#perf_prof_branch

1 messages · Page 38 of 1

inland dew
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installed v4

boreal wigeon
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Anyone getting more crashes with latest perf on linux (2.00.146898)?
Just had 2 crashes, first one after checking all the stringtables:

11:44:58 Item str_lib_m252 listed twice
11:44:58  ➥ Context: ca\language\stringtable.xml
11:44:58 Item str_lib_spg9 listed twice
11:44:58  ➥ Context: ca\language\stringtable.xml
11:44:58 Unsupported language English in stringtable
Segmentation fault (core dumped)```
2nd one just before:
```11:48:07 SteamAPI initialization failed. Steam features won't be accessible!
11:48:07 Initializing stats manager.
11:48:07 Stats config disabled.
11:48:07 sessionID: a2bda3dfcb07a5bba43b1b072fe4495b30043a23
Segmentation fault (core dumped)```
After 3rd time trying, server started normally.
I got the core dumps if needed.

Alternatively it also seems that sometimes my headlessclients get stuck without crashing/creating an error.
Basically this is the only thing in the log file:
```11:14:29 SteamAPI initialization failed. Steam features won't be accessible!
11:14:29 Initializing stats manager.
11:14:29 Stats config disabled.
11:14:29 sessionID: 15dcba38e4af2f572161fbc9ea1da0ea60e3ea9a```
But it's still running according to screen?
whole cloud
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so basically random crashing right?
Not really reproduciable reliably?

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Maybe I forgot to merge a thing, but that'd be stupid of me 🤔

boreal wigeon
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Well it happened a lot when starting the server, switching back to v2 all was fixed/fine.

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Same with the 2nd issue with headlessclients not properly loading, was fine when switching back to v2.

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Basically had an single HC not properly loading or sometimes crashing every time I tried to start it up. After switching (to v2) it was all fine.

vale shoal
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current branch is running smooth - had much troubles with v2/v3 with high CPU load (i9-9900k, ~100%) with 4 Arma 3 instances running - with v4 everything seems fine again!

whole cloud
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introduces -high start parameter, that makes Arma constantly use 100% cpu

vale shoal
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wait where was that? we use -high for at least one year

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or am I too stupid to understand that? lol

whole cloud
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Its a joke, because -high doesn't exist and many people use it even though it literally does nothing at all

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because people keep making bullshit "performance" guides and tell people stuff that they just made up

bleak garden
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I've had almost exact issues as Jasper except it would hang when loading CUP stringtables, opposed to crashing as in Jasper's case.

17:17:43 Unsupported language English in stringtable
17:17:43  ➥ Context: CUP\Weapons\CUP_Weapons_Galil\stringtable.xml
17:17:43 Unsupported language English in stringtable
17:17:43  ➥ Context: CUP\Weapons\CUP_Weapons_West_Attachments\stringtable.xml
17:17:43 Unsupported language English in stringtable
17:17:43  ➥ Context: CUP\Weapons\CUP_Weapons_L85\stringtable.xml
17:17:43 Unsupported language English in stringtable

It could take upwards of 30 minutes of waiting and restarting to start the server again. I will be switching back to v2 for the time being as well.

whole cloud
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but also on linux?

bleak garden
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Yes, Debian 10

tardy lava
feral harness
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Its a joke, because -high doesn't exist and many people use it even though it literally does nothing at all
@whole cloud you can use windows /high , maybe they got confused?

whole cloud
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only thing I ever saw is -high, no /high
and windows /high is no Arma start parameter

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but people use Arma start parameter

vale shoal
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yep I mean /high not -high, sorry

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so its the Batch cmd

whole cloud
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well I mean -high :u

vale shoal
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well yep I originally meant -high, but I took a look and its "start /high a3server.exe ....."

tardy lava
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I’ll have to look but I think you need to do start /high “name” arma.exe

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I was making sure I wasn’t being retarded using /high most of the time when I get things working I leave them alone and forget why I did it that way

pallid pebble
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Hey peeps not sure if its been reported yet but for me the preview you get when you draw straight lines on the map (shift+STRL/CTRL+LMB) is broken on profiling branch, if someone else can confirm it I'll throw up a FT ticket

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(Noticed the issue originally on prof branch modded, then tested it on vanilla where it also happened, then compared it to default branch where it worked fine)

whole cloud
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not heard of it yet

pallid pebble
fickle geyser
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ctrl+lmb has preview for me

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shift+ctrl+lmb does not
on profling

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both have it on stable binary

whole cloud
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There were some optimization on polyline drawing, maybe that broke it

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confirmed on our internal too

fickle geyser
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It renders so fast it's invisible.

pallid pebble
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wait what was the difference between ctrl+lmb and shift+ctrl+lmb

whole cloud
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straight and not straight

pallid pebble
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Yeah I mean the straight line

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as in you pull from x to y and it draws a straight line between the two points

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except for a little bit at the end that always end up crooked

hexed verge
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Got some reports from several people from my unit that placing markers crashes their game. Will investigate and trying to find a repro.

fickle geyser
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get bidmps for Dedmen

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maybe the issue is obvious and easy to see in them.

whole cloud
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no bidmps

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only mdmp

fickle geyser
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what's in bidmps? useless stuff?

whole cloud
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dunno

hexed verge
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I can collect some, one from me and one from someone else, can i send them over PM

whole cloud
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you can :u

fickle geyser
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something with function recompilation seems funky, need to verify if it's related to perf branch

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function recompilation enabled, after pressing recompile all:

 1:55:08 Attempt to override final function - my_fnc_dropordnance
 1:55:08  ➥ Context:     [] L1 ()
    [] L3 ()
    [] L9 (A3\functions_f\debug\fn_recompile.sqf [BIS_fnc_recompile])
...
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verified, function is using old code.

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focused the function in functions viewer. "recompile selected".

