i'll send you a few when the OOM crashes happen again.
1.64.138690 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows/linux
- new TBB4malloc (2017 update v1)
- more crash fixes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
π
@empty goblet still got the framerate glitch w/ v3 + the new xtbbmaloc, trying v4 now
btw. 1.64 perf v4 has the new TBB4 and it's promising vs some of the leaks π https://twitter.com/CallMehTOMMEH/status/785605232730320898 let's hope it's true
This has fixed all my memory leaks + FPS lock ups after trying it out so far! Try it out if you're experiencing similar issues guys! :-) https://t.co/WqTbpz422Z
profiling sync with stable 1.64 hotfix #2 will happen more likely tomorrow
So it's better to use perfV4 for server than the new 138.732 build from the hotfix? @empty goblet
well perf might be missing that first AI fix so i leave that decision up to you π
Which tbb4malloc_bi.dll is newer yours or bis_icmen's?
tbb4 didn't get updated to new version iirc
TBB4 have new version https://forums.bistudio.com/topic/195444-possible-fix-for-the-3-fps-drop-issue/
This version and Dwarden are not same.
@thin wyvern they same
Checksums is not the same but if you say...
just compile date
rgr and thanks
1.64.138839 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows/linux
- hotfix #2 sync
- new Jemalloc and TBB4malloc (2017 update v1)
- tweaks
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
nice
added several versions of TBB4 version 2017 update 1 from last 3 days
added new Jemalloc 4.2.1
@empty goblet whats diff beetween je and tbb?
code π
ayy i joined because of exactly the same question as havena
is there any major difference between them, or should i just try them both out and see what works better?
okay i just did some testing, from what i've noticed Tbb4 runs better than Je
from our testing for some reason Jemalloc 4.2.1 is way slower under w8/w10 than w7
And which result you got under win7 between JE and TBB?
@empty goblet
you need test yourself ...
@empty goblet I need help my editor is not working...
V5 keeps crashing on server start. Reverted to main branch and it works.
Segment faults
@boreal wigeon with the new allocator ?
Server is linux so no
also please provide RPT, mdmp, bidmp from moment of crash, compressed into archive
ah, well that's bad
Yea currently packing
Headless client worked tho
You can use the core dump right?
@empty goblet
yep, 7zip, upload to dropbox, send me url for download
K
remember to attach also server rpt log also compressed
Yea done
new update arrived over steam? ~55Mb
not for me
Dwarden - vendredi dernier Γ 13:02
from our testing for some reason Jemalloc 4.2.1 is way slower under w8/w10 than w7
and for server 2k12?
There is some debugging stuff left enabled in jemalloc from what i looked at the bi source files.
and their interface with DXGI constantly has a debug call running
don't know if that's standard practice though
seems to be the call that returns the dxgi error messages. i.e device removed etc
1.64.138944 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows/linux
- fixed issue with map closure causing game freeze
- tweaks and fixes for new Jemalloc and TBB4malloc (2017 update v1)
- linux server Jemalloc updates
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
too many crash with last dll
which one @worn obsidian
anyone knows why BE started blocking tbbmalloc.dll recently?
Using tbb4malloc_bi.dll, I start getting 3 fps bug once again
The new one or the old one?
all of them
What size is your tbb4malloc_bi.dll?
155k
I'm getting a new annoying CTD/error since the last profiling:
Open the map, browse, close it again --> error, crash.
DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED
looks like a graphics driver(?) error actually @orchid nebula
Grrrr, without a single update?
i.e: no drivers have been touched sigh, ill clean sweep again
dont take my word on it @orchid nebula
i have no idea about Arma 3 crash messages
but that error looks like a GPU/Driver error
No sure, it's just odd. Let me investumate
v5 and v6 are not usable for me, I get very very low fps since the start and even got 1fps. I also experienced some weird lag where sometimes I would hear sounds with around 5sec or more delay.
jemalloc works better for me, with tbb4 it takes more time to do everything, when I close the game it could take 5min to arma completely shutdown, wereas with jemalloc it takes about 15s
@atomic holly Tried it again, new driver, still crashed, although i find it happens when opening the map w/ ACE and the map is bright.. not sure if that's correlation though
@atomic holly found a dirty config/profile mismatch. Cleaned and reset game profiles - so far so good, checked w/ NvidiaInspector to see if they're clean, and they are now.. So, let's keep them fingers crossed π
aight, awesome
when i get the memory error it's usually a DXGI error message. it looks like the game is subscribing to those, and i wouldn't be surprised if it's a cascade effect
i also get those when i quit and don't get the memory error, instead of the game just dying
although i've managed to workaround the 3 fps bug on stable channel for myself. changed malloc to 'system'
given that nobody seems to have done that other than me i'm guessing this memory thing is a really nasty bug
v7 profiling is up, just sorting some rpt spam, v8 is wip soon
@uncut lily i get the DXGI from time to time as well, no real clue to what it is, you running multi monitor setup by chance?
