#perf_prof_branch

1 messages Β· Page 31 of 1

heavy vortex
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Yeah that's not how I interpreted "floating" :P

heady plinth
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amazing

whole cloud
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The first video has been happening for years. The second video Ihave not seen before

heady plinth
#

see, 1st video is not just a ws terrain thing. for some reason it just happens more often on our terrain than on others

fair swan
heady plinth
#

however, on our terrain the weapons dont float that high up if i remember right

fair swan
whole cloud
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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)

feral harness
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How to repro?

loud garden
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Just launch Extraction mission from Western Sahara CDLC. 😎

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This also happens with car wheels.

loud garden
heady plinth
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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

whole cloud
# loud garden Yes, that happens together with the RPT messages.

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

whole cloud
whole cloud
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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

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They get teleported up once and thats it

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"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 πŸ€”

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 πŸ˜„

Well I can still implement the count limit, even if I can't repro it 🀷

light cargo
#

10/10 bug rabbit hole

whole cloud
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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

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At least that's a bit better

spiral pond
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is this in SP/hosted server, or DS with locality involved?

our "impression" was that its "mainly" a DS locality problem

whole cloud
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I can repro in SP, at least the falling under sometimes, not that often

spiral pond
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yet only low freq, right? ok

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how does the teleport code work for non local / DS + clients - the locality owner applies and syncs?

whole cloud
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the owner does it

spiral pond
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@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)

heady plinth
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i only play in sp and saw it every once in a while

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ws terrain has a cell size of 2, if i remember correct

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it's not just the weapons jumping, also the wheels of vehicles

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however, livonia for example has a bigger cell size, but i have seen the same happen there at least once

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so it's not just a cell size issue, if it's related at all

spiral pond
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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

whole cloud
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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?

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My fix code just puts it right ON the ground, not floating. And then puts it to sleep there

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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?

obtuse bramble
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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?

whole cloud
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weapon holder can contain multiple items

foggy vine
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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.

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I do wonder what happens with dynamic groups that kills the subgroups, where it also treats the players as "ungrouped" in the menu itself

whole cloud
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If I get repro steps how to get a player "ungrouped" I can probably.. repro and fix it πŸ˜„

foggy vine
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... Turn on dynamic groups, spawn in :P

whole cloud
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I did that and had no issue

foggy vine
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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

whole cloud
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Mission would save alot of time

heavy galleon
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AET would indicate another addon, no?

foggy vine
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Right, would need to dig through the files a bit more

spiral pond
whole cloud
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The extensive logging is physx debugger, no

crystal haven
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Is there a fix or a specific approach to use to stop the spamming of Ref to nonnetwork object in the rpt?

crystal haven
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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 else’s crate.

uneven bluff
crystal haven
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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

uneven bluff
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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.

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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;
whole cloud
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The message just says that missed an engine check

crystal haven
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What's the command line parameter that needs to be enabled?

heavy vortex
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I dug up -reportNonNetworkObject

charred oak
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I just joined the Discord to ask this one question, is the Multi-Thread update out yet or is it sitll Beta only?

hexed sleet
charred oak
opal hound
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most of it is yes

silk summit
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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!

drowsy fern
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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.

serene yoke
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Will there be any news about the next 2.21 updates? The article about 2.20 was very interesting to read.

analog acorn
eternal kraken
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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'

swift canyon
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πŸ‘‹is it possible to run the perf branch with a 'normal' build server?

patent sky
light cargo
eternal kraken
light cargo
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hmm odd

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default executable is performance, profiling is separately named as such

swift canyon
eternal kraken
swift canyon
light cargo
swift canyon
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oh right

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so to install this via steam do i switch to the profiling branch?

swift canyon
whole cloud
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Any experience yet with the physx falling weapon holder thingy?

void badger
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I can test on my Linux DS this week, anything I should try, test, and look for?

ashen helm
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Kill guy with a weapon and see if it bounces around indefinitely

obsidian condor
# whole cloud Any experience yet with the physx falling weapon holder thingy?

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...

whole cloud
obsidian condor
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Ah yeah, we specifically use GroundWeaponHolder... cool. Thanks πŸ™‚

crystal haven
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Dedmen did you receive the Ref to nonnetwork object reports, just wanted to know if they went through.

whole cloud
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Last ones I got were from 17th.
Your RPT folder also has CrashReporter.log that says if they were sent

whole cloud
eternal kraken
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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?

whole cloud
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It just does nothing on perf

serene yoke
naive osprey
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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 meowheart

whole cloud
kindred onyx
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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

whole cloud
kindred onyx
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Hmm

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Well, i dont think it spams clientside, just on our server CLI it spams

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As well as 'Checking planes and men'

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Or maybe im wrong idk ill have to check logs

idle valve
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My GOAT dlc

kindred onyx
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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).

violet elbow
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Game'll probably break before the mods do

quaint flame
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There can always be issues but it has been rare in the past.

proud cape
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you can just pop in this channel and see if anyone is having any issues

whole cloud
void badger
light cargo
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its also the only way if you use the creatordlc ds branch

empty goblet
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1.56.134711 profiling & performance v1 server and client, windows/(linux not yet)

empty goblet
silk olive
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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...

empty goblet
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note: no perf until next week

empty goblet
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1.56.134872 profiling & performance v3 server and client, windows/linux

empty goblet
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so if someone of you gets crashes with out of memory please share the new output

steady phoenix
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What is the idea of this performance build? Is it testing performance improvements before they're put into dev build?

fierce harness
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Pretty much the point of this, except for MP purposes they're compatible with stable branch

empty goblet
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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
empty goblet
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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

worn obsidian
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will try

empty goblet
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so, anyone had crash on 1.56.135164 (performance binaries) or 1.58.135170 (RC 1.58) ?

