#perf_prof_branch
1 messages Β· Page 37 of 1
or rather, can it still be used or do we need to wait for an update?
ah, profiling was updated 3 minutes ago π
You need data update, but can use old profiling binary
but yeah seems that was just pushed
any easy way to get the performance branch using steamcmd?
yes, define the branch profiling
SET ARMA3_SERVER="C:\arma3"
SET STEAM_USERNAME=???
SET STEAM_BRANCH=profiling
SET STEAM_BRANCH_PASSWORD=CautionSpecialProfilingAndTestingBranchArma3
%STEAMCMD% +login %STEAM_USERNAME% +force_install_dir %ARMA3_SERVER% +app_update 233780 -beta %STEAM_BRANCH% -betapassword %STEAM_BRANCH_PASSWORD% validate +quit```
something like that
Thank you!!
What is the best server/client configuration for getting the most out of the performance/profiling branch? Like server on performance binary and client on performance binary? Or now with the hotfix should the client just go back to the stable branch and get the same effect?
Anyone else having less server FPS on the latest performance binary using the same server files and mission? Could be just me.
Also, tyvm to the team for the hotfix and getting the prof branch pushed out so quickly β€οΈ
binary is exact same code as last pre-hotfix perf/prof
@whole cloud Apologies, I think it was a simple mistake on my end after investigating.
1.98.146381 new PROFILING branch with PERFORMANCE binaries, v05, server and client, windows 32/64-bit, included linux 32-bit server
Sync with 1.98 Hotfix
Fixed: Memory Allocator issue causing "Too many virtual memory blocks requested" crashes - https://feedback.bistudio.com/T150427
Not on dropbox/gdrive yet 
Only the high prio stuff. The juicy stuff comes next week
uh juicy, can't wait
π
My box could really use some new juicy binaries inside it. π
is it as juicy that I am forced to hurry with my ansible playbook?

its just a different branch than public one, supereasy to switch between π
sure, the Windows machine is already running on that...but that is not being configured by ansible
why not? π
I use Powershell DSC for that
1.98.146381 available as usual on my dropbox/google drive, for manual download
What was the difference between Perf and Prof again? As ofc the variant provided through steam is Prof.
prof has profiling
As ofc the variant provided through steam is Prof.
its not, its both
is it both rolled together?
both binaries are included in the download yes
So does the launcher utilize perf? As there is no exe named performance so I assume the default named is perfomance?
perf is default yes
Hi guys, new to the perf prof branch. Up to this point, I've managed my servers with TADST and FAST(ER)(2). Any chance I can continue using those mods for server startup? Or do I have to do [most/everything] by my own? Want to get started with the upcoming patch this week.
just continue using tadst/faster?
Was unsure about doing so, but thanks for the reassurance.
In FASTER there is a dev branch entry. Is this reffering to the Dev RC Branch? Or to the Perf Prof Branch?
dev branch I assume
aka not RC, not perf/prof.
But dev branch, the actual dev branch
I already asked about the Prof branch over on their discord and it is a planned feature prob in the next release
(faster)
After some bad performance last night I managed to track down the offending mods and scripts using the diag_captureFrame (62 fps to 107fps for 4 changes was not bad). However what I am now finding is ACE and other mods are utilising the CBA per frame stuff more and while I could see the advanced ballistics separately taking 2.5ms a frame and I can't see what is taking up the remainder using this method.
I have tried the last 2 versions of dedmen's ArmaScriptProfiler but the prior version crashes arma before it gets going and the new one fails complaining intercept is missing (bug raised).
Any way I can get in and see what CBA is actually running and the time they are taking on the per frame/clock stuff? Looking to at least see where that last 1.5ms is going and see if there is anything I can turn off and live without for a bit more FPS.
when did you check the advanced ballistics?
in the first 10-20 seconds of a mission it initializes the terrain.
"complaining intercept is missing" well is intercept missing?
Can you give me an invite to the FASTER Discord @marble mason? The one on the BI Forums is invalid
I am certainly giving it longer than 10-20 seconds, its still there several minutes later. I'll give it a bit more and see if it stops.
Yes intercept and the PBO associated with it is missing, the release package is broken its missing bits.
Thanks alot @marble mason π
the release package is broken its missing bits
No its not.
Or do you call ACE release broken, just because it doesn't contain a copy of CBA in the download?
Maybe update the docs then since its not in the wiki or in the package or on the readme in the github. I am sure you must have documented that dependency somewhere but I can't find it in the source repository. Want to help or keep jabbing at me?
Well it tells you intercept is missing when you are launching the game
that atleast tells you that there is a dependency missing
Alright I am done. Have a lovely day.
its a dependency on steam and lists it on the BIF thread
Sorry but you are the first one complaining about that, everyone else that talked to me about ASP so far didn't make that mistake.
@brittle karma or just get the binaries from the drive or dropbox and replace the normal binaries (rename the perf.exe after doing backup of the basic one)
Is there a sense to use a performance binary as a client? Can't find a command line parameters to edit and to add a -limitFPS flag
limitFPS is server side only, and why would you want to limit client fps :u
While looking for performance hogs i found this.(Exile server with 48 players online).
I guess the higher the number at the end means worse performance ?
diag_captureFrameToFile 1; (Executed on the server)
* Thread SendMessagesThread
nwSerSMT; 62.89392; 32.41064;""
netSSM; 62.89436; 32.36350;""
evGet; 62.89441; 0.00004;""
crUOC; 62.89856; 29.22024;""
mtPmj; 62.95535; 29.15987;"Lock wait: 0.000 ms"
memAl; 62.96492; 0.00043;""
mtWai; 85.75771; 6.35249;""```
Could this mean that our network config is not optimal ?
Full log -> https://pastebin.com/yU7w4fxE
limitFPS is server side only, and why would you want to limit client fps :u
@whole cloud is it not limited by default?
no
that'd be pretty stoop
Could this mean that our network config is not optimal ?
Yeah could. What is your network config
//MaxBandwidth = 629145600; //DISABLED
MaxMsgSend = 256;
MaxSizeGuaranteed = 512;
MaxSizeNonguaranteed = 256;
MinErrorToSend = 0.004;
MinErrorToSendNear = 0.04;
MaxCustomFileSize = 0;```
1 GBit connection
minbandwidth is kind-off the most important setting you can set
and you leave it default?
default is like 130kbit/s
ive read somewhere that the server calculates it if you dont set it ^^
yes it tries to figure out bandwidth within a certain margin
by default that margin is still on 2008 kinda internet speed level
so guess i try to enable it for testing purpose ^^
also you could potentially increase MaxMsgSend, but first only set MinBandwidth correctly. correctly aka 900mbit-1gbit
its the bandwidth the server is guaranteed to have
allright, thanks for the answers π
Is the setting set as (k)bit or (k)byte?
bit, no k
So for 900 MB/s it would be 7,549,747,200 bit/s, got it π
huh?
without , probably
no
900mbit/s is 9e+8
What you posted is 7550mbit/s
thats about 8gbit/s
or are you really on a 10gbit?
Yeah, I've seen my mistake. I am already on Bit, not Byte
π
So it would be 943,718,400 Bit/s
That would be 943,7mbit/s
mega is the SI unit for million.
one megabit -> one million bits -> 1,000,000
900 megabit -> 900 million bits -> 900,000,000
or you can just type into google 900 mbit/s in bps
Though google will sadly shorten that to 9e8
though, I think config parser might even be able to handle that
https://community.bistudio.com/wiki/Number doesn't say if config allows scientific too, but I'd expect it to
Thanks alot dedmen. Been a long time since I've calculated those numbers. Need to fresh up my calculating skills ^^;
So I've set min to 900,000,000 and max to 1,000,000,000. Or should that value be higher?
Never seen the connection reaching anything higher than ~ 920 MBit on a stable though
Thanks again π
max is above your max, I usually say 120% the max
But being honest, your Arma server will never ever reach that high anyway
Probably not, yes
20 - 25 concurrent players at the moment. Will take some time until we reach 50+ if we ever would become that big anyways
Do I understand this correctly that bandwidth setting can reduce some desync/lag? Or what exactly does it do to the player?
if the desync is caused by too many messages accumulating and the server not getting them out fast enough, then yes.
But it also depends on MaxMsgSend (max messages per frame) and accordingly the server framerate.
low fps -> fewer messages
Min/MaxBandwidth is working like a charm. Thanks again @whole cloud and all the others helping out with that. Next thing would be MaxMsgSend. IIRC I've read to not set it too high. Somewhere else I've read that it is bound to the bandwidth, what is only logical on my mind.
Server Bandwidth is on 900 MBit/s. We are currently on 48 fps/s without the perf branch with 25 Players. I would like to calculate it with 40 players. Packet size is on 1400 default. Which would bring me to 900,000,000 / 1400 / 40 = 16.071 ... but that sounds a "good bit" too excessive ...
Any best practice on that account?
Somewhere else I've read that it is bound to the bandwidth, what is only logical on my mind.
Somewhat. They are the max messages per frame.
it of course cannot send a GB of messages in a single frame if your bandwidth is just 100mbit, so its also limited by bandwidth.
set it too high, potential fps drop
Any recommendation for 900 Mbit/s and standards server files (switching to Prof after the update)
Or should I start with 256 and see if it impacts anything and then go up from there?
Set the value to 256 and let the player give me feedback. Also put the ErrorToSend Value each to +1. Looking forward about the feedback :)
Other thing: Any ETA for the perf/prof branch updates? Do you release stuff on the weekends as well? Don't want to brag about it. Just being super hyped for the update π
Also put the ErrorToSend Value each to +1
I hope you don't mean 1.0 ..