1.64.139027 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows/linux
- fixed some RPT spam
1.64.139037 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows/linux - fixed quite common engine crash
- new server.cfg setting:
autoSelectMission = true;
// When set to true, the server starts next mission in mission cycle and waits for players in the role selection.
// Allows full mission information in server browser and then results in proper filtering of the servers .
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
i dont get it - is this how mission cycle works already?
until now when server was non-persistent , non-autoinit, with missionCycle defined
then it wasn't showing the next mission in cycle within the query on server list until player joined the server
hm true. what speaks against making this default behavior?
it may but atm. it's too early so let's test it
k
with V8 theres a lot of variation in fps, and it hits some really low fps, like 5 or so. standard has beter performance for me
@orchid nebula yes, that is correct. i also run dual graphics adapters
Same here, maybe it can be related?
i don't know. maybe dwarden has that data. should show up in the debug stuff he gets i hope
@empty goblet v8 fix memory could not be written crash?
yes @worn obsidian it fixes one of your crashes too
@empty goblet Getting server (linux) crash on start up again, tried it without any mods still happening. Got the log files ready if you want them.
V8 forgot to say.
Same happening for my Headlessclient, also V8 and on Linux.
@old tiger need logs and the coredump, 7zipped as usually and download from dropbox or so, just pm me the url(s)
k
Biggest problem Sigma. is dual graphics cards will bottleneck A3 more.
Purely for the reason ArmA 3's code just can't address the "work" requirements of the GPUs
If the CPU can't "feed the GPUs" they will effectively be idle
GPUs are high latency high throughput devices
CPU's are low latency low throughput devices
GPUs like to be given lots and lots of work
@uncut lily
Otherwise they mostly idle and do nothing
Hey @empty goblet I have a question for you if you don't mind. I am a Moderator on an exile server and I am working with the server Administrators to get the arma 3 server performance binary working. I just had a few questions before doing so though. When downloading the arma 3 SERVER performance binary (not client) when putting it onto the server are you still replacing the arma3.exe like you do when using the client binary, or are you replacing arma3server.exe? Sorry for such a simple question, but I was not able to find any information regarding this online anywhere
@proud maple you replace arma3server.exe ... client exe isn't used on server ... if you ever downloaded appID for the server data package then you know it's not there
@frigid oracle i'm aware of this. also i have screens connected to both devices so i'm not running SLI. essentially just running 1 card
however, depending on how the code is written it might be accounted for as something wierd in RV4 when enumerated
@uncut lily It becomes really pronounced when you, use DSR
Dynamic Super resolution of 1080P * 1.50
Actually bottlenecked Core 0 to 100%
It become severely apparent where arma 3 couldn't feed the GPU anymore work.
i'm not surprised. but i only run native resolutions
1.64.139076 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows/linux
- some tweaks
- fixed controller deadzone issue
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
BIForum feedback https://forums.bistudio.com/topic/160288-arma-3-stable-server-164-performance-binary-feedback/?p=3111906#entry3111906
Page 89 of 89 - Arma 3 STABLE server 1.64 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: I usually only use blastcore on the 60 player coop server. yesterday I also used JSRS Apex and with the v7+systemmalloc I got the FPS bug for the first time after about 2-3 hours of playin. After disabling JSRS I could play on couple more hours and did not receive FPS bug again.
1.64.139117 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows/linux
- fixed some previous tweaks (e.g. with empty variable names)
- fixed some memory related bugs and issues
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
since V4 V5 performance is worse than standard, fps sinking to 2fps a lot of the time.