worn obsidian
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not me

empty goblet
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1.56.135357 profiling & performance v5 server and client, windows/linux

nocturne obsidian
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What is the profiling and performance versions difference?

eternal thicket
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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

nocturne obsidian
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@eternal thicket , thankyou.

frosty nexus
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If I run a server with the performance binaries are the clients required to run the performance binaries?

hallow yew
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No they don't need to, but I always suggest that to my players to do so.

worn obsidian
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@empty goblet receive data stuck back since v5

empty goblet
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@worn obsidian that's there always ... it's just generic networking message when things go wrong (for w/e reason)

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after 1.58.stable is out we can do some serious logging/stress tests on next profiling

hallow yew
raven sand
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any known issues with BEC and the v5 perf binary?

empty goblet
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nope but since 1.58.RC the BattlEye will use custom port for RCON so beware of that ...

raven sand
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for some reason since I put in the perf binary everyone gets randomly kicked by battleye

silk olive
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Yeah I got that late yesterday EST.

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once I rebooted, it seem to die off the kicks

raven sand
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ok i just rebooted too

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this recent one kicked everyone not just a couple

silk olive
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yeah same

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It was like Batteye had something against the internet.

raven sand
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ya im not sure

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usually it doesnt kick people when it loses connection to master

silk olive
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Must have been the client to master then.

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I have not had an issues since yesterday.

raven sand
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i might go back to last perf to see if it fixes it

silk olive
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rgr

empty goblet
silk olive
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Thanks.. Been waiting for this..

empty goblet
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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)

silk olive
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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.

empty goblet
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@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)

solar root
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Does the Linux perf v0 binary contain any changes? It is of the same size of the stable binary.

empty goblet
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afaik some stuff wasn't merged to stable so perf should be already ahead with some fixes but i need to verify that

empty goblet
fading hollow
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thanks dwarden

hallow yew
opaque topaz
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lol @hallow yew I just saw your april fools joke on twitter XD

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I was staring it for close to 5 min before I saw the date lol

hallow yew
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@opaque topaz πŸ‘² had so many messages about that lol

opaque topaz
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I'd imagine haha

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<-- "oh no they didn't!"

golden spruce
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This account's links are generating too much traffic and have been temporarily disabled! πŸ˜…

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Can't get your performance build now πŸ˜›

empty goblet
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@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)

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now for linux, that's bit worse cause i'm not sure if it works thru steamcmd

hallow yew
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Yeah thanks, I download all versions anyway so have them local

empty goblet
empty goblet
vale cairn
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@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"?

empty goblet
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it's e.g. the bug where those who had system allocator selected ended with 1fps in 10 minutes πŸ˜‰

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and because there seems to be more linked to that fix, i would suggest to just update to the v2

keen hornet
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^^ savior, many of my players will be happy for it, thankyou

vale cairn
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Thanks a lot @empty goblet

neat cliff
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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

empty goblet
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@neat cliff even with 1.58.135712 build?

neat cliff
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@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

empty goblet
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toss away old binary, the real deal is new one πŸ˜‰

neat cliff
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copy

solar root
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no linux binary?

mighty kernel
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I'm still having the issue on the new performance binary where difficulty menu becomes unselectable if the first mission is ended with #missions

fading hollow
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@empty goblet did HC signature stuff not get looked at?

empty goblet
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it did but not 'disable it for HC fully' (wip) let say we need first fix the bigger blockers πŸ˜‰

fading hollow
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ok

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that's fine I just thought that you may have missed mentioning it (ok really i just hoped you had)

solar root
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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.

raven sand
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Jermin, is that with malloc unticked or running the bi malloc?

empty goblet
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@solar root anything suspicious logged in RPT ?

elder torrent
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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.

vale cairn
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@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 ...

elder torrent
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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.

hallow lantern
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there's a way to tell to steamcmd to download the performance branch on server?

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tried add SET A3BRANCH=233780 -beta profiling but isnt working

vale cairn
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AFAIK you just need to download the arma3server binaries from dropbox / googledrive.

hallow lantern
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That's what I usually do, but in that way would be all smooth and one click 😎

vale cairn
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Sorry, I never heared about a perf branch in steam

hallow lantern
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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
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that's also how I keep my client updated

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if works for client should work for server too, if I use steamclient with server it works

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with steamcmd it doesnt

vale cairn
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Ok, maybe @empty goblet can enlighten us πŸ˜‰

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Thanks for sharing

stoic fractal
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SteamCMD does have a beta branch command, check the -beta and -betapassword options

hallow lantern
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yes, I tried in fact use SET A3BRANCH=233780 -beta profiling but isnt working

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download standard one

tardy lion
hallow lantern
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@tardy lion I tried also add -beta CautionSpecialProfilingAndTestingBranchArma3 but same result, what you mean exactly?

stoic fractal
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is the SET command necessary?

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I don't recognize it

tardy lion
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@hallow lantern you should add -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3

worn obsidian
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@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).

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@empty goblet do u remove the kicktimer cfg?

empty goblet
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@worn obsidian yes maxPing is disabled until further notice, no ETA on replacement or fix for now

worn obsidian
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@empty goblet so its the cause of "stuck in receive data" back....