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verified, function is recompiled.

fickle geyser
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nevermind it does not work in stable too meowtrash

feral harness
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Hey peeps not sure if its been reported yet but for me the preview you get when you draw straight lines on the map (shift+STRL/CTRL+LMB) is broken on profiling branch, if someone else can confirm it I'll throw up a FT ticket
@pallid pebble Please make a ticket and tag me with it, I can confirm preview is not working for straight line drawing

pallid pebble
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Oki I'll make it in a second

viral hatch
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is there any "unlocked fps" exe for 2.0 ?

violet elbow
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Do you mean client or server FPS? Client FPS is, AFAIK, always unlocked unless you manually set a limit through Steam or your drivers.

rain moth
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Use -limitFPS=100 or whatever you want for server

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Value should be between 5 and 1000

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Default is 50

runic sphinx
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isn't that part of the main branch now?

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don't need a special exe AFAIK

rain moth
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correct

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the spotrep is for the main 2.00 release

whole cloud
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Darn should've made it perf only :u

unique osprey
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What's the Perfomance Branch beta code?

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oh nevermind

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I accidentaly added a space when pasting the beta code

worldly badge
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Yeah, that long one

whole cloud
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Profiling branch crashes when you have ACE loaded and use its Marker placement.
It usually seems to work though if you don't select a marker shape in the shape combobox.
Fix incoming this week

empty goblet
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anyone else who runs perf/prof branch servers, experienced server frozen
after restart / missionEnd when it loads and init new mission scenario ?
the bug loooks like this in server RPT:

2020/11/09, 10:28:51  Mission id: 2442a9e48731b58879b3b6dc2056b1f21ff5cdcf
2020/11/09, 10:28:51 Wrong player index passed to NetworkObjectInfo::GetPlayerObjectInfo - max=0, received=1
2020/11/09, 10:28:51 In last 5000 miliseconds was lost another 1 these messages.
... repeating those errors and messages ```
uncut sigil
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Hey, just so I understand this right, but with performance branch I can play on normal servers and "should" theoretically see a boost in framrate, right?
How exactly is this done, if I might ask

whole cloud
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Yes, currently you could experience a fram rate improvement yes.

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What do you mean by "how exactly"?

uncut sigil
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What exactly does this branch do differently to achieve higher frames is what I mean

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It cant be magic im assuming :p

whole cloud
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It has changes that main branch doesn't yet have

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Including some performance improvements

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You can get the same on dev branch, but dev branch is not compatible with normal servers

uncut sigil
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Ah I see, so if the Main branch gets an update, the optimizations from this performance branch will be included eventually

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I thought this performance branch is something that might never see the main branch, if you know what I mean

whole cloud
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Yeah

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No it's not, generally

uncut sigil
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Okay cool, thanks for enlightening me

whole cloud
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Some experimental changes might not make it into next main branch update though, things stay of prof branch for testing, to make sure it's actually good to release to all players

uncut sigil
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Yeah I get that

whole cloud
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I actually only added the code required to make things perf branch only, two weeks ago. So now we can do long term experiments.

uncut sigil
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Ive been trying alot with increasing performance the last 2 days and think I have hit a pretty solid increase by now.

whole cloud
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I'm trying that every week lol

uncut sigil
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Well, we all wanna see that number rise.

torpid river
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We opted out of v3/v4 but ever since 1.98 perf we have seen nice improvements

whole cloud
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Yeah bugs here and there are why we test :3

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And it's been a long time since we had actually big performance fixes like we do currently

runic sphinx
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what sort of big performance fixes does the current branch have?

whole cloud
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See changelog.
RPT logging, all kinds of Zeus stuff.
Game startup stuff

pallid pebble
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See changelog.
Btw I think it might be a good idea to pin the profiling branch forum thread, so that peeps can find it more easily from here

whole cloud
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@pallid pebble plox edit post to
Link to BI Forums thread about Profiling branch: link

pallid pebble
whole cloud
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Soooo now that i finally got to it, any tips on how to repro the linux server freeze at start thing?
I just booted up vanilla server 5 times, no repro 🙃

whole cloud
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Ah dunno what I did, I think I got it now

violet elbow
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With current prof branch improvements to Curator and searching, any reason to still use ZeusCache?

whole cloud
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nope

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I wrote that on the ZeusCache steam description too

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I found the linux server startup freeze.
I won't push new profiling until I get that fixed, not sure if v5 will get done this week.

whole cloud
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Issue fixed... weird that it only appears on Linux server, it should really be universal including client.
Quite a lucky find though, maybe that caused unnoticed issues elsewhere.
I'll try for update prof tomorrow

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@boreal wigeon I couldn't reproduce your crash, maybe it was related to this though 🙃

boreal wigeon
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@whole cloud ok, weird... I still got the core dumps if you want them. But best probably to wait for this update and test it with that.

whole cloud
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yeah. Btw the dumps will compress pretty well, for uploading

boreal wigeon
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So yeah send them or yeah wait? 🤨

whole cloud
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both :D
Wait, and if still crash with new updoot then send

boreal wigeon
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Cool I'll wait then

obsidian relic
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Will perf version of server work with stable clients? Tbh never used it and would love to try and help testing but don't want to drag whole group with me :D

boreal wigeon
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Yes, that's the whole point of the perf branch @obsidian relic

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Same improvements/fixes (most of them anyway) are also available on dev branch but that doesn't work with stable. So perf is a in between to allow more testing without needing to go to the dev branch.

whole cloud
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2.00.146924 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Crash when trying to place markers with ACE Mod loaded - https://github.com/acemod/ACE3/issues/7992
- Fixed: Crash report in RPT was printed in the wrong order
- Fixed: Crash in Zeus search related to Unicode text
- Fixed: Potential freeze on Linux server startup

boreal wigeon
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Still crashing for me, only with mods though... Without mods it's all fine 🤔
Will get a couple of crashes together and send them.