Any ETA for the perf/prof branch updates?
I wanted it out yesterday, but things don't always go as I want to. There's never a safe ETA.
I can only say what I intend, don't know if it'll work out
@whole cloud
I hope you don't mean 1.0 ..
Jesus Christ Dedmen ... No! Of course 0.00(0)2!
I wanted it out yesterday, but things don't always go as I want to. There's never a safe ETA.
Absolutely not! But thanks for your effort and great job! Gladly waiting some more time to get a (more or less) stable update!
I can only say what I intend, don't know if it'll work out
No hard feelings! Take your time, let us know how it is going.
hello, do you know if this tool/command stills available ? https://community.bistudio.com/wiki/Performance_Profiling >> diag_captureSlowFrame ['total',0.3];
Yes, but you must run profiling exe
thank you @fickle geyser
@whole cloud in the basic.cfg the "class socket" has the values "initBandwidth", "MinBandwidth", "MaxBandwidth" someone sayed there are in bytes/s is this right? because the server MinBandwidth is in bps or im to confused?
what?!?!? ^^ ... "class socket" is in bytes/s and server MinBandwidth is bit/s?
@whole cloud also in the socket class are the values upload or download of the client?
Are we still going to see server transmit data limit fixed by next perf update?
Why do you think that we won't?
its not that i think you wont πΊ, is there any tracking to see planned releases/features outside of this channel?
no
1.98.146445 new PROFILING branch with PERFORMANCE binaries, v06, server and client, windows 32/64-bit, linux server 32/64-bit
Added: Linux server 64-bit
Added: Config setting to configure the Steam Query limit (limitation of the mod list in Launcher) - https://feedback.bistudio.com/T123655
Fixed: Inability to store Code type variables in profileNamespace ("Global namespace not passed during" error in RPT)
Fixed: Freeze related to UI Control creation - https://feedback.bistudio.com/T136596
Fixed: Inability to spawn P3Ds inside a scenario file via createSimpleObject - https://feedback.bistudio.com/T147191
Fixed: Server crash when trying to load a scenario with a dot in its filename - https://feedback.bistudio.com/T150767
Fixed: Squad/Arma 3 Units logo not showing up on Linux servers - https://feedback.bistudio.com/T80864, https://feedback.bistudio.com/T136477
Tweaked: Security improvements concerning Headless Clients
Tweaked: Forced whitelisting of 127.0.0.1 in headlessClients[]
Tweaked: Stability improvements
Tweaked: Performance improvements on network processing in MP versus AI
Notes:
Linux x64 Server is still experimental, please report any issues you encounter.
Linux x64 Server requires a recent version of libc, meaning it might not run on old Linux distributions.
Big thanks to our community testers for catching some errors early!
See https://community.bistudio.com/wiki/server.cfg for the new "steamProtocolMaxDataSize" setting.
files available on the usual dropbox/google drive location
steamProtocolMaxDataSize working like an charm! Good job!
oh and also good job on the linux x64 launch works splendid as well! π
Praise to dedmen
Dedmen, nearRoads?
Great! Thank you. You are the best!
π
but in the end it was the same bug as all the other main x64 ones, and I didn't yet search if there are more left. So more bugfixing over the next weeks even if you didn't find the bugs yet π
This is a hard developer's destiny π
Tweaked: Performance improvements on network processing in MP versus AI
some more info available on that one?
π wanna know that too!
but in the end it was the same bug as all the other main x64 ones, and I didn't yet search if there are more left. So more bugfixing over the next weeks even if you didn't find the bugs yet π
@whole cloud From content creator to bugHunter... both equally important it just just that content can be more exiting π (Unless the bug you fix is a big one and/or it is a gamechanger!)
Adding features to allow content creators to even do the stuff they wanna do is also exciting
some more info available on that one?
Network messages checked AI's for validity, without any need
Cool! And yeah, your bug fixes certainly inspire us to do more as we feel our needs are being attended π
its not limitFPS's fault
probably just degredation the more frames you ran through
and due to the higher limit you run through more of them
ala diag_frameNo
If what i guess is a thing then i guess so
don't think so
servers rarely run for 6+ hours
do a diag_captureFrame on profiling on server to see why its so slow
maybe I can find the cause with a couple captures
yeah if that works
only on profiling
lucky
that you are running prof
usually you'd be running non-prof if you want more performance
profiling has worse performance though
Seems weird that you say that you want better performance, while you're running the less performance build
could also be memory fragmentation over time π€
well profiling is worse than non-profiling.. because of the added.. profiling...
k, then I recommend you don't use that anymore
no I didn't look
so what could have been observed in past days, using profiling, to be able to take snapshots is:
- no clients/HCs connected -> no netcode activity? -> server FPS doesn't change
- 2 HCs connected + low FPS limit -> low netcode activity? -> server is in relatively good shape for like 8 hrs
- 2 HCs connected + high FPS limit -> higher netcode activity? -> server is in relatively good shape for like 4 hrs
- a lot of players + high FPS limit -> even higher netcode activity? -> server is in relatively good shape for like 2 hrs
so I assume that with higher FPS limit + more players/AI/armor/helis/jets, there is more stuff to synchronize and that something is reached much quicker and once it has reached this something, you run into a wall, resulting abruptly/instantly in very very poor performance
so yes, -limitFPS doesn't harm in itself, but the higher the FPS, the quicker "the limit" is reached, due to much more frequent updating/synchronization
in my understanding at least
hope Dedemen will come up with a kinda solution for this, at least partially
We ran the 64bit Linux server over the weekend for a few hours with 40 players or so without issue (just had to remember to rename 64 bit extensions as *_x64.so). Thanks Dedmen and BI team!
but the higher the FPS, the quicker "the limit" is reached, due to much more frequent updating/synchronization
the sync is not tied to FPS
that would be retarded if it did
veryfast simulates per frame tho, as fast as possible
how to download performance branch?
Its included with the profiling branch
it's the default binary inside the profiling branch
How much of a difference do you guys notice with the performance branch
battleye/beserver_x64.so is not included in the linux64.zip nor the linux binary zip file
is it missing on the steam branch though. I think I skipped that when checking
profiling branch crashes on startup when I'm trying to load ArmaScriptProfiler1.5.37 with it but only when I set the -profilerEnableEngine flag π€
are you using the perf binary or the profiling binary?
arma3profiling_x64
ASP prolly broke then
fwiw , -profilerEnableInstruction works
Gotta say this new server perf build works wonders
I was testing Antistasi with around 100 active AI, and server fps didn't dip below 100 (I had a 120fps limit)
AI feels more responsive too
This is on a dedicated server with 3 allocated cores ( 6 threads) with an Arma client on that server running alongside it. 3.5ghz i7 9750h
hi just tried 64bit and got ./arma3server: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory
file is there
did you install the linux64.zip?
x64 server loads libsteam_api.so from a separate directory linux64
@nocturne obsidian Make sure to drop the linux64 folder into your arma3folder. It should look like $HOME/arma3folder/linux64
ah ok i will try that thanks
how would i run diag_captureFrame 24 command on a multiplayer server @whole cloud
oh wait
does the profiling .exe not automatically launch thru the arma3 launcher?
based on this short exchange I assume the launcher starts the performance binary
https://discordapp.com/channels/105462288051380224/105466848958513152/717878988856492063
does the profiling .exe not automatically launch thru the arma3 launcher?
correct, it doesn't
on server, remoteExec
i don't know what that means
i play on an arma life 3 server, does launching the profiling executable enable some command window or console?
I have a stupid question
how do I install both Global Mobilization and perf branch on the (linux) server?
GM is not on perf branch and perf binaries are not on GM branch
get gm folder from gm branch, then switch to perf and use the gm folder that you grabbed
it gets deleted, I mean I know I can move it back and forth
but it's weird
well, removing it from the folder and putting it back at the end of the script works so I'll live with "weird"
Fetch profiling via arma 3 app id, fetch gm from its depot instead
Hey, I seen that I can improve my performances by using Dwarden's things but idk how to use/configure the files
I'm french sorry for my english
just switch to the steam branch
https://community.bistudio.com/wiki/Arma_3_Steam_Branches switch to profiling branch and done
ok thx I'm not very good at configuration installation xD
Hey scripting people.
I'll try some things and need some benchmark script. A preferably long SQF script that provides reliable, comparable benchmark results when checked via the debug console code performance thing.
I think execution time of about 1-2 milliseconds would be good for testing, and it needs to be a standalone "one piece" thing that I can just plug into debug console to test.
Would be nice if someone has something nice for this purpose, if not I'll have to clobber some random thing together.
Maybe something that does some complicated math calculation thing. shouldn't be really dependent on ingame state, for example no line intersects or ASLToAGL (queries terrain surface) because these will make the results unreliable
Can you remind which aspect of VM are you trying to improve? π
So it must be long? Like how exactly long? Does a loop count as a long script?
private _i = 500;
while {_i > 0} do {
private _a = _i;
private _b = _i + 1;
private _c = _i - 1;
private _d = _a * _b / (_c + 3);
_i = _i - 1;
};
This one takes 1.55ms for instance π€·
long in sense of much code (lines)? or just execution time?
number of instructions is my main target, yeah that loop should work fine... I wanted to get some complicated mumbo jumbo but a simple loop should be fine yeah :3
This one takes 1.55ms for instance
what are you on super computer?
Okey lets go.
Baseline test on current retail build.