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@empty goblet can dev fix this? when player timeout or crash.. other player cant spawn sometime

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@empty goblet maxPing fix this cause player was eject before server engine bug

empty goblet
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no, that's another bug related to timeout on download of too huge missions

empty goblet
solar root
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v4 is out

empty goblet
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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
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crash v4

empty goblet
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@nocturne obsidian , thanks, noted

neat cliff
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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.

empty goblet
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@neat cliff i would say it's some memory/resource leak going on, would explain the performance degradation

neat cliff
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how can we help to find it? i can play the game next with profiling binary and logs on if that will help

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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

empty goblet
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can't help atm. much, just wait for upcoming PERF and DEV ... lot of things to come

neat cliff
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okay thanks

empty goblet
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@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

neat cliff
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i can actually try, okay, i will try that and report back next week

empty goblet
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thanks a lot in advance for the feedback

neat cliff
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np

hallow yew
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@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?

empty goblet
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v4 has only that warning about wrong appid, no other difference to v3

hallow yew
#

ok thanks

empty goblet
nocturne obsidian
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dare i try this πŸ˜ƒ

proper seal
#

@empty goblet is this the VON stuttering fix from Dev Branch?

empty goblet
#

@proper seal yes

hallow yew
drowsy nexus
#

arma 3 sync setup? that are some expensive 2 minutes lol

safe laurel
#

lol

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some people

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He must of just thrown this up, it's not even finished.

hallow yew
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it only appeared yday

hallow yew
#

dang, meant to post it in ip_rights :/

neat cliff
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@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

empty goblet
#

ok, that rules out leaks related to sound engine

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@neat cliff were you using the v5 perf?

neat cliff
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@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

empty goblet
#

always toss the old version away when there is new vesion available @neat cliff πŸ˜‰

neat cliff
empty goblet
vale cairn
#

@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?

eternal thicket
#

I'm guessing he abbreviated disconnectTime to dT

vale cairn
#

Ah, ok.. Thx...I should get a nap πŸ˜„

nocturne obsidian
#

crash v6

#

out of memory

nocturne obsidian
#

whats a good setting for -dt then

empty goblet
#

@nocturne obsidian i think that's clearly obvious from what i wrote in the note comment πŸ˜‰

nocturne obsidian
#

@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!

empty goblet
#

it's the the timeout client has for resume to the server, by default server waits 90s and client retries for 90s

nocturne obsidian
#

Thanks man!

nocturne obsidian
#

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

empty goblet
#

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
hallow yew
#

Do not use ^^ Gives "you were banned" message and players can't join!

empty goblet
#

sadly it's broken, do not use on server 😦

nocturne obsidian
#

dam

#

looked good from notes aswell

empty goblet
#

will be better tomorrow πŸ˜‰ 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

nocturne obsidian
#

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

empty goblet
#

1.58.136234 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows/linux

nocturne obsidian
#

any chance of a sample server.cfg for us πŸ˜ƒ

empty goblet
worn obsidian
#

@empty goblet 20:03:37 Cannot register unknown string STR_MP_KICKED_SLOW_NETWORK

empty goblet
#

ignore it (if it's in RPT, log stuff will come later)

worn obsidian
#

yeah and when someone is kick

heavy parcel
#

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

empty goblet
nocturne obsidian
#

whats new in perf 0 @empty goblet ?

empty goblet
#

v0 is always sync with new STABLE for compatibility ...

nocturne obsidian
#

ok

#

so just all last perf fixes

kindred sentinel
#

what does this do Dwarden?

#

@empty goblet

eternal thicket
#

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

empty goblet
#

1.60.136493 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows/linux

nocturne obsidian
#

testing now

#

seems good so far

empty goblet
#

1.60.136515 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows/linux

nocturne obsidian
#

11:48:40 Cannot register unknown string STR_MULTI_TITLE_OFFICIAL_SERVERS
11:48:40 Cannot register unknown string STR_MP_KICKED_SLOW_NETWORK

vapid gate
#

Well, at least we are getting server crashes with V3. Anyone else having issues?

fleet granite
#

Yep, sent logs to @empty goblet

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)

vapid gate
#

Roger.

nocturne obsidian
#

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

empty goblet
#

v4 being forged ...

hallow yew
#

Anyone else had issues on V3 with players joining and getting "connection failed"?

empty goblet
#

@hallow yew guess what the v4 fixed? πŸ˜‰ πŸ˜†

hallow yew
#

πŸ‘

nocturne obsidian
#

yea

#

i think its that slow network

#

not sure

#

either way its not good

empty goblet
empty goblet
#

@nocturne obsidian @vapid gate @fleet granite @hallow yew v4 is hotfix to v3 so upgrade recommended asap

nocturne obsidian
#

i upgraded

hallow yew
#

+1

#

Had a server crash 3 times on V3 just before I restarted it!!

vapid gate
#

No crashes since I pushed V4.Thanks for that fast hotfix πŸ˜ƒ

empty goblet
#

now start testing that goodies πŸ˜‰ maxping,maxdesync,maxpacketloss,disconnectTimeout πŸ˜ƒ

empty goblet
#

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

Bohemia Interactive Forums

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.

rugged laurel
#

new version?

#

Steam download for the profiling build is extremely slow

#

7 KB/s

#

Changing back to stable is loading with 5MB/s

empty goblet
#

@rugged laurel that was some issues with STEAM mirrors, hence i why i was waiting with the 'announce'

rugged laurel
#

Ah, sweet I thought my provider is going nuts again ..

empty goblet
#

q ... anyone still getting some weird RPT spam with the latest performance binaries (1.60.136638)?

lavish cairn
#

will switch to latest perf binary tonight, will tell you then

empty goblet
#

important question to everyone running 1.60.136638 , any crashes ? if yes , please send me asap dumps !

heady parcel
#

Submit via bugtracker?

empty goblet
#
Bohemia Interactive Forums

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

vale dawn
#

This only for stable branch @empty goblet ?

lavish cairn
#

Yes they are, look at the version

#

We are in 1.63 in devBranch, 1.60 here

nocturne obsidian
nocturne obsidian
#

@empty goblet new perf build not in dropbox ?