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Also noticed I'm on 2.00.146924?

whole cloud
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oops

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yeah

whole cloud
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yeah random crash on linux server startup with v5.
but its only on startup, and no 100% chance so its fine-ish 🙃

hexed verge
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Question about the linux server 32bit binary, i have noticed that my communities server does not start up anymore and is constantly spamming this into the console output
21:06:33 Waiting for '/opt/fparma/arma3/.local/share/Arma 3/DataCache/cache_lock' to be available
We have the issue on stable as well, but it resolves itself after a minute or two. Now beginning with v4 this does not resolve itself anymore
Usually I update the server in the evening, do some stuff and then head to bed. I woke up in the morning with tons of pings that the server is dead and logs were just this message over and over.

I chalked it up with another reported hang for linux, but it is still there with v5
start up params are this if it might help
./arma3server -name=server -port=2302 -cfg=cfg/network.cfg -config=cfg/server.cfg -bandwidthAlg=2 -sock_host=127.0.0.1 -sock_port=1222 -world=empty -noSound -loadMissionToMemory -limitFPS=240 -mod="many many mods" -serverMod=@server\

whole cloud
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are you running multiple servers?

hexed verge
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nope, but a hc

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./arma3server -client -connect=127.0.0.1 -password=huehue -name=headlessclient -world=empty -noSound -limitFPS=240 -mod="again many mods"

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could it be related that my start up scripts shut down the server and start it right back up again?

whole cloud
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HC is multiple esrvers

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only one process can access the cache lock

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maybe your HC froze during startup and kept the lock, and your main server kept waiting on it

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maybe its better to launch HC after main server started up fully

hexed verge
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hmm interestingly enough, adding a delay of 20 seconds between startups of server and hc seems to have done the trick.

vale shoal
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just a quick question about LogObjectNotFound = false;
it need to be set in server.cfg right?

boreal wigeon
vale shoal
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Ahhhhh now I understand

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I read that some days ago but didnt understand that

whole cloud
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Found and fixed the linux startup crash, but probably only prof update next week

pallid pebble
boreal wigeon
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At least you found it 🥳. Hopefully it fixes it now 😅

bleak harbor
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@whole cloud any chance we can also get Client: Object 7:329 (type Type_108) not found. and Error: Object(32 : 26) not found added to the LogObjectNotFound setting?

whole cloud
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Are you getting many of them?

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I'll check if I remember

bleak harbor
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yes. I'll grab some numbers now

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client object anywhere from around 2-300 and error object anywhere from 500-1000 3000

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so, certainly not as big as server object was but, would be great to lose those as well if possible

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I'm also seeing a lot of these (5,000 rows) but, I think this is different to the old server object not found spam?

18:15:41 Can't change owner from 0 to 2
bleak harbor
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Up to 3,000 rows on error object last night in a 3 hour restart cycle

unique osprey
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Important for all Zeus' using the PROFILING Branch

I've noticed a bug which occurs atleast on the Official Bohemia servers when you attempt to play as Zeus.

  • You cannot spawn in any units.
  • You cannot put down and use any modules.
  • You cannot delete any objects on the map, except for map markers.
  • You can still place down groups of enemies.

I'm not sure if this occurs on other servers as well, but I'd advise any Zeus frequenting public servers to get off profiling until an update comes in. If anyone could test if this is the case for internet servers as well, I'd appreciate if you could post on the Feedback Tracker, linked at the end.

Local Server Zeus seems to cause no issues so far.
https://feedback.bistudio.com/T155042 (Link to my Feedback Tracker)

whole cloud
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does official server normally have limited zeus resources?

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Just had a zeus match, spawning and modules worked.
deleting some objects failed with insufficient resources

unique osprey
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Not with God Mode enabled. I've tried with and without. I've also got off the Perfomance and Profiling branch, it worked on Stable but didn't on Profiling. Switching profiles didn't help either.

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Have you tried it on one of the Official Servers?

whole cloud
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nope only on my own server.

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Would be good if someone can confirm that.
I would expect that someone would've noticed such a critical issue after 4 days 🤔

unique osprey
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it seems it's only for official servers in that case, oddly enough. We can atleast confirm that it doesn't affect hosts.

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Well I could reproduce it all the time, and I verified my cache. It's pretty odd, I had everything greyed out earlier as well despite ressources being sufficient.

rapid cradle
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What do i wrong? I got this on my server:

21:47:58 Message not sent - error 0, message ID = ffffffff, to 575029982 (hc1)
21:47:58 NetServer: trying to send a too large non-guaranteed message (len=1378/1397) to 587448133
21:47:58 Message not sent - error 0, message ID = ffffffff, to 587448133 (hc2)
21:47:58 NetServer: trying to send a too large non-guaranteed message (len=1378/1402) to 609665610
21:47:58 Message not sent - error 0, message ID = ffffffff, to 609665610 (hc3)```