V10 was completely unplayable for me, tabbing out of the game resulted in a black screen for half a minute, same when tabbing back in, v9 works
@empty goblet progress is always welcomed
new perf v11 rolling out soon, fixing the EDEN vs no name variables issue
1.64.139144 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows/linux
- fixed empty variable names vs EDEN
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
lol just moved to v10....
it's just the change for those using 3d editor so no biggie
Yea seems like it still crashes my linux server.
still waiting for Jemalloc 4.3.0 being finalized
new jemalloc? nice! it's the best malloc for me.
and it was just released https://github.com/jemalloc/jemalloc so i will try get it merged next week (already weekend here for rest of staff)
i bet 1 credit we will break it anyway and find some bug π€£
just noticed new Intel TBB 2017u2 is out too π so consider that also covered ... π
Finally deadzone fix!
how would one go about using tbb2017u2 ? just drop in a dll and change the -malloc?
why does arma 3 perform worse in windowed mode?
Technically all games does because all background applications must also be rendered and not just the game.
true
But then of course, there are some factors making some games run smoother in windowed, such as lower resolution, narrower field of view etc.
magic
Since the new profile branch update my Arma 3 gives me the 1-2 fps bug much more frequently and crashes shortly after giving me no time to execute the frame command. However when doing this when there is no bug present, it won't work either (flushing 3-4 times gives me an extra 5 minutes before the bug kicks in again). I've just deleted every trace of Arma 3 from my computer and reinstalled. In the meantime, anyone know a cause? Another guy on the server said he had the same problem
@empty goblet you already gave a look about the jemalloc merging? or is gonna be for next week? would'nt that be a radical allocator change? (perhaps with awesome results π )
the roots of jemalloc appear to be pretty old and wise am i right?
Hello, can someone tell me how I'd go about installing the linux server file on a linux server? I can't find the file that I have to replace
i'm guessing the linux file is called "arma3server"
If that was the case, I would have surely figured it out myself.
maybe
At least it's not in the main folder.
i'm going to try now v11 perf on linux, i guess i'll just replace the binary with the one from the right dropbox archive
@shrewd kayak try the #server_linux channel
mmm... no lack, just segfault with both perf and prof.... maybe i miss something
*luck
1.64.139188 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows/linux
- new TBB and Jemalloc alocators (again)
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
original jemalloc is 67kb, new version is 1029kb, why such huge difference?
@empty goblet
@empty goblet awesome! gonna test asap!
argh still segfaulting
dunno π¦
tried different versions of perf and profiling binaries from dropbox,
switched branch via steamcmd,
tried different configurations
I always end up in a segfault with restart loop.
Am I missing something basic and necessary to use the newer perf linux builds?
Just few info:
"Debian 8.5"
"Linux host 3.16.0-4-amd64 #1 SMP Debian 3.16.7-ckt25-2+deb8u3 (2016-07-02) x86_64 GNU/Linux"
":/home/steam/steamcmd/arma3# ldd arma3server
linux-gate.so.1 (0xf77aa000)
libpthread.so.0 => /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 (0xf7780000)
librt.so.1 => /lib/i386-linux-gnu/i686/cmov/librt.so.1 (0xf7777000)
libdl.so.2 => /lib/i386-linux-gnu/i686/cmov/libdl.so.2 (0xf7771000)
libsteam_api.so => /home/steam/steamcmd/arma3/./libsteam_api.so (0xf7748000)
libPhysX3_x86.so => /home/steam/steamcmd/arma3/./libPhysX3_x86.so (0xf7484000)
libPhysX3Common_x86.so => /home/steam/steamcmd/arma3/./libPhysX3Common_x86.so (0xf7315000)
libPhysX3Cooking_x86.so => /home/steam/steamcmd/arma3/./libPhysX3Cooking_x86.so (0xf72e6000)
libstdc++.so.6 => /usr/lib/i386-linux-gnu/libstdc++.so.6 (0xf71f3000)
libm.so.6 => /lib/i386-linux-gnu/i686/cmov/libm.so.6 (0xf71ad000)
libgcc_s.so.1 => /lib/i386-linux-gnu/libgcc_s.so.1 (0xf7190000)
libc.so.6 => /lib/i386-linux-gnu/i686/cmov/libc.so.6 (0xf6fe3000)
/lib/ld-linux.so.2 (0xf77ad000)
"
are the releases supposed to run on a standard jessie setup?
any help appreciated!
Hello! Build v12 - 1.64.139188 alredy live?
performance is still bad, not as bad as before though, this has been going on since v5
Still getting the 3 fps bug @carmine stump ?
@empty goblet still getting segment fault on server startup for both HC and server, with V12 on Linux. I got the crash dumps if you want them.