whole cloud
#

@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
#

weeks

#

were used to day 1 perfs πŸ˜ƒ

#

perf0 ftw

whole cloud
#

Maybe arma is finally performant enough that no perf builds are needed anymore

#

πŸ˜„

nocturne obsidian
#

crash client

#

all files this time

empty goblet
#

@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)

nocturne obsidian
#

cool

nocturne obsidian
#

do you guys have a eta for the VON issues

#

kinda game breaking

#

not as bad as mem crashes but

empty goblet
#

1.62.137540 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows/linux

quartz rampart
#

πŸ‘

ornate whale
#

There are catalogs for prof 0, 1 or 2

#

Which one should I use?

hallow yew
#

perf/prof 1 is latest

ornate whale
#

Thank you

#

My linux server is not working anyway thanks to apex update

#

but i will give this a shot

empty goblet
#

v3 is ready

solar root
#

changelog?

empty goblet
#

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)

ornate whale
#

Is there BE RCON for linux?

empty goblet
#

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 😁

#

1.62.137545 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows/linux

spiral pond
#

does the console and API also log the mission name?

cobalt leaf
#

How do you use the Client executable?

modest mural
#

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?

eternal thicket
#

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.

modest mural
#

@eternal thicket Thanks!

vapid gate
#

@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.

empty goblet
#

@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)

#
Bohemia Interactive Forums

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...

vapid gate
#

Thanks. So we'll be sticking with kickClientsOnSlowNetwork=0 for now I guess.

solar root
#

Are there any differences in performance between those 3 versions?

empty goblet
#

just use v3

vale dawn
#

@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?

empty goblet
#

@vale dawn v4 is incompatible with v3< and stable , only works for v4 client with v4 server, will try get v5 fixed

vale dawn
#

ah ok, ty!

nocturne obsidian
#

What was v4 trying to fix?

hallow yew
#

them damn players! it worked!

empty goblet
#

@nocturne obsidian way too many things and one broke compatibility

vale dawn
#

Server FPS was amazing on perf4 πŸ˜„

empty goblet
#

@vale dawn don't jump to conclusions , it was probably because no players πŸ˜† just like @hallow yew said

nocturne obsidian
#

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

empty goblet
#

@nocturne obsidian v5 is already prepared πŸ˜‰

empty goblet
#

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

eternal thicket
#

Is this one compatible with stable and previous performance binaries?

empty goblet
#

@eternal thicket this one is, v4 wasn't

eternal thicket
#

kk thank you

whole cloud
#

looks like after apex you are focusing on refactoring everything.. nice

nocturne obsidian
#

can you fix the voip issues while you are at it πŸ˜ƒ

empty goblet
#

@nocturne obsidian what voip issue?

nocturne obsidian
#

with exile

#

the disable channel command does not work

#

people can voice in sidechat even tho its disabled

empty goblet
#

tells me nothing, be specific

nocturne obsidian
#

did you see the repo mission we linked you ~?

empty goblet
#

ah, that's known, it's not finished feature so issues like that may happen, will be fixed or improved at some point

nocturne obsidian
#

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 😦

empty goblet
#

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

nocturne obsidian
#

yea i know but still 😦

#

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

lost wagon
#

@nocturne obsidian Just wait for a official fix - I am sure (I hope so πŸ˜„ ) 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. πŸ˜‰

vale dawn
#

@empty goblet Perf5 CLIENT doesn't let me interact with any Exile doors or lockers

#

reverted back to Perf3 CLIENT and everything works fine

hallow yew
nocturne obsidian
#

Cen you have another issue then

#

because mine work fine on perf5

#

but i am on stable with the client

vale dawn
#

I'm talking about client, sry

#

server works fine

#

edited for clarity

empty goblet
#

@vale dawn as explained in the BIForum it's beacuse in this build with objects which got disabled simulation is not possible

vale dawn
#

ah ok, ty

#

is that something done on purpose? or something fixed in perf6?

nocturne obsidian
#

Sounds like it was a deliberate choice due to engine issues etc

empty goblet
#

it was reverted already, too drastic πŸ˜‰ will need to find better solution

#

v6 inbound

nocturne obsidian
#

Makes note to read perf changelog for breaking changes now, cant assume its back compatiable anymore :/

empty goblet
#

sometimes it's all bad for something good πŸ˜‰ ... better than discover this in next RC or ouch stable

whole cloud
#

How do you get memory leaks anyway? id think the amount of allocations without refcounting are very sparse and easilly trackable

nocturne obsidian
#

Arma != spare allocations πŸ˜›

whole cloud
#

yeah but most of it is refcounted anyway

vale dawn
#

Nothing wrong with testing on Perf builds πŸ˜ƒ

empty goblet
#

πŸ› everywhere ... that's how @whole cloud ... and theirs reproduction rate beats any eradicator πŸ˜‰

whole cloud
#

okey yeah.. that makes sense.. i guess... Gotta play a little more with the Zed eradicator in Killing floor

empty goblet
vale dawn
#

πŸ‘

vale dawn
#

perf6 working great so far, object interaction is back πŸ˜ƒ Great work @empty goblet !

empty goblet
#

good, yet if anyone got crashes on v6, remember to send them my way

vale dawn
#

nothing yet, been connected 4 hours straight!

lean dirge
#

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?

eternal thicket
#

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

lean dirge
#

yes i know i meant more commonly, sorry.