my basic.cfg
```maxPacketSize = 1430;
MaxMsgSend = 1024;
MaxSizeGuaranteed = 1024;
MaxSizeNonguaranteed = 512;

Where is the length 1378 comming from if MaxSizeNonguaranteed is 512???

whole cloud
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you are doing nothing wrong

vale shoal
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I also have some kind of NetServer / BattlEye issue. I thought its just BE

whole cloud
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ignore the "too large" messages

raven delta
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Are there any tips / do's and don'ts about switching to the Server Performance branch?

whole cloud
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you probably want to up the fps limit, but you can also do that without performance branch now

raven delta
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Oh nice, is it just something like -limitFPS ?

whole cloud
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see community wiki

whole cloud
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2.00.146952 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Temporary log spam to investigate a rare issue on Dedicated Servers
- Fixed: Potential crash on Linux server startup
- Fixed: ComboBox scrollbars did not update on resizing
- Fixed: hideText config property was not working with multiline versions of CT_EDIT
- Fixed: Being able to place units into locked vehicle turrets in Eden Editor / Zeus
- Fixed: Zeus not allowing placement of units after addCuratorAddons was executed remotely - https://feedback.bistudio.com/T155042

whole cloud
pallid pebble
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furretwoah thats a fancy view

whole cloud
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That's just ArmaScriptProfiler

pallid pebble
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never touched that before blobdoggoshruggoogly

whole cloud
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a3\missions_f_contact\missions\intro1.enoch\scripts\flight03.sqf
Before:

Result:
11.2921 ms
Cycles:
89/10000

After:

Result:
0.0035 ms
Cycles:
10000/10000

fickle geyser
#

thomp what's in that script

whole cloud
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its just a huge array of numbers.
I think stuff for BIS_fnc_unitPlay

fickle geyser
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ah, you usually load scripts like this only once tho.

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Nice optimization anyway.

whole cloud
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like that yeah. but how about this
params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
Which ACE advanced ballistics does on every fired bullet.

_code = {
["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"]
};

_f1 = diag_codePerformance [_code, 10000];
_f2 = diag_codePerformance [optimize _code, 10000];

[_f1, _f2]

[
[0.00319,100000],
[0.00057,100000]
]

fickle geyser
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That neat. Is this doing the assembly optimization?

whole cloud
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yeah

fickle geyser
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Single instruction instead of multiple pushes etc?

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Can this be enabled/added to normal compilation?

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I assume the optimize command is here for easy comparisons.

whole cloud
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The optimize command is from my SQF-Assembly project.
I built that with X39 in late 2017.
its been literally laying around basically unused since then

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We'll see what the future holds.
I'm in PoC stage currently. Just gathering some numbers, seeing how much additional work there is to do.

fickle geyser
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At least the array assembly optimization would be nice. I wonder why it's not like that since the begging? Any potential downsides?

whole cloud
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I guess noone had the time/idea to implement it.
And for now I don't intend to implement it in Arma itself.

hidden bluff
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I want to THANKS whoever is working on that Performance Profiling for Arma3, not much more fps personally but it help Greatly on Stutters / hiccups 👍 Thank you and keep it Up

whole cloud
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Might also have some fps stuff coming in. But in the lower single digit percentages.
But atleast something!

This week again is performance focus week, and its my second 10+ hour day this week.
So I hope you'll be happy with the results meowsweats

kindred radish
#

Very happy about it. You are doing some long needed work 🙏

violet elbow
whole cloud
#

It was already implemented, 3 years ago, you can just run it if you want to.

whole cloud
pallid pebble
whole cloud
#

less lag, no game freeze when you have long string in a textbox

pallid pebble
#

Ooh cool

worldly badge
#

Yeah, sometimes this kill my game

whole cloud
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Do you know about any other controls that are this bad?
So far I'm only fixing CEdit

worldly badge
#

Not sure. I believe I didn't experience such other than RscEdit thingies

neon harbor
#

another control type that has issues the longer it gets are listboxes and tree views. iirc @quaint flame had some more insight on those

#
 _cfgMoves = configFile >> "CfgMovesMaleSdr" >> "States";
 _cfgMoves = ("true" configClasses _cfgMoves) apply {configName _x};
``` adding all of those entries to a treeview (0th level) and scrolling to the end reduces fps from 70ish to 15. beginning of tv has no issues
whole cloud
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Yes I'll look into revo's ticket after I'm done here

whole cloud
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KK found the perfect explanation of our job.

quaint flame
#

❤️ ❤️ ❤️

vale shoal
#

did I missed something or why is steamcmd downloading the profiling branch on 233780 ?

whole cloud
#

🤔

vale shoal
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I just used "233780" as game id but the download has the profiling .exe in its download folder

whole cloud
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well server profiling thing is a thing

vale shoal
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but is it included in the main branch of arma3server?

whole cloud
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no

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you are probably still on prof branch

vale shoal
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strange.. I use "SET GAME_ID=233780" instead of "SET GAME_ID=233780 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3"

whole cloud
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afaik not setting beta, means it keeps current active one

vale shoal
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ah, so basically use "SET GAME_ID=233780 -beta public" according to the wiki to force the public main branch?

rain moth
#

yes

brisk aspen
#

In the most recent performance update, what messages can we expect to be in the logs?

whole cloud
#

what do you mean? the log spam?

brisk aspen
#

Yes

whole cloud
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stuff like "#### Dedmen:"

brisk aspen
#

Okay thanks for the quick answer

whole cloud
#

Next weeks profiling/performance update

brittle karma
#

Where can I tweak the string size for total mods loadable through workshop?

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We've downloaded the profiling exe, but don't find anything on where to find/put that config parametering.

violet elbow
#

Scroll down to steamProtocolMaxDataSize

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The command is already part of Stable, so you don't need to be running profiling.

brittle karma
#

Thanks @violet elbow - found it in this very second as well. Highly appreciating your help nevertheless 🙂

#

Any recommendations on which value is considered best practice? 2048? 4096?

fickle spade
#

It is enough in a most cases

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If you'll configure more - your hardware (router) or your provider's hardware could decline such a big packets.

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Google about MTU

violet elbow
#

Been running it at 8192 with 100+ unique players on the server since we did the change, not a single one has had issues, but the setting is just the upper limit of the query, it'll only use what it needs to.

fickle spade
#

@violet elbow some home routers not allowing the packets more when 1500 bytes. Some providers too. It is better to find out a correct MTU value first.

violet elbow
#

Aware of that. Anecdotally, haven't actually had any issues with a decent sample size of different US/UK ISP's and routers.

fickle spade
#

@violet elbow you're lucky guy 🙂

brittle karma
#

I don't understand what the UDP packet count has to do with the MTU.