@half fossil it's out since yesterday
@shell mountain @old tiger crashdumps and logs, 7zipped, PM me the download url (dropbox or so)
Jemalloc 4.3.1 (hotfix of some virtual memory leak) was merged and atm. we're looking into those linux segfault crashes ... after that there will be new profiling
@low narwhal no, Im not getting 2 or 3 fps anymore, still there's a lot of variation in performance, from 31fps while standing still to like 7 when moving around.
@carmine stump did you have segfault issues too? is it anything system related?
nope
@carmine stump on which distro and architecture are you running?
1.64.139242 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows/linux
- new Jemalloc alocator (4.3.1)
- new voting timeout settings (each 2 params for ready/notread) in server.cfg
(votingTimeout[],roleTimeout[], briefingTimeOut[],debriefingTimeout[]) - fixed ctd if invalid script in scripted waypoint
- some other minor fixes
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
available via STEAMklient/STEAMcmd as branch too, read https://community.bistudio.com/wiki/Arma_3_Steam_Branches#Arma_3_Server
@empty goblet more info in the timeout available?
@spiral pond yesterday's DEV changelog : https://forums.bistudio.com/topic/140837-development-branch-changelog/page-46#entry3115444
Page 46 of 46 - Development Branch Changelog - posted in ARMA 3 - DEVELOPMENT BRANCH: 31-10-2016 EXE rev. 139074 (game) EXE rev. 139074 (launcher) Size: ~37.3 MB DATA No data update for today ENGINE Fixed: Players in the multiplayer lobby would be listed as hosts / admins Fixed: Admins would get stuck on the loading screen if the scenario started without selecting a role first Tweaked: Empty namespace variable names are no longer al...
@empty goblet thanks! somehow missed that.. i dont get the ready vs notReady though
ready means it starts when all players are "ready", while notReady starts immediately when the given menu is initiated?
it originates from Project Argo and it's related to the states where players indicate they ready ... so not sure if all phases are working same in Arma 3
in other words i will need to take some moment and look on it myself π
What is Jemalloc used for?
Alternative malloc and is used for Linux Servers
i see the jemalloc.dll on windows, but i do not see any jemalloc.so related library present for linux...
i'm wondering if it's embedded or how is jemalloc linked to the perf binary
ok just got informed that is statically compiled
1.64.139266 new PROFILING branch with PERFORMANCE binaries, v14, server , linux
- reverted Jemalloc to version 3.6.0 as <=4.3.1 cause segmentation faults
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
@shell mountain @boreal wigeon please try and report, thanks
@empty goblet v14 works fine π
@shell mountain not linux, W10 64
Good Evening, guys. I have a memory leak : 18:58:48 Virtual memory total 4095 MB (4294836224 B)
18:58:48 Virtual memory free 153 MB (161120256 B)
18:58:48 Physical memory free 804 MB (843649024 B)
18:58:48 Page file free 4126 MB (4326621184 B)
18:58:48 Process working set 2562 MB (2687004672 B)
18:58:48 Process page file used 3350 MB (3513356288 B)
18:58:48 Longest free VM region: 13213696 B
18:58:48 VM busy 4133781504 B (reserved 209059840 B, committed 3924721664 B, mapped 308817920 B), free 161054720 B
18:58:48 Small mapped regions: 24, size 102400 B And I am not certain how to proceed. We are getting 20 - 30 lines of Server: Object 42:1 not found (message Type_93) per second. In a few hours, we have over a hundred thousand lines of the nonsense. Any thoughts?
Was told to contact a legend by the name of Dwarden?
@amber totem what version is that with ?
What are you referring to @empty goblet
I can provide RPT logs both Serverside and Client @empty goblet
Alright guys - Sorry to be a tad ignorant on all this. What is the profiling?
I understand how this works, but I am not certain what the profiling build is?
@empty goblet Do I have to set the malloc to JEMalloc in startup?
@amber totem for windows yes. Linux it's included automatically.
@amber totem profiling is branch, it contaisn performance and profiling binaries π for you just the performance one matter
You are legendary guys π
For the Malloc just replace the current one on my server and that's all? Doesn't need to be put in parameters?
π it works! Thanks @empty goblet
will keep an eye on it and report any anomaly!
for now seems already slightly smoother than stable!
@timid coyote Yes, in the current stable binaries too
Our server did the same thing 1 day.
So what is everyone seeing as a trend with the server binaries?
so it's a bug introduced in 1.64?