#

it has helped me significantly

eternal thicket
#

Good to hear, better performance?

lean dirge
#

ive been using them for severeal months and keeping up with it all, definitely something noticeable

hexed plaza
empty goblet
#

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
#

@hexed plaza please see the new binary, need new frame capture and new logs

spiral pond
#

@empty goblet is this automated or needs manual activation via scripts?

empty goblet
#
Bohemia Interactive Forums

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

spiral pond
#

@empty goblet copy - so its basically just for permanent low fps situations

#

(and not short or sudden frame drops)

empty goblet
#

it could be for anything but in this case we tracking the new issue post-Apex

queen owl
#

Is there a way to start prof/perf/stable executable with Battleye enabled if it's not named arma3.exe?

lost wagon
#

@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

queen owl
#

@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

empty goblet
vale dawn
#

Getting constant server crashes on perf8. Perf7 has been running fine.

empty goblet
#

@vale dawn 7zip some (mdmp, bidmp, rpt from moment of crash) and upload to dropbox, send me the url for download

vale dawn
#

Sent you a PM with a link

empty goblet
#

yes, it seems v8 is crashing on servers running Tanoa, so for others, unless you want to, wait till v9

eternal thicket
hallow yew
#

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

empty goblet
#

@hallow yew as usuaully , 7zip the rpt, mdmp, bidmp from moment of crash, upload to dropbox and PM me the url for download

hallow yew
#

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

empty goblet
#

@hallow yew why not v6/v7, those're working fine

vale dawn
#

v7 working fine for me for more than a day now

hallow yew
#

v8 fine for us on all servers inc Tanoa

empty goblet
hexed plaza
empty goblet
empty goblet
#

if you brave enough test the new performance client, there might be better FPS πŸ˜‰

vale dawn
#

On it!

empty goblet
#

so far seems stable and working πŸ˜‰

lean dirge
#

I am always down for performance ❀

vale dawn
#

v10 working good for me on server and client

hexed plaza
#

Way better all the way, several times game almost jumped into "lag state" but recovered.

#

But, it eventualy did bogged down

nocturne obsidian
#

Hi. Can i use those binaries in my server and people with the stable version will still be able to connect to it? Thankyou.

empty goblet
#

@nocturne obsidian yes you can (only very rarely we break the compatibility (like v4 did) but v10 works fine)

nocturne obsidian
#

using v10 for some time in my server and no problems

neat cliff
#

it seems steam profiling branch for server has the same executable as the main server branch

empty goblet
#

@neat cliff you got something wrong - PROFILING branch (for server and client, both appid 233780 and 107410 are on build 1.62.137790)

uncut lily
#

no new profiling build today?

#

i have no idea how the release process of that is, so i ask πŸ˜ƒ

empty goblet
#

probably tomorrow

calm cave
#

hello

nocturne obsidian
#

All the performance changes eventually will go to the stable branch?

bleak onyx
#

Hope so

neat cliff
#

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

nocturne obsidian
empty goblet
#

@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)

neat cliff
#

yeah i guess i'll just download from dropbox, steam just doesn't want to switch to the profiling branch correctly, thanks anyway

empty goblet
#

v11 is out, sorting some crash (those who get instant crashes with KOTH might know)

lean dirge
#

@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

vale dawn
#

Yes

empty goblet
#

anyone got new crashdumps from v10 or ideally v11 ?

uncut lily
#

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

vale dawn
#

no crashes on my end (Server) πŸ‘

hexed plaza
#

I can not connect to any server with V11, getting kicked with "BattlEye:Unknown Game Version"

#

v10 works fine

hexed plaza
#

@empty goblet am I doing something wrong?

empty goblet
#

works fine for me @hexed plaza was probably some temporary issue ?

hallow yew
#

V11 on server and V11 on my client and get kicked for unknown game version

empty goblet
#

v12 in works

empty goblet
hexed plaza
#

@empty goblet V12 seems to be working fine with BE

lean dirge
#

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

vapid gate
#

@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.

lean dirge
#

So wait for a new driver update?

vapid gate
#

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.

empty goblet
#

1.62.137911 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows/linux

hexed plaza
#

caught*

empty goblet
#

@hexed plaza you mean the <5fps captureframe ?

hexed plaza
#

yeah

#

what is the correct term for this?)

empty goblet
#

will add your results into fray, in meantime update to v13 @hexed plaza

uncut lily
#

do you guys know what it is that's causing the lag state? or is it a combination of issues or something?

hexed plaza
oblique panther
#

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.

uncut lily
#

@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

oblique panther
#

@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

uncut lily
#

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

empty goblet
random isle
#

SteamCMD doesnt download the latest pref "+app_update 233780 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3"

empty goblet
#

anyone here already on v14 ? does it run well ?

vale dawn
#

going live with it next restart

empty goblet
boreal wigeon
#

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?

empty goblet
#

if you don't know then you get just performance binaries

#

profiling has debuging layer so it's as slow as development branch πŸ˜‰

boreal wigeon
#

ok thx.

vale dawn
#

perf15 seems like some client FPS increases

lost wagon
#

perf15 works fine with my client and our servers πŸ˜‰

hallow yew
deft oak
#

Yea I'm also getting around 15% performance increase in the Tanoa jungles over the current live 1.62

hexed plaza
#

@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

hallow yew
#

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" 🐡

hexed plaza
#

huh, I still grieve that DevBranch feature of markers authors being shown on hover over did not make into 1.62

hexed plaza
#

72 people Tanoa based wasteland server with database. Everyhing was perfect untill I cranked view and object distance to 3k

uncut lily
#

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? πŸ˜‰

empty goblet
#

now imagine what i would achieve if i had my own SWAT team of programmers ...

uncut lily
#

a lot of cleared rooms?

worn obsidian
#

v15 spam "Overflow"

hallow yew
#

I think something changed in v15 server on cpu utilisation

#

It's not using as much resources as older perf builts

vale dawn
#

Players are also complaining about intermittent freezing

opaque topaz
#

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.

hexed plaza
#

can you watch hard drive usage during the freezes?

opaque topaz
#

Yeah ill do that next time. I have Arma on a separate SSD, but i guess there could still be an issue there.

empty goblet
heady parcel
#

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.

neat cliff
#

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

short pike
#

Are you logged in as admin @neat cliff ?