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Only thing would be that I can send more data with a bigger MTU. But I could also increase the packet/stream count to increase this. Fiddeling around with MTU isn't a great idea. It is a terrible idea. But from my understanding the documentation speaks of UDP packets. And not MTU size?

violet elbow
#

The setting increases the size of the UDP packet that's sent by the server to the clients with the mod data. If the UDP packet size is over the MTU, it will be split into multiple fragments. Some routers don't allow this.

brittle karma
#

Hmm, I see. Seems I've gotten the meaning wrong. Seen that way it makes totally sense. Thanks for claring it up 🙂

whole cloud
whole cloud
whole cloud
brittle karma
#

Thanks for answering dedmen. Think you confuse it with maxBandwidth? ^^

whole cloud
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No

#

You cannot set that value too high, unless you go over 3 million or so.
It is only either too low and won't work, or high enough to work

patent ferry
#

I'm not sure it's the correct channel but I'm making a mission and I have some performance issues.
I downloaded the profile build and I captured a frame:

rendr; 12.12477; 23.39243;""
 [...]
 wPrep; 12.29107; 14.71743;"maxDist 1017.93, view 3000, obj 1017.93, shadow 128.266"
  qfAOp; 12.37586; 0.02359;""
  txGRt; 12.41954; 0.17045;""
  txGRt; 12.62600; 1.37329;""
   txLdX; 12.65129; 1.34763;""
    pacRd; 12.72087; 1.27802;""
     pacLL; 12.72088; 0.54474;""
     pacLZ; 13.26572; 0.73286;""
  txGRt; 14.07020; 0.16835;""
  txGRt; 14.27381; 1.40976;""
  txGRt; 16.01837; 0.18493;""
  txGRt; 16.23950; 1.46080;""
  txGRt; 17.78519; 0.16795;""
  txGRt; 17.98894; 1.42262;""
  ...

I have a lot of txGRt tasks that take 1 - 1.5ms. I don't know what do they do (some kind of texture generation?) or how to limit their numbers but they take a lot of time on the main thread.
Is there any documentation that explains how to read the captured information?

whole cloud
#

tx is texture.
Maybe slow I/O?

#

txLD is texture load from "disk"

#

Do most of them really just stop at txGRt and not go deeper?

#

Running mods? Bad mods?

patent ferry
#

No sorry, I didn't show all of them but they all have mostly the same structure:
The short ones have only pacLL, the long ones have pacLL and pacLZ.

#

I did more test and some times, I have more information:

qfAOp; 8.03253; 0.01332;""
fsAPr; 8.04592; 0.00878;"D (P10) 59ff000:a0000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_005_lco.paa,data\layers\s_008_006_lco.paa,data\layers\s_008_007_lco.paa"
txGRt; 8.05507; 1.49622;""
 qfAOp; 8.06953; 0.01322;""
 txLdX; 8.08285; 1.46809;""
  fsARd; 8.08297; 0.00731;"(P0) 59ff000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_005_lco.paa,data\layers\s_008_006_lco.paa"
  fsAPr; 8.09069; 0.00570;"D (P1) 59ff000:9000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_005_lco.paa,data\layers\s_008_006_lco.paa"
  fsAPr; 8.09644; 0.00513;"D (P1) 5a07000:9000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
  [...]
  fsAPr; 8.15940; 0.00468;"D (P1) 5a6f000:8000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
  pacRd; 8.16417; 1.38675;""
   pacLL; 8.16420; 0.63374;""
    fsARd; 8.16528; 0.00521;"(P0) 5a00000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
    fsARd; 8.17113; 0.00489;"(P0) 5a01000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
    [...]
    fsARd; 8.79289; 0.00465;"(P0) 5a76000:1000:ww2_terrainsif_t_worlds_if_france_layers_t.pbo/data\layers\s_008_006_lco.paa"
   pacLZ; 8.79803; 0.75260;""
patent ferry
#

So, I think it's some terrain update.
To give some context, I have dozens of IA fighting in the background.
The performances are fine when I'm near the combat zone but they are a lot worse in some others location like 1km from the fighting and not looking at them.
The only addons I use are ACE and IFA3_AIO_LITE.
I think it may be related to the blood decals on the terrain but it's a really wild guess and I don't know how to test my theory.

patent ferry
#

So, I was able to disable the blood and I still have the issue, that was a bad guess.
I now have the issue in the editor too. So I did some more tests. The smallest repro I was able to find:

  • I disable all the addons except IFA3_AIO_LITE
  • I create a new map (Colleville)
  • I add 5 men (B_Soldier_F), more or less 400m apart
    And with just this, there is some locations in the editor where my FPS drop from ~280 to ~60 with txGRt taking 17ms per frame.
    I was not able to reproduce it on Stratis or any other official map.
boreal wigeon
#

We were running an WW2 op this weekend, a couple of people had issues with the terrain rendering and unrendering, until it lead to an crash. I believe some of the WW2 maps are just a bit broken.

#

If you can't reproduce it on a vanilla map I'd say it's due to the mod.

spiral pond
#

@boreal wigeon can you send us the crash logs plase

boreal wigeon
#

@spiral pond sure, directly to you?
Also there was a lot of Object WeaponHolderSimulated can't have zero or negative mass! a3\weapons_f\dummyweapon.p3d messages.
Before the crash so it could be the renderer trying to render too much and causing a crash.
But I can send some logs over I got a few from 2 guys that were having issues.

frozen holly
#

its just dead ai's dropped weapons... (weaponholdersumulated) mass: 0.201... not negative and not zero 😛

whole cloud
#

2.00.146991 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 32/64-bit, linux server 32/64-bit

- Added: Experimental hotfix for a crash on Warlords servers
- Added: Experimental hotfix for a server freeze after a scenario change
- Tweaked: Rendering/Handling performance of Edit control text - https://feedback.bistudio.com/T154837
- Tweaked: Rendering performance of Edit controls that have a large portion of their text off-screen - https://feedback.bistudio.com/T154837
- Tweaked: Rendering/Handling performance of Tree controls that have many items - https://feedback.bistudio.com/T154837
- Fixed: Drawing straight lines on the map did not show a preview while drawing - https://feedback.bistudio.com/T154931
boreal wigeon
#