Gamestart -> Editor VR -> execute in debug console
3.0581ms
3.01205ms
3.05488ms
game restart
2.96736ms
3.04559ms
2.98806ms
pretty consistent
After my first set of changes, same procedure
2.99401ms
2.9528ms
2.96165ms
game restart
2.92128ms
2.99401ms
2.95858ms
well... its a tiny bit better, but doesn't match my results from 2 years ago 
how about some of the realistic artillery or missile guidance code as ref?
This one should be sufficient, lots of instructions due to the looping
2.7960
2.8413
2.9098
restart
2.9069
2.9269
2.9298
recheck baseline to make sure all is well
3.0180
2.9615
2.9732
not fast nuff, need to find better fixes β¬ββ¬ γ( γ-γγ)
2.6162
2.6246
2.6595
2.6809
π
15% π
But majority of that change is not viable for multiplayer because of cheaters :/
can only do about 5-8% without opening the door to cheaters
This one takes 1.55ms for instance
what are you on super computer?
Laptop with 8750H
We should call it 'SQFMark 2020' or something
15% is a great improvement too π
I have one more idea, we'll see
lol... 20 minutes in I notice that I'm stupid and there's a much simpler solution π€¦ββοΈ
Welll that worked.
2.4838
2.4772
2.5799
game restart
2.4900
2.5214
2.5932
Compared to baseline
baseline was average of 3.021
new is average of 2.524
16.5% improvement, I need to reintroduce one thing I removed
gj
2.8276
2.8385
2.8764
Readding the thing that I need to readd because of cheaters.... back down to 5.7% improvement :U

maybe we can still do that. But not my decision :u
wait.. I relaunched the game and now I'm at 2.7 which makes 10% :U
That's why you do multiple runs on benchmarks peeps
2.7081
2.7805
2.7472
9.1%, fine by me
any chance for new dev branch still this week? π
π’
2 questions:
-
Is it possible to switch to the Performance/Profiling Branch with a Windows A3 server via SteamCMD?
-
If the answer to #1 is "yes," does the official Steam version of the Perf/Prof Branch include Dwarden's glorious, long-awaited fix for the error message about the server not being able to transmit all data with a large mod pack, i.e.
steamProtocolMaxDataSize = 1024;?
Thanks π
yes to both
app_update 233800 -beta profiling -betapasssword CautionSpecialProfilingAndTestingBranchArma3
Magnifico! Thank you. Is there anything else that I ought to know? I am submitting a support ticket to my server provider, and I want to keep it short, sweet, and direct -- just like what you just wrote to me.
don't forget to update the config with steamProtocolMaxDataSize
I have access to everything except the executable itself, hence the support ticket -- I won't forget that π Thanks, mate. Cheers.
P.S. What is the maximum for steamProtocolMaxDataSize = __; , while we are at it? Stick with 1024, as Dwarden recommends?
avoid going over MTU size
What is that normally?
(P.S. I will be sure to post my results here after testing tonight. Feedback is the life blood of this sort of project π )
depends on hardware and software configs in network equipment between you and the server
Ah. So I am going to assume that 1024 is the recommended 'safe' value and probably solves most problems, anyway, right?
- Is it possible to switch to the Performance/Profiling Branch with a Windows A3 server via SteamCMD?
yes- If the answer to #1 is "yes," does the official Steam version of the Perf/Prof Branch include Dwarden's glorious, long-awaited fix for the error message about the server not being able to transmit all data with a large mod pack, i.e. steamProtocolMaxDataSize = 1024;?
Dedmen's fix*
Stick with 1024, as Dwarden recommends?
Dwarden never said a single word about this feature in public.
avoid going over MTU size
Nonsense, having to go OVER MTU size is the whole reason for this setting to exist, the default value is 1024, and is already the MTU limit.
So I am going to assume that 1024 is the recommended 'safe' value and probably solves most problems, anyway, right?
Thats the default value, it won't solve anything if you're having problems.
What is the maximum for steamProtocolMaxDataSize = __; , while we are at it?
I think 32bit signed integer, so 3gig.
But asking about recommended or maximum with this doesn't make any sense, if its too small it won't work, and if its too big it won't matter as the packet will only be as big as it needs to be.
Thank you for the help, Dedmen and Dahlgren.
New profiling pushed 7 hours ago.
Script performance improvements (If you want, run benchmarks and compare stable to performance build) and some Bugfixes, real changelog soon, just woke up sorry :u
1.98.146597 new PROFILING branch with PERFORMANCE binaries, v07, server and client, windows 32/64-bit, linux server 32/64-bit
Fixed: CTD when a helicopter's HUD / cockpit digital clock reached a full hour - https://feedback.bistudio.com/T148480
Fixed: CT_XSLIDER was created with CT_SLIDER type
Fixed: Rare Linux server freeze when loading specific modded terrains
Tweaked: Improved general script execution performance
should it increase FPS or take long for it to lower?
or has this more to do with RAM management/consumption?
what should we look for?
server already updated to this build
its improves the speed that scripts execute
not really much to do with fps or memory
not on dropbox or google drive? Where can we get it from?
steam profiling branch
ah ok, thanks
no perf07/146597 build on both dropbox and google drive
Err..... ^^
Yeah @empty goblet does these manually
1.98 v07 profiling is available btw. also on dropbox and google drive, i was busy with family issues so wasn't able do it before weekend
family goes first!
π
Mhm, google drive tells me they detected a virus on the latest server perf build, surely that isn't the case?
managed to dl it through dropbox without issues, did virustotal scan and was fine (as I expected) https://www.virustotal.com/gui/file/7f82f4160aebe4c77671a9fa886a9c2688e2fe5f393262183e217df888a95a20/detection
there was a new perf/prof pushed to steam yesterday, I think there should be no changes in there but need to check.
Didn't intend to push a new release π
Oh dslyecxi will like this one
1.98.146671 new PROFILING branch with PERFORMANCE binaries, v08, server and client, windows 32/64-bit, linux server 32/64-bit
Fixed: Missiles would bounce and fail to explode if scripted view distance is bigger than view distance in video options - https://feedback.bistudio.com/T150535
Updated: BattlEye files to be in sync with main branch
@inland dew ^ KK found it finally
@rain hazel ^^^
How does it work now then?
Adjusts overall in video to what's chosen by client while on server?
I think it takes the active view distance
it should take the distance that you can actually see
no matter if script or game options is the limiting factor
everything on perf/prof branch is independent from server
have to test it now )
works!
have shot Titan AT at a house 2200m away from my pos with setViewDistance/setObjectViewDistance 12000m, but in game video settings overall only 500m and missile hit the target!
tested in MP on our server
many thanks from all the people that knew this problem and from the majority that suffered and continue to suffer, as they don't know the reason why and what to do )
very important fix, really
Nice!
it should take the distance that you can actually see
so the one on server then
not necessarily, the view distance you see can is first set by the server (1600m) but then can be over-ridden by script
but good to see this fixed π
The game crash with current performance branch for me if i try to get in zeus. Anyone else?
Jep @whole clouds ArmaZeusCache was the problem...
"Update: 10. Sep. um 17:41 Uhr - Fixed crash caused by yesterdays Profiling branch update"
Yep. I didn't know because I didn't know that we even updated perf branch
@rain hazel your video helped a lot
The only reason that was possible was because of that initial bug report I linked in the description, so props to that person for it.
@whole cloud in your email of yesterday about perf08, there's only up to perf07 available in the google drive and dropbox folders. Just thought I'd let you know
Dwarden uploads these with some delay π And I didn't even tell him yet
Ok cool. Just thought you should know as it was in your email. No doubt a few have reuploaded v7 like I started doing π
oh, i shall ? i thought it was bugged, considering your reaction
plays it wasn't my fault poker face ...
Dedman, good to know, thanks.
π
1.98.146728 new PROFILING branch with PERFORMANCE binaries, v09, server and client, windows 32/64-bit, linux server 32/64-bit
Fixed: Rare server crash
Fixed: RPT spam when using the 'name' script command on a dead person (the command will now return the name of the dead person wherever applicable)
Fixed: Target indicators in the HUD of some Jets were jittering
Tweaked: Minor performance improvements in unscheduled scripts
Tweaked: Improved performance when stamina is disabled
Tweaked: VoN volume handling (check for potential issues)
Also available for manual download (Downloads still WIP, they'll be up soon):
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm
https://drive.google.com/folderview?id=0B03-H4YIbhkFMUt5RzNqZjFlNGs
VoN volume handling (check for potential issues)
what are the changes here / what kind of issues would one expect?
also, any luck on the memory CTD stuff? (https://feedback.bistudio.com/T153532)
anything with volume/not hearing in VoN could be issue, its supposed to not change anything
also, any luck on the memory CTD stuff?
look at the ticket, its state is "New" and there aren't any comments about it on any progress made on it
Fixed: RPT spam when using the 'name' script command on a dead person (the command will now return the name of the dead person wherever applicable)
β€οΈ
VoN thing, is this part of you work on sound handling?
that's part of the script command to mute players
i know the state is new, i'm teh one that wrote it π
also not having any comments about progress is not exactly uncommon on FT even when there is progress or resolution π€·ββοΈ
anyway, was just a casual question, but thanks
I probably have missed something, since one can mute them already since like forever, in players on map and mute when click on a specific player
muting is different thing
muting is not same as muting...
the script command is called "setPlayerVoNVolume" and can be used to mute players
wow!!!
so one can lower VoN volume of certain/specific players!!!
this is incredible!
if only there was a slider in players list, instead of the loudspeaker icon, so one could adjust the VoN volume for each player without the need of any scripts
the slider all the way on the left = mute
client win and server win/linux files are now on both dropbox and google drive
and also like it's now, where you can mute/unmute everybody with 1 click, if there was a bar to change VoN volume for each player
it would have been good to also be able to click on the loudspeaker not only to mute/unmute everybody at once, but also to reset the VoN volume for all the players to same/max volume, equal to max VoN set in audio settings
since it's difficult/impossible to remember for which player(s) you've changed it and to which values
Ey guys since i have the profiling branch on my server
i sometimes gets a whole list of
11:50:40 Server: Network message XXXXXX is pending.