#

When chat disappears

neat cliff
#

i was, but some of my friends that i played with weren't and they lost the chat too

short pike
#

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

neat cliff
#

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

short pike
#

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

heady parcel
#

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.

neat cliff
#

you mean the chat disappeared or you lost key controls?

heady parcel
#

lost keyboard and mouse.

lean dirge
#

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

empty goblet
#

in case someone has crashes based on v16, please PM me ASAP ... thanks

vale dawn
#

server has been solid on it so far

hallow yew
#

Just need a lite version that gives more fps πŸŒͺ

normal kettle
#

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....

empty goblet
hexed plaza
waxen burrow
#

@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.

uncut lily
#

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

random isle
#

@uncut lily i think i had few reports about it as well

empty goblet
#

1.62.138239 new PROFILING branch with PERFORMANCE binaries, v18, server and client, windows/linux

empty goblet
#

any positive or negative feedback on this new build?

nocturne obsidian
#

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?

eager pasture
#

@empty goblet, ☝.

vale dawn
#

did I hear performance improvements were coming for Tanoa with 1.64? πŸ˜ƒ

nocturne obsidian
#

@vale dawn exile Tanoa?
Perf issues is exile bug. Effects all maps, it just hits Tanoa really bad due to building density on map

vale dawn
#

Yes Tanoa is by far the worst performing map paired with Exile

nocturne obsidian
#

It's by far the worst performing map period.

uncut lily
#

@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

empty goblet
#

@uncut lily well main branch with stable binries is sort of not relevant in this channel ... it's about performance binaries from profiling branch

uncut lily
#

yeah i know, just letting you know since i've been having the issue pretty much regularly

lean dirge
#

I haven't crashed at all using 17 will try 18 tomorrow

#

Previous build I did crash with

hallow yew
#

I had client crashes on v18, server v18 is good

hexed plaza
#

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

nocturne obsidian
#

@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

empty goblet
#

@nocturne obsidian 'somethin is up' isn't exactly helpful, no logs, no graphs, no nothing

lean dirge
#

Better than ever performance on tanoa and altis, especially large player servers

#

In comparison to v13 and below

nocturne obsidian
#

@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.

lean dirge
#

@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

empty goblet
#

@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)

vale dawn
#

Only one I've had on Perf 18

neat cliff
#

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

low bay
#

@neat cliff mods could crash it...

neat cliff
#

i know that, i'm asking if it's relevant to send a report if i'm running mods

low bay
#

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.

thorn spire
#

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.

hallow yew
#

You can get a decent amount of information from the dump file by opening them in Visual Studio

empty goblet
#

while you may, you can't fix it in 99% cases πŸ˜‰ {hence why those shall end with us}

neat cliff
#

i actually didn't know those could be open with VS, just tried that, works

empty goblet
#

got this bad feeling that line^ from @neat cliff means there will be even less crashdump reaching us πŸ€•

median oar
#

do you actually process every crashdump incoming? are they processed automatically with some script magic?

hallow yew
#

@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

neat cliff
#

there's actually something strange going on, my mdmp files are 0kbs so i can't really send anything ☹

empty goblet
spiral pond
#

πŸ‘

old tiger
#

you can also force a crash from a parameter to see if it works

#

and does not generate 0kb size dumps

low bay
#

w0w

#

0kb size dumps, must be useful

neat cliff
#

@old tiger thanks, i'll take a look

hexed plaza
boreal wigeon
#

@empty goblet our HC crashed (linux) segment fault never happend before. V19

eager pasture
#

@JasperRab#6178, I think Dwarden would appreciate having a copy of the crash dump. πŸ˜‰

#

@boreal wigeon

empty goblet
orchid nebula
#

is a scroob - would everybody connecting to my private server need those too @empty goblet, if i update my server with those ?

empty goblet
#

nope, MP cross-compatible with main branch stable binaries (unless broken) but it's recommended if clients get it too πŸ˜‰ (you know moar framez and less crashes)

deft oak
#

About a 5% performance increase with the V20 client over current stable, no crashes so far.

orchid nebula
#

@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―_(ツ)_/Β―

uncut lily
#

@empty goblet do you know if different memalloc dll's have been ruled out?

empty goblet
orchid nebula
#

pardon me asking, but that's the diff. between the prof. and the performance build, besides the obvious, offcourse @empty goblet

hexed plaza
#

@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

low bay
#

@MIklide#1509 finally, a way i can understand it.

old tiger
#

but as I see this page is out of date kek

empty goblet
#

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

uncut lily
#

performance branch as in "stable" ?

empty goblet
#

1.64.138587 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows/linux

nocturne obsidian
#

Thanks

spiral pond
#

any more details on the selectPlayer issue?

empty goblet
#
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
spiral pond
#

i see

#

ty

nocturne obsidian
#

@empty goblet selectPlayer fix, needs to be on both client+server or just client/server? Thanks

empty goblet
#

not sure torndeco but as usually i recommend perf for everywhere πŸ˜‰

hallow yew
#

@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

empty goblet
#

^ 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

hallow yew
#

Will do

empty goblet
#

will try get reverted v2 out

nocturne obsidian
#

Breaks wasteland also.

hallow yew
#
Dwarden - Today at 5:47 PM
will try get reverted v2 out```

πŸ‘
empty goblet
#

@hallow yew and @nocturne obsidian please test it

hallow yew
#

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

nocturne obsidian
#

just kick the client running perf 1

#

its 138587

empty goblet
#

removed V1 ... no point to have the files online, i got them locally if needed

hallow yew
#

Thanks David πŸ‘

#
just kick the client running perf 1(edited)```

You gonna email every Arma 3 server admin? πŸ˜›
nocturne obsidian
#

no πŸ˜ƒ

eternal thicket
#

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

hallow yew
#

smt like

{
    systemChat "Please download a different perf build";
    (findDisplay 46)closeDisplay 0;
};```
eternal thicket
#