Also Dedmen the crashes that I had earlier this month on server start up have stopped after update v5/v6. 👍 Thanks for your continued work!

silk pewter
#

weeeeee!!

rain moth
#

nice!

whole cloud
empty goblet
#

finally no more 🐌 while coders

silk pewter
#

no more snails while coffee? as a Frenchman, sir, I am deeply offended!

hexed verge
#

Noticed something with the latest binary. My group is using a menu to send PMs to zeus/admin/other users in the escape menu. The edit box's text is now completely invisible. Been trying to debug it for a bit until I noticed that everyone affected by this are on the profiling branch.
I also have tried to set the colors and everything manually without success (see image below) (i also tried other things such as ctrlSetFade and what not)
https://cdn.discordapp.com/attachments/402412803153199104/783233556935344148/unknown.png

After I switched to release branch and launched again, it worked again. (image below)
https://cdn.discordapp.com/attachments/572190694987268109/783236397662076938/unknown.png

hexed verge
#

if need i can package the pbos used for this (it requires cba) and can provide a link to the definitions on github.

whole cloud
#

I noticed that in Polpox's animation viewer. Thanks. That bug then and I know where

#

@hexed verge is that box outside of a controls group maybe? no parent controls group?

whole cloud
#

no parent thing is probably the issue

#

Ah think I got it, simple error.
Checked if first line is at position bigger 0, because if its below zero it can't be rendered right? nah.
The top of that editbox is at -0.2 for whatever reason

#

Yeah fixed, do you need it quick or is next week fine for now? don't have anything else for a prof update :u

hexed verge
#

I personally am fine with next update. Users need to just type well when requesting help from zeus until then :^)

whole cloud
#

adding a few empty lines/linebreaks at the start might help

hexed verge
#

sadly nope, the text is just invisible. I hit shift+enter a few time, just so see the cursor jump down a line.

#

it is also not showing text selection at all.

cyan prairie
#

What does the prof build do?

whole cloud
#

you mean relative to the perf build?

cyan prairie
#

Difference between stable 2.00 and the profile beta branch on steam sorry

whole cloud
#

profile branch is like a dev-branch, but compatible with 2.00 servers.
so you can have the latest improvements, but still play on your normal servers

#

for what specifically is different, check the changelogs in pinned messages

cyan prairie
#

Top man as always keep up the hard work ❤

night mulch
cyan prairie
#

My friend says he think he got 1.5x improved fps

#

But will vary with system ofc

whole cloud
#

Well I don't remember what I was talking about back then. Maybe

hexed verge
#

Was there a change how playMusic searches for existing files? I got some report in my unit that they could not get that command to work anymore for custom mission music while others still managed to get it to work somehow.

After testing that my self i found out, on profiling branch this happens

11:07:43 Sound: Error: File: C:\Users\diwak\Documents\Arma 3 - Other Profiles\Diwako\missions\Corporate_Exchange.Tanoa\windmills.ogg.wss not found !!!

while on release branch all is fine.

#

description.ext entry is

class CfgMusic {
    tracks[]={};
    class windmills
    {
        name = "windmills";
        sound[] = {"\windmills.ogg", db+5, 1.0};
    };
};
torpid river
#

.ogg.wss

whole cloud
#

I think I know where that is. But that means I also caused problems in other places

hexed verge
#

if it helps, music from addons still work. been using contact's music atm.

whole cloud
#

oof :u no that doesn't help, that do big confuse

hexed verge
#

fug

whole cloud
#

Yes found it. Its the thing that I thought it is.
Don't understand why addons CfgMusic works, it shouldn't 🤣

silk pewter
#

why mask the name of the hero here? 😄

silent nest
#

Who was it? Wanna build him a shrine and a torture chamber at the same time!

#

(we Modders should all know, why a torture chamber! We are all kinda masochists.)

silk pewter
#

"I shall burn a candle for him… on top of him"

quaint flame
#

2002 😄

whole cloud
hexed verge
#

nice.

whole cloud
#

Debug console actually has a scrollbar, but its invisible and you can't actually scroll.
But if in current #perf_prof_branch you just scroll with mouse wheel in debug console, the first line of text disappears as out of view text isn't rendered anymore.
So, there is a scrollbar, but its invisible and you cannot use it, but with mouse wheel you can scroll, but it doesn't actually move the text more than like a tenth of a pixel

night mulch
#

prof branch update?

worldly badge
#

Yes, an update just knocked your door

silk pewter
#

oh, indeed

cyan prairie
#

ooooo

#

91mb

silk pewter
#

of love

cyan prairie
#

waits on pinned message of changelog hehe

whole cloud
#

2.00.147026 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: ListBox item shadow was offset incorrectly when rowHeight is used - https://feedback.bistudio.com/T154442
  • Fixed: RscEdit would not adjust text width during or after resizing - https://feedback.bistudio.com/T154710
  • Fixed: An Edit box without a Controls Group as parent sometimes was not rendering the first line of text
  • Fixed: Eden Editor units list not rendering when returning from previewing a scenario
  • Fixed: Music from description.ext CfgMusic was not found when the path started with a backslash
  • Fixed: First line of text disappearing when scrolling down in the debug console
  • Tweaked: Improved size efficiency of script variable serialization
  • Tweaked: BattlEye update
    Note:
    Please watch for issues related to the attachTo script command, specifically changes in position/rotation compared to before this update.
whole cloud
#

If your main menu color changes suddenly with new prof, please ping spam me. Thanks

hexed verge
#

Please watch for issues related to the attachTo script command, specifically changes in position/rotation compared to before this update.
are you telling me your changes for that command are in this?

whole cloud
#

some of them. No you can't use it

silk pewter
#

giiib

hexed verge
#

sad

silent nest
#

*makeHappyHashmapNoises*

cyan prairie
#

So far so good

torpid river
#

"gib hashmaps!"