Is there anything i can check to solve this
i got around 23 Player online and 2 headless clients running
too many network message in the queue
in other words something is too slow for sending them (hardware or bandwidth overloaded)
or something is generating too many
Oke so its server side I guess then not the clients
i think the message is about outgoing
so if its a client induced overloaded of the server, one should at least also see those on the client logs from what i can tell
Hmm Iβll need to check those aswell then and figure things out
I solved all pending message problems by forcing minimum Client bandwidth via sockets class
what value did you go for out of interest?
because I found anything over 8000 meant the potato players couldn't join
///////////////////////////////////////////////////////////////////////////////
//
// Bandwidth Tuning
//
// 100MB * 1024 * 1024 = 104857600
//
// Converter: http://www.matisse.net/bitcalc
///////////////////////////////////////////////////////////////////////////////
MinBandwidth = 943718400; // Server total guaranteed bandwidth in bits per second!
//MaxBandwidth = 1153433600; // Slightly above total bandwidth in bits per second. (broken atm, dont use it !)
///////////////////////////////////////////////////////////////////////////////
// Network Tuning
//
// Usually something we developers set. Only change these if you really know
// what you are doing. Do something wrong here and your sever will burn in hell
// and cause massive desync.
///////////////////////////////////////////////////////////////////////////////
MaxMsgSend = 256;
MaxSizeGuaranteed = 512;
MaxSizeNonguaranteed = 256;
MinErrorToSend = 0.002;
MinErrorToSendNear = 0.02;
MaxCustomFileSize = 0;
///////////////////////////////////////////////////////////////////////////////
//
// Socket (Client) bandwidth settings in bytes
//
///////////////////////////////////////////////////////////////////////////////
class sockets
{
maxPacketSize = 1440;
MinBandwidth = 185000; // 1.48 mbit/s // minimum client bandwith in byte/s
initBandwidth = 640000; // 10 mbit // Average of client bandwidth in byte/s
maxBandwidth = 6553600; // 50 mbit // Total Server bandwidth in bytes/s / number of players (In theory but arma doesnt use it at all, so set it high for faster connection/mission download)
};```
i know but, I have one guy in the outer reaches of scotland who's been playing for years and he barely scrapes up 400k
65 players and not a single pending message in 3 hours. worth it π
but, that's my problem..
before we had between 1k and 15k pending messages
Let me try that out cheers man
using profiling build rn and whenever i load up into any map it just instantly crashes
it worked fine yesterday though, and the performance then was amazing!!
do you get a crashdump? a .mdmp? and a RPT?
I can't look at the crashdump currently though, and next update will be out before I can
im gonna try again and see what error the crash reporter will give me
crash reporter usually just displays useless info
you can't, I can with the .mdmp file (the report that the crash reporter lets you create), but not this week and not next week π
if you send me that report, or post it on the feedback tracker I can take a look afterwards
ok! ill go trigger the crash again and send the .mdmp file or do the feedback tracker thingie
rly appreciate the support!!
send me the ticket link when you're done so I can put it on my todo list
needed to make an account for the feedback tracker so im waiting for verification email
i got the zip with the .mdmp file though!
it wont let me open a ticket on the bug tracker as i havent received a verification email yet after trying multiple times. could i just send the .mdmp file or wld that be inconvenient?
you can send it to me but I might forget
i cant rly open a ticket on the forum bc the email verification isnt working so ill send it to you
and if you forget abt it, it's not the end of the world lol
ill probs manage not being able to use profiling build for a little while
FYI perf/prof update delayed to tomorrow, sorry π
no problem
@whole cloud are there some changes since main branch update?
Just remerge if stuff that was in 1.98 prof.
New stuff maybe end next week dunno how long that takes
Sorry, maybe I say something wrong, but I meant - is there something what wasn't included to a latest public release?
Yeah
Linux freeze fix. And some script optimization I think
See the last 2 1.98 prof updates
Thanks for information. Will wait for perf branch update then.
Can someone confirm to me that new profiling went out on steam?
Can someone confirm to me that new profiling went out on steam?
@whole cloud
Update available
* Local build: 5676575
* Remote build: 5615998
Is it right version?
Because I'm switched to public branch yesterday and can't be sure
ArmA Linux Server, ver. 1.98.146728
Seemed not updated yet
π delays
Sorry, unable to say :/ More things went wrong π
that's ok, keep up the good work! π
i cant play without it anymore
@night mulch There is really that much of a difference?
well, is not day & night difference, but its definitely noticeable!
and come on man, even 1% improvement is welcome for this game π
No
We hope tomorrow, but there's no guarantee of no unforseen consequences. A resonance cascade might be imminent
Guys I know that I'm probably asking the same question as many other but... Is there a chance that performance version would get an update by the mid day CET? [Excuse a very generic reason] Me and most of the mission makers (in my group) are unable to go on with the mission π¦ I know you're doing your best and we are grateful for that it's just this inconvenience of telling about 50 people that the mission needs to be cancelled 
read Dedmen's message again
well, it's after midnight in Europe, so I doubt anything will happen till Monday
since Friday's are "no push Fridays" in general
I know I'm just hoping to get an honest answer like "guys, we can't comfortably pull it off, just wait till monday" instead of it's delayed till tomorrow unless something bad will happen
temp fix is to run the stable server version
it is an honest answer... devs never know if something breaks while releasing something, even with proper QA
and even when they release it, it could still break servers and require a fix which could take days
@whole cloud can you please have a word? Sorry for tagging you
Never said he is... I'm just sitting here drunk, sorry for that!
Not sure what to do
the answer was already given in his last message, like I already pointed it out
and a temp fix as well
since 2.00 should have the performance fixes (and not the profiling stuff)
I'm sorry it's sometimes feels like I dedicated so much for my group I feel very individual about it π¦
Itβs a bit of a wait, but should be up fairly soon. Even so, a temporary switch to stable might help if itβs 100% necessary for a group session for you Diego. Although, I understand the hesitation. I love my units, but I refuse to play without the perf_branch because Iβm a performance/frames freak.
The perf builds don't offer increased performance, just the latest tweaks and fixes.
@frozen meadow read my last message again. I already had a word you just have to read it.
Also... Don't ping me at 2:30 AM in the middle of the night, also.. don't ping me #rules
Thank you.
@short fulcrum it currently has performance improvements in it, that aren't in 2.00 stable
The latest "tweak" is a performance improvement
Sorry chaos and flames everywhere.
Might be issue on Steam side, we can't solve and nows weekend
Its already dark outside so maybe I should go home now too
sounds like any regular day at the office π
But you will get JUICY performance improvement next week ;)
Should be able to get that done for prof v1
Well maybe not as juicy for everyone, but still great
Sounds terrific.... Why? What's the change?
i lurk this discord to hear all the juicy news from dedmen
ooh, decoupling is always nice
there was no change
Oh no
what
you mean the fail or the cool thing
the cool thing I'll let be a surprise
no, don't tell me I didn't work in the end...
I think I know what's your surprise )))
you've 100% fixed OBJECT setVariable NIL does not delete variables
leaves the room
well, then I don't know what else it could be (((
Howdy is there a eta on the perf build?
#perf_prof_branch message - next week
diag_log "teeeeeest";
Before:
0.0297ms
0.0270ms
0.0303ms
After:
0.0044ms
0.0037ms
0.0049ms
tease
And remember the abominable game freeze everyone on the server has when someone assigns himself to curator? or some script calls addCuratorEditableAddons with all addons?
17:48:29 ###### Add curator old 0.152273 seconds
17:48:29 ###### Add curator new 0.009469 seconds
20 minutes of work π€¦ββοΈ
well, there are also freezes each time you lock a target when flying a jet
or when you lock/cycle through targets
Oh god yes
Yep, when there're a LOT of targets
or simply by pressing the button to lock something, even if there isn't anything that can be locked
Can you make me a ticket for that? with repro mission of some AI disabled helicopters to aim at or smth
if its bad enough that I need to fix it that is
will see how I can do it.
if its not performance then I don't care π
I recall having some issue with vehicle sensors querying all targets on all clients despite being local to server and causing clients to lag every few seconds.
I will try to do a repro. soonβ’οΈ
It was something like:
- empty cup helo on airfield
- a lot of vehicles and ai around map
- every N seconds lag (visible as sensor target query in profiler)
I think we even talked bout this on ace slack ages ago 
I think I remember such a problem yeah. Target query spamming, I tried to look into that before
but yeah, gimme repro and I'll put it on the list for next week
It was really weird that the query was done on all clients.
interesting, would warrant a ticket
ye, please make the ticket
It was really weird that the query was done on all clients.
@fickle geyser was there a script command to disable this?
@whole cloud Any news on the switch to turn off the server/client object not found spam in the server rpt?
https://discordapp.com/channels/105462288051380224/105464869226082304/725981859523330118
was there a script command to disable this?
enableVehicleSensor?
No, cant remember the name
But the issue was that the targeting was done by Empty vehicles, not AI. I need to do the repro but I fear it might be reproductible only with bigger amount of people on dedicated server. Tried it few times already in editor and no dice. The issue was always on our community sessions (30+ ppl on dedicated)
perf prof is up now, changelog once I have time
can confirm β€οΈ
Lovely news, downloading now - thanks!
can someone give me the build number of the prof binary that was pushed plox?