Yeah something along those lines, but productVersion select 3 would be a number, not a string

viral cliff
#

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

empty goblet
#

@viral cliff wrong channel , that shall go to #dev_rc_branch yet performance branch 1.64.138608 has that fix too πŸ˜‰

boreal wigeon
#

1.68 perf branch? You're working a head of time.

eager pasture
#

2 more Arma updates confirmed.

orchid nebula
#

noice

empty goblet
#

anyone got any perf v2 crashes (and yet forgot to send me those dump) ?

orchid nebula
#

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.

empty goblet
#

that's memory leak more likely (your game running into 4GB boundary (usually around 3.5GB) because libs allocs)

uncut lily
#

i bet those 64-bit executable people are laughing now πŸ˜ƒ

empty goblet
#

1.64.138681 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows/linux

#

@uncut lily we will see about the laugh πŸ˜‰ 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)

uncut lily
#

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

cursive vigil
#

@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

orchid nebula
#

The hardest part will be spent figuring out that stuff before you dare to touch it i.e women

uncut lily
#

@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 πŸ˜‰

#

also once i programmed something that would allocate memory, but it got unhinged and choked my computer entirely. not even a bluescreen πŸ˜›

orchid nebula
#

/W the latest perf. release @empty goblet

empty goblet
#

crashdumps/logs ... no point post the errors output here

orchid nebula
#

give a sec, i'll pm ' m

empty goblet
orchid nebula
#

@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.

empty goblet
spiral pond
#

πŸ‘

orchid nebula
#

@empty goblet still got the framerate glitch w/ v3 + the new xtbbmaloc, trying v4 now

empty goblet
empty goblet
#

profiling sync with stable 1.64 hotfix #2 will happen more likely tomorrow

hallow yew
#

So it's better to use perfV4 for server than the new 138.732 build from the hotfix? @empty goblet

empty goblet
#

well perf might be missing that first AI fix so i leave that decision up to you πŸ˜ƒ

thin wyvern
#

Which tbb4malloc_bi.dll is newer yours or bis_icmen's?

hallow yew
#

tbb4 didn't get updated to new version iirc

thin wyvern
#

This version and Dwarden are not same.

empty goblet
#

@thin wyvern they same

thin wyvern
#

Checksums is not the same but if you say...

empty goblet
#

just compile date

thin wyvern
#

rgr and thanks

empty goblet
spiral pond
#

nice

empty goblet
#

added several versions of TBB4 version 2017 update 1 from last 3 days

#

added new Jemalloc 4.2.1

worn obsidian
#

@empty goblet whats diff beetween je and tbb?

empty goblet
#

code πŸ˜†

atomic holly
#

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?

atomic holly
#

okay i just did some testing, from what i've noticed Tbb4 runs better than Je

empty goblet
#

from our testing for some reason Jemalloc 4.2.1 is way slower under w8/w10 than w7

rugged laurel
#

And which result you got under win7 between JE and TBB?

rugged laurel
#

@empty goblet

empty goblet
#

you need test yourself ...

nocturne obsidian
#

@empty goblet I need help my editor is not working...

boreal wigeon
#

V5 keeps crashing on server start. Reverted to main branch and it works.

#

Segment faults

empty goblet
#

@boreal wigeon with the new allocator ?

boreal wigeon
#

Server is linux so no

empty goblet
#

also please provide RPT, mdmp, bidmp from moment of crash, compressed into archive

#

ah, well that's bad

boreal wigeon
#

Yea currently packing

#

Headless client worked tho

#

You can use the core dump right?

#

@empty goblet

empty goblet
#

yep, 7zip, upload to dropbox, send me url for download

boreal wigeon
#

K

empty goblet
#

remember to attach also server rpt log also compressed

boreal wigeon
#

Yea done

compact blaze
#

new update arrived over steam? ~55Mb

atomic holly
#

not for me

worn obsidian
#

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?

nocturne obsidian
#

There is some debugging stuff left enabled in jemalloc from what i looked at the bi source files.

uncut lily
#

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

empty goblet
#

1.64.138944 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows/linux

spiral pond
#

nice

#

almost thought we wouldnt get new ones for 1.64 πŸ˜›

worn obsidian
#

too many crash with last dll

empty goblet
#

which one @worn obsidian

worn obsidian
#

last tbb

#

i try to get crash files

#

or its v6, i try without new dll

solar root
#

anyone knows why BE started blocking tbbmalloc.dll recently?

#

Using tbb4malloc_bi.dll, I start getting 3 fps bug once again

thin rain
#

The new one or the old one?

solar root
#

all of them

thin rain
#

What size is your tbb4malloc_bi.dll?

solar root
#

155k

orchid nebula
#

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

atomic holly
#

looks like a graphics driver(?) error actually @orchid nebula

orchid nebula
#

Grrrr, without a single update?