#

"gib linked lists!"

cyan prairie
#

People in our group say they got a boost of fps
1 person said 30fps increase dunno how true that is but good work

whole cloud
#

from last update shouldnt

silent nest
#

*makesMoreHappyHashmapNoises*

cyan prairie
#

No no from stable to v7 profile build they saw an increase sorry

clear rock
#

Hi ! I have two questions :

  1. How do I access the performance branch ?
  2. Do we know when the performance branch would be integrated into the main branch ?
worldly badge
#
  1. Beta code: CautionSpecialProfilingAndTestingBranchArma3
  2. No, compatible with the public
clear rock
#

Ok thanks you ! 🙂

worldly badge
#

Oops misreaden your question:
2. No ETA

whole cloud
#

some/most performance branch changes arrive in dev-branch simultaniously. And dev-branch becomes main branch when the next update releases

twin pumice
#

What’s the beta code for steam?

pallid pebble
#

See the pinned message "How to get profiling branch" @twin pumice

twin pumice
#

It’s compatible with main right?

iron saddle
whole cloud
#

2.00.147054 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Experimental hotfix for a server crash
  • Added: Volume reduction while in vehicles with the map screen opened
  • Fixed: Vehicle sound attenuation being disabled while the map screen is open
  • Fixed: Sound listener position not following the camera while the map screen is open
  • Tweaked: Experimental script performance improvement

Note:
Please provide feedback on the 2D map screen sound changes.

pallid pebble
#

👀 I'll have to try that out later

whole cloud
#

If there are issues with this build. Please find them this week.
But I played two unit missions with it and wasn't broke so prolly gud

fickle geyser
#

Feedback:

Added: Volume reduction while in vehicles with the map screen opened
can we get a toggle for this? bloblgrimace

pallid pebble
#

hardcoded for now.
If this will stay (which is not sure), and I do my sound changes in 2.04 (which is not decided) then I can add a slider in sound options (if we decide so then)
ablobderpy

fickle geyser
#

I do not mean client side slider, I would like to be able to disable this behaviour for everyone.

analog jolt
#

CBA requirement for Arma vanilla? 🤔

#

an option is server.cfg would be an idea, although how would that work in SP?

silk pewter
#

description.ext? arma3.cfg?

fickle geyser
#

difficulty setting makes most sense but might be unwanted due to needed changes in steam query or smth I guess. (moar work)

pallid pebble
#

If possible making it a difficulty setting would be the best of course

whole cloud
#

Two options for 2.02, enable volume reduction, or disable.
No toggle, no adjustment.
So depending on feedback I may disable it and only fix the bug

pallid pebble
#

I think most people I know are clearly for enabling it, if you fix the bug

fickle geyser
#

What about 2.04?

whole cloud
#

Yeah probably.
2.04 we can discuss volume slider and server.cfg setting to disallow it

whole cloud
#

If volume slider is doable, depends on other stuff

fickle geyser
#

slider still does not resolve the problem of "balancing" as it's client side.

pallid pebble
#

and server.cfg setting to disallow it

whole cloud
#

What's the balance problem with someone hearing less well?

fickle geyser
#

You sit in a car with disabled engine, open the map. You hear less, your situational awarness is worse.

#

So it affects you negatively.

#

You can hear people more easily via tfar/acre by opening map. Makes life easier for tanks crews etc but might be not wanted from realism standpoint.

whole cloud
#

But if you can disable it clientside in volume settings?

fickle geyser
#

You enable ACEX volume lowering if allowed by server host. You hear even less with map open.

#

You use ACE earplugs with volume lowering, hear almost nothing with map open.

whole cloud
fickle geyser
#

I see it as gameplay change in 7 years old game, might be not wanted by some people (like me and over 100ppl community I help to manage), that's why I'm complaining about this 😄

#

but no more if you said we can reason about this around 2.04

#

I've presented my views already.

whole cloud
#

Prolly disable volume thing in 2.02 then.
Ill have a full Christmas to decide about it sippy

fickle geyser
pallid pebble
#

but how are we gonna escape the noise then

silk pewter
#

IRL earplugs

pallid pebble
#

heh that doesnt help with hearing other people though

whole cloud
#

The noise people are vocal, while the no noise people are quiet as they currently have what they want to have

pallid pebble
#

time to crosspost a strawpoll between the arma reddit, bi forum, and the discord heh

fickle geyser
#

currently have what they want to have
depends if the vic is moving or not heh

runic sphinx
#

I'm just glad my ears aren't fixed in space anymore the moment I open my map 😄

inland dew
inland dew
#

auto effects sound attenuation while map open + earplugs = anechoic chamber

cyan prairie
#

Whats this about hearing? Is it a bug?

#

Is the drop box updated i only see v7

pallid pebble
#

and now there's a debate on wether to implement that the vehicle audio gets quieted on the map

cyan prairie
#

Oh fix the bug

#

100%

#

Be odd for the volume to suddenly drop in map (my thoughts anyway)

torpid river
#

I wouldn't mind either way, in terms of "muh realism" in real life you can quite easily focus on a sound, especially when one is a radio in your ear or someone speaking to you a metre away, and the other is usually a distant and low sound outside the vehicle. I don't think people would be gaming a feature when it lowers game audio, the reverse would be abused far more often. You see people go prone and turn up their game volume (and gamma) often enough just to get that edge... notlikemeowcry

cyan prairie
#

Hey guys the dropbox/Google drive is 2 updates behind any idea when it will be updated? My server provider can't upgrade our server exe without it

Much appreciated 😇

empty goblet
woeful ginkgo
#

aight

#

i found it

#

ok how do i use 2.00.147054 to fix the audio?

empty goblet
#

just try it and see , also check the audio settings tab for the VON volume

empty goblet
cyan prairie
#

Thanks dwarden

quaint flame
#

Added: Volume reduction while in vehicles with the map screen opened
I don't like this. This has clearly been a bug and should not be added on purpose. We have tons of earplug mods for that

cobalt forge
#

I like this Change, as you cannot have a earplug mod on a offical server.

cyan prairie
#

Bit confused haha

whole cloud
#

if you don't want profiling, you'll want performance

#

if you don't know what profiling is, you'll want performance

cyan prairie
#

Ahhh

#

Debug layer is profiling

gritty wasp
#

Can't get how volume on map related to being in vehicle? Why it should be muted at all

whole cloud
#

It was basically lowered/muted for the last 6+ years

#

and many people like that "feature"

gritty wasp
#

I think no one actually noticed that "feature" as feature at all.
Almost every mod have mute hotkey or earplugs as item implemented.