Point me in the right direction and I'll see if I can.
Original output filename: Arma3Retail_DX11_x64
Exe timestamp: 2020/10/12 10:56:58
Current time: 2020/10/20 10:53:23Type: Public
Build: Stable
Version: 2.00.146773
same as public? 
my profiling branch download was 0 byte when switching from public
so it's the exact same data?
I can confirm the 0 byte download.
do you have the profiling binaries?
no
strangely its the exact same thing both for regular arma 3 (107410) and arma 3 server (233780)
but server has the right server binaries?
0 byte diff from public, no profiling
but server doesnt have client binaries, its just same as server main branch?
yep, same as main branch
Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2020/10/12 10:56:58
Current time: 2020/10/20 11:00:53Type: Public
Build: Stable
Version: 2.00.146773
tested both with regular steam client and custom client
do you know which depot ID that is? https://steamdb.info/app/107410/history/
Id think its 249503, the Arma 3 Profiler depot. But steamdb doesnt see its update
with depot downloader
Got AppInfo for 233780
Using app branch: 'profiling'.
Warning: Depot 233781 does not have branch named "profiling". Trying public branch.
Got depot key for 233781 result: OK
Warning: Depot 233782 does not have branch named "profiling". Trying public branch.
Got depot key for 233782 result: OK
Retrieved 1 beta keys with result: OK
Got depot key for 233784 result: OK
Warning: Depot 233787 does not have branch named "profiling". Trying public branch.
Depot 233787 (Arma 3 Server Creator DLC - GM) missing public subsection or manifest section.
Depot 233788 (Arma 3 Server Prague Project 2) is not available from this account.
Warning: Depot 233789 does not have branch named "profiling". Trying public branch.
Depot 233789 (Arma 3 Server Creator DLC - CSLA) missing public subsection or manifest section.
Downloading depot 233781 - Arma 3 Alpha Dedicated Server Content (internal)```
don't think I have a dump of the previous profiling branch sadly
welp. Atleast its usable now
Well just try to push v1 right away and see if that fixes it
it fetches a key for 233784 which is the profiler depot
I can maybe dig out the raw manifest and check
nah looks like we just didnt push really
But the issue was that the targeting was done by Empty vehicles, not AI.
@fickle geyser Quite impossible, however if you have a repro please do give
Quite impossible
I'll try. It was empty vics it was clear in profiler that it was sensors of CUP_Mi24 taking a lot of ms every few seconds. (causing a freeze). Said mission had only empty helis on a helipad as objective to destroy.
Sadly the profier dumps are long lost in ace slack history soo...
no repro no bug.
I saw the profiling capture of it happening
but without being able to debug couldnt guess what was going on
here you can see how low FPS drops and framtimes spike when pressing several times in a row or with some wait between each press of the button to lock/scan for targets if available
https://www.youtube.com/watch?v=a4brt4W8s04
Thanks, link it on the ticket or Ill forget
don't know how to describe steps to repro this
or I just make a ticket only describing this and attach this video
it happens with any jet or combat heli when pressing the button to scan/lock targets
FPS drops and frametimes skyrocket the more you press the lock/scan button, especially if doing it quickly
make a repro mission
as you describe it, placing a few helicopters, getting in the gunner seat of something and pressing the lock target button should be sufficent
no repro, no fix. Your video doesnt help with that either if there is no good repro
don't know if different sensors influence it, like only emitting or only receiving or emitting and receiving, their range and number, the range of sensors on your specific jet/heli, how far you're from targets, which targets etc
Well either you find out, or you want me to try around blindly for a day and waste my time, which... I will just never do because I dont want to waste my time
While I have better things I can do or spend my time on, no repro == no fix
And i have a full task list for probably a couple months
will see how I can do this and if it's reproduceable in SP, without any other players present
@rain moth may I inquire about the current version again?
I would like 146796
I'll check
["Arma 3","Arma3",200,146796,"Stable",true,"Windows","x64"]
profiling branch normal exe
Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2020/10/17 03:52:28
Current time: 2020/10/20 13:37:10Type: Public
Build: Stable
Version: 2.00.146796
I got the profiling binaries as well
Original output filename: Arma3Retail_DX11_x64
Exe timestamp: 2020/10/17 03:52:28
Current time: 2020/10/20 13:37:41Type: Public
Build: Stable
Version: 2.00.146796
["Arma 3","Arma3",200,146796,"Profile",true,"Windows","x64"]
profling branch profiling exe
both apps 107410 and 233780 seems to be good π
nice thanks
Changelog in 30 minutes i think, we actually pushed two prof updates at once then
ASP next? 
atm it instantly crashes the game 
Zeus open freeze fix is next on my list yeah
not sure if Ill fix ASP first, probably.
ah no
I was thinking of AZC :U
rip me
on that topic, anyone know if ArmaZeusCache still works on 2.00 prof branch? π
I can check
it didn't crash π
I'll load a bunch of stuff and make sure it speedy boi too
yep, initial load with cup+cfp is super slow
but with AZC it's speedy boi after first load
ok, then Ill not touch that for now
2.00.146796 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit
- Sync with 2.00 main branch; remerged some changes slated for 2.02 that were also in 1.98 profiling
- Fixed: Rare Linux server freeze when loading specific modded terrains
- Tweaked: Improved general script execution performance
- Fixed: Passing empty texture to setObjectTextureGlobal would not remove texture
- Fixed: RPT spam when using `name` command on a dead person. The command will now return name of the dead person wherever applicable.
- Fixed: ctrlText didn't work correctly with picture buttons
- Tweaked: VoN Direct Chat volume moved from Effects to VON volume slider
- Tweaked: Minor optimisations (array+array operator, polyline rendering on Map)
- Tweaked: Increased CfgSoundCategories maximum "limit" from 4 to 64
I'll test the weferlingen winter fix on windows linux then π
afaik it was linux only issue
why did I type Windows 
x64 linux perf server crashed on weferlingen winter
I'll test the 32 bit as well
Ill do that instead then, fixing zeus open freeze is annoying and we already have ArmaZeusCache π
was there a ticket for that? did anyone want to make one?
am I stupid or is there no new download on your Dropbox @empty goblet ?
there is none
because its not worth the effort when we push another build hopefully tomorrow
Apologies if I come across as dumb, but does that mean the current steam prof build is up to date till getting the new exe tomorrow?
its up to date now
But I want to do another update with more performance stuff soon
So better get ready by switching to the branch now π
Perfect. We appreciate all the work yβall do to bring such a great thing forward π―
I have a last question - I downloaded the profiling branch via steamcmd. there are two _x64 files: arma3server_x64, arma3serverprofiling_x64 - I assume right, that arma3server_x64 is the .exe for performance?
ye
@vale shoal but they on dropbox and google drive 
because its not worth the effort when we push another build hopefully tomorrow
Dedmen, so are we getting new update today?
build says 80 minutes remaining. Dunno how long boss will be in office today.
boss has the big red "release" button? π
I think its just a small grey button
I guess v1 isn't happening today? 
no. We'll do tomorrow. That way I'm also there in case of issues, cuz I'll go home soon and if we push now and somethings wrong, bad
oh, ok
diag_log "teeeeeest";Before:
0.0297ms
0.0270ms
0.0303ms
After:
0.0044ms
0.0037ms
0.0049mstease
Dedmen, is this part of current build or tomorrowβs?
next one
Oh yeah nice ππ
That's why I was told to never promise anything :D even like "new prof tomorrow" lul
Did you see my question about the server/client object not found spam? Just wondering if there was an update on that
Yes. No
ok
new perf/profiling update on steam 
2.00.146824 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Improved startup time when the official server list has to be updated
- Tweaked: Moved RPT logging into a separate thread to reduce performance impact when lots of logging is going on
- Tweaked: Added better context for some RPT error messages
- Tweaked: Mitigated freeze on every MP client when addCuratorAddons is called with many addons
- Tweaked: Increased default shadow offset to fix shadow banding effect
Direct chat is more usable now, finally
Thank you Heldmen
I downloaded the profiling and performance branch via steam and it says I'm on 2.00.146824, not 2.00.146818
getMarkerPos "mk_2000"
0.0112ms -> 0.0006ms

Changelog updated, last entry was missing
probably a dumb question, but are the performance and profiling builds two different things? or are they both together?
together
together, but different binaries
gotcha, so I should be able to hop into my folder and one would be ArmA_ profiling
and the other would be ArmA_performance
or something like that
the performance binary is not suffixed, it has the same name as the regular binary (when using the steam branch)
that's why I didn't see it. Makes sense. Thank you!
Also the game is called Arma
ETA on Dropbox/Google Drive?
@short fulcrum already in there
any chance to bring back say3D working with lip files?
is the one on dropbox/google drive different to the steam performance profile?
or is it the exactly same.
same
Just to confirm I am not going crazy here. Does anyone else have issues with the latest client Perf x64 binary on windows?
I am experiencing crashes OR sqf errors when just loading altis in the editor and then hitting preview. No mods loaded, game files verified.