#

i.e: no drivers have been touched sigh, ill clean sweep again

atomic holly
#

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

orchid nebula
#

No sure, it's just odd. Let me investumate

carmine stump
#

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

orchid nebula
#

@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

orchid nebula
#

@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 πŸ˜ƒ

atomic holly
#

aight, awesome

uncut lily
#

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

empty goblet
#

v7 profiling is up, just sorting some rpt spam, v8 is wip soon

orchid nebula
#

@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?

empty goblet
#

1.64.139027 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows/linux

spiral pond
#

i dont get it - is this how mission cycle works already?

empty goblet
#

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

spiral pond
#

hm true. what speaks against making this default behavior?

empty goblet
#

it may but atm. it's too early so let's test it

spiral pond
#

k

carmine stump
#

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

uncut lily
#

@orchid nebula yes, that is correct. i also run dual graphics adapters

orchid nebula
#

Same here, maybe it can be related?

uncut lily
#

i don't know. maybe dwarden has that data. should show up in the debug stuff he gets i hope

worn obsidian
#

@empty goblet v8 fix memory could not be written crash?

empty goblet
#

yes @worn obsidian it fixes one of your crashes too

boreal wigeon
#

@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.

empty goblet
#

@old tiger need logs and the coredump, 7zipped as usually and download from dropbox or so, just pm me the url(s)

boreal wigeon
#

k

frigid oracle
#

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

proud maple
#

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

empty goblet
#

@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

uncut lily
#

@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

frigid oracle
#

@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.

uncut lily
#

i'm not surprised. but i only run native resolutions

empty goblet
#

1.64.139076 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows/linux

BIForum feedback https://forums.bistudio.com/topic/160288-arma-3-stable-server-164-performance-binary-feedback/?p=3111906#entry3111906

Bohemia Interactive Forums

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.

empty goblet
#

1.64.139117 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows/linux

carmine stump
#

since V4 V5 performance is worse than standard, fps sinking to 2fps a lot of the time.

atomic holly
#

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

slow lodge
#

@empty goblet progress is always welcomed

empty goblet
#

new perf v11 rolling out soon, fixing the EDEN vs no name variables issue

empty goblet
boreal wigeon
#

lol just moved to v10....

empty goblet
#

it's just the change for those using 3d editor so no biggie

boreal wigeon
#

Yea seems like it still crashes my linux server.

empty goblet
#

still waiting for Jemalloc 4.3.0 being finalized

carmine stump
#

new jemalloc? nice! it's the best malloc for me.

empty goblet
#

i bet 1 credit we will break it anyway and find some bug 🀣

empty goblet
#

just noticed new Intel TBB 2017u2 is out too πŸ˜‰ so consider that also covered ... 😁

storm geyser
#

Finally deadzone fix!

uncut lily
#

how would one go about using tbb2017u2 ? just drop in a dll and change the -malloc?

solar root
#

why does arma 3 perform worse in windowed mode?

storm geyser
#

Technically all games does because all background applications must also be rendered and not just the game.

atomic holly
#

true

storm geyser
#

But then of course, there are some factors making some games run smoother in windowed, such as lower resolution, narrower field of view etc.

atomic holly
#

magic

nocturne obsidian
#

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

shell mountain
#

@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 πŸ˜› )

#

the roots of jemalloc appear to be pretty old and wise am i right?

shrewd kayak
#

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

atomic holly
#

i'm guessing the linux file is called "arma3server"

shrewd kayak
#

If that was the case, I would have surely figured it out myself.

atomic holly
#

maybe

shrewd kayak
#

At least it's not in the main folder.

shell mountain
#

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

rapid fable
shell mountain
#

mmm... no lack, just segfault with both perf and prof.... maybe i miss something

#

*luck

empty goblet
carmine stump
#

original jemalloc is 67kb, new version is 1029kb, why such huge difference?

#

@empty goblet

shell mountain
#

@empty goblet awesome! gonna test asap!

shell mountain
#

argh still segfaulting

shell mountain
#

dunno 😦
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!

half fossil
#

Hello! Build v12 - 1.64.139188 alredy live?

carmine stump
#

performance is still bad, not as bad as before though, this has been going on since v5

low narwhal
#

Still getting the 3 fps bug @carmine stump ?

boreal wigeon
#

@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.

empty goblet
#

@half fossil it's out since yesterday

#

@shell mountain @old tiger crashdumps and logs, 7zipped, PM me the download url (dropbox or so)

empty goblet
#

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

carmine stump
#

@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.

shell mountain
#

@carmine stump did you have segfault issues too? is it anything system related?

carmine stump
#

nope

shell mountain
#

@carmine stump on which distro and architecture are you running?

empty goblet
#

1.64.139242 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows/linux

atomic holly
#

@nocturne obsidian here retard

#

its literally pinned

spiral pond
#

@empty goblet more info in the timeout available?

empty goblet
#
Bohemia Interactive Forums

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...

spiral pond
#

@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?

empty goblet
#

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 πŸ˜‰

solar root
#

What is Jemalloc used for?

nocturne obsidian
#

Alternative malloc and is used for Linux Servers

shell mountain
#

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

empty goblet
#

@shell mountain @boreal wigeon please try and report, thanks

boreal wigeon
#

@empty goblet v14 works fine πŸ‘Œ

carmine stump
#

@shell mountain not linux, W10 64

amber totem
#

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?

empty goblet
#

@amber totem what version is that with ?

amber totem
#

What are you referring to @empty goblet

#

I can provide RPT logs both Serverside and Client @empty goblet

amber totem
#

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?

amber totem
#

@empty goblet Do I have to set the malloc to JEMalloc in startup?

boreal wigeon
#

@amber totem for windows yes. Linux it's included automatically.

timid coyote
#

anyone encountered that?

empty goblet
#

@amber totem profiling is branch, it contaisn performance and profiling binaries πŸ˜ƒ for you just the performance one matter

amber totem
#

You are legendary guys πŸ˜„

#

For the Malloc just replace the current one on my server and that's all? Doesn't need to be put in parameters?

boreal wigeon
#

@amber totem replace and you're good to go.

#

After a restart of course...

shell mountain
#

😍 it works! Thanks @empty goblet
will keep an eye on it and report any anomaly!

#

for now seems already slightly smoother than stable!

nocturne obsidian
#

@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?

timid coyote
#

so it's a bug introduced in 1.64?