Binary version: 2.00.146824
binary name: arma3_x64.exe
if !(isDedicated>
11:34:36 Error Undefined variable in expression: bis_fnc_logformat
11:34:36 File A3\functions_f\initFunctions.sqf..., line 596
11:34:36 Error in expression <qf"],"bis_fnc_execvm",false,false] call bis_fnc_mp;
"initPlayerLocal.sqf" call b>
11:34:36 Error position: <bis_fnc_mp;
"initPlayerLocal.sqf" call b>
11:34:36 Error Undefined variable in expression: bis_fnc_mp
11:34:36 File A3\functions_f\initFunctions.sqf..., line 602
11:34:36 Error in expression <f" call bis_fnc_logFormat;
};
0.90 call bis_fnc_progressloadingscreen;
crashes? giv crash reports
okay via pm?
pic
I have no such issue with previewing altis

neither crash nor sqf error
I am unsure why this suddenly is happening, it has started today after running fine yesterday. Hence my confusion
it appears no vanilla sqf function also gets compiled which just adds to my confusion
also first report. but I assume perf users are in the dozens
maybe something broke initFunctions
i had that too yesterday when testing, but i was sure it was caused by intercept being loaded without intercept dll
oh your RPT logging is busy π
11:26:51 Warning Message: No entry 'bin\config.bin/CfgWorlds.tem_ihantalaw'.
11:26:51 /Context: [] L506 (A3\functions_f\initFunctions.sqf)
[] L515 (A3\functions_f\initFunctions.sqf)
[] L519 (A3\functions_f\initFunctions.sqf)
why does initFunctions look into CfgWorlds :u
would be interesting to see what it does there π€
looks like the error popup in the "load mission" dialog for non loaded worls?
11:27:22 Attempt to override final function - bis_functions_list
your mission start suddenly starts overriding all vanilla cfgfunctinos entries, whut
Also I F'ed up
I have loaded an sqm on game start up. I left that in
hence why cfg world's is being looked at
it also happened when I used a none existing path for the sqm as I tend to do that to "disable that feature". usually just by putting a 1 behind the sqm file extension in the start up param
orders v02
all fine on my end
i feel like my arma is just cursed now
well according to your RPT I have an off by one somewhere
i'll just purge the vanilla arma addon folders and binaries and let it re download everything
ill check the crashdump on monday
verify game files?
done that
how exactly to repro the issue?
still the same. going the nuclear option at the moment.
start the game right into editor?
load game with sqm load start param, go into editor, select altis, press preview
either either crashed or showed all vanilla sqf functions as undefined
start "" "C:\GRY\Steam\steamapps\common\Arma 3\arma3profiling_x64.exe" ^
-noSplash ^
-enableHT ^
-hugePages ^
-showScriptErrors ^
-par=C:\_TOOLS\arma\dev_cba.txt ^
-config=C:\_TOOLS\arma\server.cfg ^
-name=veteran29 ^
-window ^
-filePatching ^
-noPause ^
-world=VR ^
^
-profilerEnableInstruction ^
^
-mod="P:\z\afm;P:\x\cba;P:\z\afft;%WS%\@CUP Weapons;%WS%\@CUP Units;%WS%\@CH View Distance" ^
"C:\Users\filip\Documents\Arma 3 - Other Profiles\veteran29\mpmissions\tempMissionMP.VR\mission.sqm"
like this?
load game with sqm load start param
never tried doing that, what param exactly
"D:\SteamLibrary\steamapps\common\Arma 3\arma3_x64.exe" -world=empty "C:\Users\diwak\Documents\Arma 3 - Other Profiles\Diwako\missions\coldsnap.tem_ihantalaw\mission.sqm" -name=Diwako -showScriptErrors -noPause -enableHT -hugepages -nosplash
it is not even a param
just a path to an sqm
I'm doing that like 10 times a day
Cant think of a change that would mess that up though
all werks fine
i'll see if it start working again once i have downloaded all that 60gb
Just tried again after the download. Nope, nuke app_data folder and my profile. It loaded into the mission just fine, but restarting or backing out into the editor crashes it. Truly bizarre. Awaiting monday
i'm getting tons of similar problems loading missions today since swapping to prof branch, lemme get a report for you.
exact same 18:08:16 Attempt to override final function - bis_fnc_packstaticweapon
but why
anything I can provide to help you figure it out
for some reason the crash is only an issue in 3den so far. I am currently playing an OP on the perf branch without a crash (except for jsrs realted crashes)
I've noticed though that if I open something in eden, don't push through then jump on a server and load in the mission will crash
@hexed verge Thanks for reminding me to fix that
gimme the pbo once your done π
Will do, Iβll send it upstream aswell
would explain why majority of people dont have issue
the crashes i have so far were without jsrs
I'll have you know at least 3 people in my unit use the perf branch.
we have a couple of perf branch users at our community as well
and as for issues, my game's been running peachy.
little bit of a boost in FPS and a hell of a lot smoother.
just played ww2 joint ops with perf branch and had more crashes than usually (usually not crashing at all).
One hour into GM event with zero issues 
Well thats why we do perf branch :3
just fire all those dumps into the FT ticket
And I'll have a busy monday
I am noticing some pretty significant stuttering on the performance binary in areas with high amounts of assets.
Reverting to standard exe eliminates the stuttering entirely.
Is there anything specific I can provide?
Would you mind pinning the steam code to the channel? I can't seem to find it, i'll find it elsewhere on the internet, but just asking for future reference
It autorolled me back onto the normal branch
thanks for the reminder, I wanted to do that yesterday
Its written in the forum thread https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-200-performance-binary-feedback/
How to get profiling branch
Use the Steam Beta Access Code: CautionSpecialProfilingAndTestingBranchArma3
You can optionally download Performance/Profiling binaries from here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
(Its STRONGLY recommended to use the steam branch)
...
Thx @whole cloud
The reason I want to use it when I say I Im speak for many of the combat freaks of Altis life as we can see through smoke much clearer
wat
The reason I want to use it when I say I Im speak for many of the combat freaks of Altis life as we can see through smoke much clearer
@ebon zodiac what do you mean? explain/share the trick
yes, please
Made a bug report in April but it's private https://feedback.bistudio.com/T150242
here's a video @inland dew https://youtu.be/a5ekXRt9l3w?t=5
But that's not profiling branch related
Uh.. first crashdump I look at is memory allocation fail, while trying to compile scripts. Looks to be related to the "unable to override final" spam in there
Uh... can't repro... π
tried
#perf_prof_branch message
with a vanilla mission.... but without -showScriptErrors! Maybe that
nope, negative
repro with the same binary as you are running, negative too...
maybe -world=empty :U all the parameters
-showScriptErrors -noPause -enableHT -hugepages -nosplash -world=empty
and missionfile direct to editor, negative too
Now starting to mission editor on Stratis, and then switching to altis...
nope β¬ββ¬ γ( γ-γγ)
Well dunno.. I can't repro with the steps you posted...
Maybe the problem is trying to start a mission on a terrain that you don't have?
Like how Diwako started ihantala winter mission, without having that mod loaded π
nope :U
Don't know what else to do. The crashdumps are simple stuff, but no explanation WHY all scripts try to recompile on mission start, which seems to be the issue. And I can't repro
Diwako did it without any mods. Why can I not repro with exact same game files and same binary and same start parameters (although i don't have the mission file, but shouldn't matter as the terrain mod is missing and it'll fail to open it anyway)
reproed as far as the
12:03:01 Warning Message: No entry 'bin\config.bin/CfgWorlds.tem_ihantala'.
exact same command line besides different missionfile, even the -name=Diwako.
No repro of either the crash, or the CfgFunctions recompiling everything
(β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
maybe it is something in the profile? E.g. the vars one. I have there several cba settings in it.
can you send me that π
and your server passwords π
oh fugg
BTW the crash also happens witohut the sqm path. for some reason i can preview the mission, but the compile fails, I then can back out of the mission and preview again, then all functions are compiled. Hitting restart crashes the game.
It is seemlingly at random, sometimes backing out of the preview into the editor triggers the crash.
Reproed :U

Well trying to join through into a mission with objects that i dont have, on a terrain that I dont have crashed me :U
Actually not sure if thats really the same crash as yours
As said, it happens with no mods loaded and no mission loaded via start up params as well.
so whats repro. Start 3den preview, go back preview again. try mission restart a couple times?
Yeah. It either happens right away or after backing out and previewing again or restarting.
Ah... I guess there is some memory corruption in there π
It is just weird that it sometimes fails on compiling the functions but lets you preview the mission. Then after previewing again it is all fine, then suddenly crashes. It is something on pre init (?) or when ever A3\functions_f\initFunctions.sqf runs
jup. memory corruption somewhere
compiling functions I would understand that it crashes there. But I don't understand why it even does that at all
mission start shouldnt try to recompile all CfgFunctions and overwriting final variables
preInit and postInit events come from initFunctions
Ah I got it too
14:04:57 Attempt to override final function - bis_fnc_priorityqueue_popitem I wonder if it won't happen without -showScriptErrors π
Yep. without showScriptErrors I can repro the
Attempt to override final function spam, but no crash. I know where the problem is then 
@hexed verge whats up with your profile.
arma3_x64.exe -name=Diwako -noPause -enableHT -hugepages -nosplash -world=empty
spams Attempt to override
arma3_x64.exe -noPause -enableHT -hugepages -nosplash -world=empty
is completely quiet
I mean. When I start your profile, I get the error spam. If I just use my own profile, all is fine
somehow your profile is causing the functions to be recompiled
... how?
Thats what I'm trying to ask you :D
I don't understand
me neither. I have none of these values set anywhere besides as start params
Well that'll be for someone else to investigate (future me is also someone else π§»)
hold up hold up. I found this in my 3den config file
class CustomAttributes
{
class Attribute0
{
property="RecompileFunctions";
expression="true";
class Value
{
class data
{
class type
{
type[]=
{
"BOOL"
};
};
value=1;
};
};
};
nAttributes=1;
};
this is the check box in the eden preferences which says "Recompile functions"
Diwako.3den.Arma3Profile
AH
currently trying if it crashes without this checked
rpt spam is also gone
well almost
15:04:33 Warning Message: No entry '.gridNumbersOverLines'.
15:04:33 \/Context: [] L506 (A3\functions_f\initFunctions.sqf)
[] L515 (A3\functions_f\initFunctions.sqf)
[] L519 (A3\functions_f\initFunctions.sqf)
S
15:04:33 Warning Message: '/' is not a value
15:04:33 \/Context: [] L506 (A3\functions_f\initFunctions.sqf)
[] L515 (A3\functions_f\initFunctions.sqf)
[] L519 (A3\functions_f\initFunctions.sqf)
S
oof yeah it might be callstack printing then. In case of my crashes which I've sent you it was always when there was some callstack printed
eg.
22:07:29 Ref to nonnetwork object 1894581: <no shape>
22:07:30 \/Context: [] L1 ()
[] L21 ()
[] L17 ()
[] L19 ()
[] L145 (z\ace\addons\goggles\XEH_postInit.sqf)
[] L43 (z\ace\addons\goggles\functions\fnc_applyRainEffect.sqf)
[] L44 (z\ace\addons\goggles\functions\fnc_applyRainEffect.sqf)
[] L18 (z\ace\addons\goggles\functions\fnc_removeRainEffect.sqf)
[] L19 (z\ace\addons\goggles\functions\fnc_removeRainEffect.sqf)
22:07:30 Ref to nonnetwork object 1894582: <no shape>
=======================================================
-------------------------------------------------------
cpu: AMD Ryzen 7 2700X Eight-Core Processor
graphics: D3D11, Device: NVIDIA GeForce GTX 1080
resolution: 3440x1440x32
Addons:
ace_medical_treatment in z\ace\addons\medical_treatment\
22:11:02 Reading cached action map data
22:11:04 \/Context: [] L1 ()
[] L21 ()
[] L17 ()
[] L19 ()
[] L145 (z\ace\addons\goggles\XEH_postInit.sqf)
[] L43 (z\ace\addons\goggles\functions\fnc_applyRainEffect.sqf)
[] L44 (z\ace\addons\goggles\functions\fnc_applyRainEffect.sqf)
[] L18 (z\ace\addons\goggles\functions\fnc_removeRainEffect.sqf)
[] L19 (z\ace\addons\goggles\functions\fnc_removeRainEffect.sqf)
22:11:04 Ref to nonnetwork object 1840144: <no shape>
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at DA879860
etc.
yup with mods loaded, I get the same, just on another part. prints a notice --> gone
no repro in debug π
Some of rpt logs are after crash callstack π€ I guess that's due to async logger?
depends on your definition 
yeah, it's just now crashing my game sporadically. 
disable -showScriptErrors and it should be fine :U
I'll try to get fixed till tomorrow.
I just cant repro in debug because final variables are ignored β¬ββ¬ γ( γ-γγ)
i'll try -nologs as well
AHHHHHHH 
make that heresy go away, I made the faster logging so that people would stop doing that
π
haha
just trying to make sure this is actually the cause really.
so far I hit the restart button 4 times with mods loaded also my mission likes to log as well a bunch when previewing.
also testing that my extra context printing gets properly disabled with logs disabled. I hope it does
Thanks for being my QA
that is fine, I am also the QA in my company despite being a programmer as i manage to break everything while just looking at it
switched back to profling exe and I have no callstack anymore π€
should it work from debug console?
== "C:\GRY\Steam\steamapps\common\Arma 3\arma3profiling_x64.exe" -noSplash -enableHT -hugePages -showScriptErrors
Type: Public
Build: Profile
Version: 2.00.146824
π
test_fnc = { test + 123 getPos asd };
onEachFrame {
call test_fnc;
}
just some random stuff to trigger errors.
hoped that repeated callstack print will bork the game
I'm not in the knowing group
u wot? π
it should print if showScriptErrors on
If it doesn't then I'm not in the group that knows why
In related new, yes removing the script error flag does indeed help.
I probably will add a -developmentMode flag or something like that.
And then hide a bunch of RPT logging thats only relevant for mod developers behind that
I'm confused I just switched branches back, starting the game via the same batch file than always... it's not there anymore π
its memory corruption, its random-ish
ah you mean the callstack
is it randomish too? π
ahh 
maybe it doesn't feel like it?

just set the random seed to 0
Gotta go back to work, will poke at it later.
Oh....
I think any rpt logging triggers callstack... I didn't try diag_log
that'd be not wanted, though I guess maybe its fine?
Ah no nvm, only error rpt not general
brain borked
lolwut
I executed the code I've shown above
then onEachFrame {} to stop it from erroring.
now when I call call test_fnc
it prints:
15:33:56 Error in expression <test_fnc = { test + 123 getPos asd };
onEachFrame {
}>
15:33:56 Error position: <getPos asd };
onEachFrame {
}>
15:33:56 Error getpos: Type Number,Not a Number, expected Array,Object
15:33:56 Error in expression <test_fnc = { test + 123 getPos asd };
onEachFrame {
}>
15:33:56 Error position: <getPos asd };
onEachFrame {
}>
15:33:56 Error Generic error in expression
stuff stuck in buffer/memory issues?

oh ffs steam did not update the binary, have to retest the removal of the show script error flag.
restarted my mission 10 times with mods loaded. no crashes
oh my gawd what is happening.. WTF.
Now my logging in itself is crashing because whatever β¬ββ¬ γ( γ-γγ)
Idea: Stahp breaking things!
This way, you could work more efficient.
(no need to thank me for this, i know this idea is great! You can freely use it!)
words to live by
something is writing pointers to script instructions into my logging context on the stack.. WAT
mondays
#QuickFix
IDebugLogContext *_prev = nullptr;
IDebugLogContext *_next = nullptr;
char dontStackoverflowIntoMeYouDingus[256] {};
1> error C2220: warning treated as error - no 'object' file generated
1> warning C4351: new behavior: elements of array 'dontStackoverflowIntoMeYouDingus' will be default initialized
(β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
What the frick man
I think one of my performance improvement fixes is cooperating with the better RPT logging context and they try to fight against me
okey one bug found, but that shouldn't be it
AHHHHHH
frick
size_t finalSize = 0;
for (const auto& it : *this)
{
finalSize += it.GetLength();
}
auto buffer = result.CreateBuffer(finalSize + 1);
for (const auto &it : *this)
{
auto length = it.GetLength();
memcpy(buffer, it.Data(), length);
buffer += length;
}
buffer[finalSize] = '\0';
fellow C++ programmers can have a laugh now
So if I have the performance branch on and a friend donβt and he starts a server can I join him?
yes, perf branch is always compatible with current stable.
fellow C++ programmers can have a laugh now
care to explain the "joke" to st0pid web devs that do not understand anything from it?
also, inconsistent code formatting 
for (const auto& it : *this)
for (const auto &it : *this)
one is auto formatting, the other is me overpowering the stupid auto formatting that doesn't do stuff I want
buffer[finalSize] doesn't work.
I already did buffer += length and advanced the pointer.
so buffer pointer now points to its end. but I go another finalSize offset further past the end
thanks for explaination, whoopsie.
Ok I think I tried joining a friends server but did not work it could have been a mod
2.00.146846 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Crash when script callstrack was logged using -showScriptErrors
- Fixed: Freeze when opening the Zeus interface with many mods active
- Fixed: Linux server freeze / crash when loading Weferlingen Winter
- Fixed: say3D start offset parameter not working in all cases
- Tweaked: Improved speed of stringtable loading during game start
10:27:57 /Context: gm\gm_core\gm_core_localization\stringtable.xml
10:27:57 Unsupported language English in stringtable
10:27:57 /Context: gm\gm_core\stringtable.csv
10:27:57 Unsupported language English in stringtable

on linux x64 server
A stringtable entry has no "English" entry, and the parser needs to fallback to "Original"
I don't (yet) want to logspam what specific keys are unsupported. I will do that later, need to do some command line parameters overhaul
@marsh echo could take a look at that, but its not important. Only downside is that log line
AHHH :U
32 bit is burning CPU cycles π
aww cmon.. it worked
I get cpu load freeze on x64 :/
I swear! it worked.... I think
Oh thats an easy fix! (Stringtable to "Original")
Atleast now that it tells you atleast in what file the problem is π
Does this mean that Zeus Cache will be obsolete? 
only the zeus open part, not the search part yet
14:37:44 Warning Message: Include file KPLIB_debriefs.hpp not found.
meh...
14:37:44 \/Context: Preprocessing file: description.ext from mpmissions/kp_liberation.chernarus_winter.pbo at 187
14:37:44 Warning Message: Include file KPLIB_debriefs.hpp not found.
yeeey
Before:
14:48:22 ErrorMessage: Include file userconfig\doesnt_exist.hpp not found.
After:
14:48:22 \/Context: Preprocessing file: userconfig\file1.sqf at 2
Include Stack:
- userconfig\file1.sqf:2
- userconfig\file2.hpp:3
- userconfig\file3.hpp:4
14:48:22 ErrorMessage: Include file userconfig\doesnt_exist.hpp not found.
Fancy
The weferlingen crash thing will have to be on halt for a while. I can't sink so much time into that
I look forward to being able to identify which of my mission makers keeps forgetting semicolons in description.ext
the v02 is available as usual on dropbox/google drive
wow great change on including the.... include... thanks for preparing the pre... thanks for the new errors.
Yey! Ive reached peak programmer, people thanking me for introducing errors
Hey you got thanked for removing useless errors from logs as well
hey, you can't be wrong if you don't do anything
learning by doing + fixing stuff that no-one else would have done otherwise
so you're fixing stuff and people report crashes/errors and the best thing is that you understand (even if not insta) where it can come from and fix it to how it was before, at some point, but still keeping your fixes/improvements
so win win
Next profiling will have a few tweaks in regards to chat channel disabling and channel access, please check thoroughly
Global channel is always available (lobby, briefing, game) but for the admin and server host when disabled
Other channels UI is not shown when channel is disabled for chat and von and cannot be switched over to (exception when it is forced by script command. but text input not available even if channel UI shows)
Markers now cannot be placed on disabled channels. Only when channel is completely disabled for the client (von and chat) the markers cannot be placed on this channel with place marker UI. If current channel is disabled (forced by script for example) marker placing UI shows this channel disabled in combo box and OK button is disabled
Disabled icons color is now semitransparent red as it was the similar color to direct or global before and wasnt obvious
If we have chatline displayed and change channels, only channels with chat enabled can be selected
If we have von on or talk button pressed while changing channel, only channels with von enabled can be selected
If we have von on and chatline displayed while changing channel, only channels with von and chat enabled can be selected
Custom channels do not show if fully disabled or not active or player is not a participant
getPlayerChannel now returns Direct when person talks on direct (before -1)
channelEnabled now returns [false false] instead of [nil,nil] on invalid channel```
2.00.146886 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Better RPT context for preprocessor errors
- Added: -debug command line parameter for more verbose logging
- Added: "LogObjectNotFound" server config option
- Added: "SkipDescriptionParsing" server config option
- Tweaked: Moved RPT log context to below the actual error
- Tweaked: Further game startup time improvement
- Tweaked: channelEnabled would return [nil, nil] instead of [false, false] on non-existing channels
- Fixed: disabledChannels did not work in briefings
- Fixed: getPlayerChannel would return -1 when a player was talking on the Direct channel
- Fixed: Crash when opening Zeus
Can we expectct -debug being added to launcher?
Some text in Russian disappeared after 2.00.146886
https://i.ibb.co/nC8DTvT/pisuncek.png
yes, players on our server running current perf/prof have same problem
and there might be another problem, but I have to test it first
lol what. How :U
Some text in Russian disappeared after 2.00.146886
You mean there is no Russian text in new 2.00 stable?
yes, players on our server running current perf/prof have same problem
if it is not in 2.00 it obviously wont be in perf (unless fixed but we are not aware of this)
with perf v2 everything was ok
perf v3 russian text disappeared like on the screenshot from Trager
Still makes no sense if it affects 2.00 already
hes talking about perf, not stable 2.00. 2.00.146886 is prof branch
we have several russian players playing with perf/prof on our sever and yesterday on v2 the text was there, but not there anymore in v3
What have you broken this time? you are ded, men!
thanks for the update
- Tweaked: Further game startup time improvement
does this only apply to game startup or also mission/island load startup?
game
@whole cloud Linux server stack while starting without -debug option on the last Profiling version. Sometimes restart helps, but sometimes not.
21:20:16 Unexpected stringtable format inside <Text ID="str_input_device_mouse_21:20:16 Cannot register unknown string STR_STEAM_UPDATE_COMPOSITION_QUESTION 21:20:16 Cannot register unknown string STR_STEAM_DELETE_COMPOSITION_QUESTION 21:20:16 Cannot register unknown string STR_PUBLISH_COMPOSITION_PROGRESS 21:20:16 Cannot register unknown string STR_DELETE_COMPOSITION_PROGRESS 21:20:16 Cannot register unknown string STR_COMPOSITION_WORKSHOP_AGREEMENT_FAIL21:20:16 Cannot register unknown string STR_COMPOSITION_STEAM_SLIDER_TOOLTIP_AD21:20:16 Cannot register unknown string STR_COMPOSITION_STEAM_SLIDER_TOOLTIP_FR21:20:16 Cannot register unknown string STR_VEHICLES_ONLY 21:20:16 Initializing stats manager. 21:20:16 Stats config disabled. 21:20:16 sessionID: d81f18a205dea3d4c64a4540827a3a2f406c224b
And that's all in log
Nothing more
And yes, confirmed missed Cyrillic
Can anyone else confirm that same thing ^ ?
your string errors are definitely weird, they should be in 2.00
I wanted to touch stringtable stuff, but that didn't land in profiling
2.00.146886 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit
...
- Added: "LogObjectNotFound" server config option
...
@whole cloud Thanks for this. How to enable it? Is itLogObjectNotFound = 0;in server.cfg?
server.cfg
class AdvancedOptions {
// Skip logging "Server: Object not found" messages
LogObjectNotFound = true; (default true, logging enabled)
// Skip loading of description.ext/mission.sqm will show pbo filename instead of configured missionName, overviewText and such won't work, but loading mission list in MP is ALOT faster when you have many missions
SkipDescriptionParsing = false; (default false, parse description.ext)
}
#community_wiki channel he found that
ok, thanks. Needs to have the descriptions commented out. Just for feedback
(default true, logging enabled)
ok
thats a info for the community wiki people on how to document it on the wiki. And they know how configs work and that just a hint
I actually overdid my optimization in ArmaZeusCache..
I actually made 3 optimizations while I reimplemented tree filtering there, I wasn't even aware of one of the optimizations I did by accident.
Turns out, the one optimization that i didn't even know I did, improves filtering speed by about 3000x (with my modpack), and the other two optimizations are so small that I might actually disable them again.
Well.... π
Uhh... π³ is this a snek pek?
IIRC Magyar isn't working in current public build?
I don't even know what that is
"qatest" probably doesn't either.
no its not a teaser
LogObjectNotFound disabled
Rpt size is significantly reduced, for us.
See rpts size above and below the selected one
https://cdn.discordapp.com/attachments/461958883825680386/773503364590993438/mstsc_2020-11-04_14-05-46.png
windows or linux? if windows, did you notice performance difference too?
for both logging being async now, and less stuff logged?
@whole cloud we need more data, but for now it looks a bit worse
also there is still some other object spam left
2020/11/04, 10:32:12 Server: Object info 44:104 not found.
2020/11/03, 20:53:51 Server: Object info 12:38 not found during Changing Owner
2020/11/04, 13:48:57 Client: Object 234:58 (type Type_92) not found.
@limpid crane slightly off topic, but what are you using to get those graphs of the server fps?
rpt log parser + https://plotly.com, I just started working on it last week, far from finished.
on the first graph, until 05:00 am of 3rd November there was perf v2 installed and starting from 05:00 am of 3rd November it was already perf v3
It looks good and would be good to see historical FPS values over a session
there are also 2 HCs, not represented here
also there is still some other object spam left
but the majority is disabled though?
yea, you can see it by the log size on the screenshot that Groove posted
Found the bug with russian/japanese strings...
We store our text as char, not unsigned char.
so the unicode letters actually turn into negative numbers, which messes up our "remove all trailing whitespace" code
on your screen I see that there are at least 3 languages missing )
next perf soon then?
Same bullshit as how we store array lengths as signed int, because we wanna be prepared for the day that we have negative size arrays!!!! ducking hell mate..
not sure if I push a perf this week. Theoretically I can do tomorrow
would be great for players concerned
I also speak russian, but since I always play Arma in english, I'm not concerned
Server object spam has gone for me but, client object and error object remain which I guess was intentional. So, it helps reduce the size of the report but leaves client object spam in the server report which is still relatively sizeable
Some programmer wrote code 10 years ago that was wrong, but was undefined behaviour, and ended up doing literally nothing.
Linux compiler complained about that undefined behaviour wrongness, so I fixed it and did what programmer wrote there years ago.
So I fixed the programmers wrong code that wasn't working, and made it work in doing things wrong π€¦ββοΈ
Arma...
@whole cloud > "stack"? you mean stuck?
Yes, sure.. sorry π€£
Hello
Will the perf/prof branch v3 be updated on Dropbox / Google Drive?
its broken, and v4 is incoming so probably not
Ok, thank you for your feedback!
2.00.146898 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 32/64-bit, linux server 32/64-bit
Fixed: Optics Post Processing effects not updating when switching between optics modes - https://feedback.bistudio.com/T80695
Fixed: Brief game freeze when searching in Tree controls (including Zeus)
Fixed: Broken text in some languages
Fixed: Brief game freeze when searching in Tree controls (including Zeus)
"Brief" in some cases 20 seconds π
speaking of controls, would there be any hope in getting a condition check for 3den category groups displaying in menus? We have a very limited series of simple expression type filters but no filter for non player entities/player entities
I do a workaround by hiding/minimizing the categories post load but it's not pretty, it doesn't resize the other controls
objectPlayable ?
for messy workaround I do things like control = QGVAR(AreaSelectAttributePlayerOnly);
with a onLoad onLoad = QUOTE(_this call EFUNC(Core,PlayerOnlyOnLoad));
Oh yes, please π
"Brief" in some cases 20 seconds π
@quaint flame
I wrote "short game freeze" :U
π
We have a very limited series of simple expression type filters but no filter for non player entities/player entities
Ideally we could put anything in there, also something likeprofileNamspace getVar....dreaming
that would be nice, but even just a few more general filters would be nice...
the whole "dont do complex conditions in simple expressions" thing...

Makes no sense in the editor if you ask me. Performance is no concern there.
shouldn't be, but some of the attribute menus can get pretty slow to load
heh
as usual the binaries are on the dropbox/google drive ... so i hope we get some feedback thru weekend