#

Open map to talk to crew? Meh...thonk
Anyway. For me not a deal breaker. People afraid of situation awareness can close map more often.

silk pewter
#

a less-laggy map opening would be nice, ala OFP :3

whole cloud
#

I use earplugs with ace

#

and helicopter was still too loud so I also used map to get silence

gritty wasp
#

We use script mute by hotkey for that

runic sphinx
#

use acex, it has automatic volume reduction when you get in vehicles

cyan prairie
#

Liberation has also built in script for vehicle volume if I recall in their player menu thing

inland dew
#

in our mission we had effects volume just slightly reduced when ear plugs, but it turned out to still be very loud for other players, since me and the other person have windows and effects not that loud, because good ears and good headphones and external sound cards

#

so we've updated the mission with ear plugs lowering effects volume further the originally and had to increase our windows and effects volume a bit

#

so everybody is happy now

#

this also why one shouldn't force-auto-lower effects volume, since everybody has different ears sensitivity, hardware and audio settings

charred lava
#

Our mission allows for 0-100 tweaking, then a custom action sets it between 100, your preset, and half your preset

It helps with the volume difference between land and air vehicles. I know people have used the stationary ears to their advantage for chases

night mulch
#

Hi, i am so thankful for that disabled attenuation bug fix, my ears go boom boom when open map in a chopper

#

however about the new feature, volume reduction with map screen, personally i dont think its a good idea, as when playing SP missions and there's dialogue, you cant hear them if you open the map, ruins the story... Thanks!

whole cloud
#

"as when playing SP missions and there's dialogue, you cant hear them if you open the map"
huh? dialoge should be excluded

night mulch
#

hmmm, i think direct chat volume is part of effects volume also?

#

i was playing a mission in SP and theres a dialogue in the car using direct chat, i open map guy gut muted lol

empty goblet
#

ups that's definitely a lil problem

#

@night mulch can you say which mission / when ?

night mulch
#

Not a official one

#

I’ll try to test the east wind see if it has this problem

night mulch
#

ok seems like eastwind vehicle dialogues are unaffected because they use vehicle channel instead of direct channel

inland dew
#

@night mulch well if you're not on perf/prof branch, your observations aren't correct, since not only direct chat was never really loud but in the 2.00 patch, VON is broken, since it can't be set higher than effects

#

in perf/prof patch direct chat is now affected by VON slider and not effects slider + VON can be set higher than effects, like it was before

whole cloud
#

And ingame dialog is never VON so not sure how this is related to the above

night mulch
#

is it still VON even though its not really coming from a player, instead a scripted direct chat?

whole cloud
#

no

#

voice over NET

#

nothing is over net in singleplayer campaign mission

night mulch
#

yeah thats what i figured

inland dew
#

say3D?

whole cloud
#

say3D is not VoN, but I don't know if that counts as effects volume. it might

inland dew
#

anyways, if he says that in the vanilla campaign it works, then it's the problem of the custom mission he played

empty goblet
#

please provide such mission

#

link the Steamworkshop or similar so it can be investigated

whole cloud
#

I want to get rid of 32bit on perf/prof branch. Can anyone give me a good argument against that?

pallid pebble
#

backwards compatability? I dunno anthing about 32/64 bit stuff tbh

#

atleast in arma

torpid river
#

wants better performance

#

uses 32bit

#

I mean

hexed verge
#

my unit still uses the 32bit linux one, reason is old OS we cannot afford to update without breaking everything atm

whole cloud
#

Yeah only windows one I think.
Linux is still too fresh.

if you have 32bit requirements on window side (which is weird considering how long x64 has been out now..) you can just not use profiling branch then

cyan prairie
#

Where is the audio setting I cannot seem to find it or is it a dev branch thing

whole cloud
#

its not a setting. it just happens

cyan prairie
#

Ohhh okay my bad lol

hexed verge
#

Thanks for sparing linux for now.

silk pewter
#

description plz 👀

thin wyvern
#

Wrong channel 🙃

night mulch
#

the dialogue is in the beginning when you're in the car

#

can hear just fine, but once you open map my mans got muted

inland dew
#

the mission was last updated in March 2014...

night mulch
#

when is the east wind last updated?

clear rock
#

Hi, i've got a little problem with zeus, i'm with the proffiling branch of Arma 3 and i'm using Zeus Enhanced.
We are 3 zeus, and the problem is that at some point we no longer manage to pass OPFOR units, even when we killed/ abducted other OPFOR units.
Is there a way to counter that ?, thank you.

pallid pebble
#

Can you replicate the issue on stable branch, or is it just prof branch? @clear rock

clear rock
#

Yep same issue with the stable branch

analog jolt
#

I believe that issue is caused due the maximum amount of groups, which is because groups are not removed when the units are dead (and might also happen when units/groups are removed completely).
Garbage collection SHOULD take care of that, and otherwise you could run a script which automatically removes groups when empty (and additionally move all dead units into a single group if you want to keep them on the field).

clear rock
#

Oh ok, where can i find this script ?

analog jolt
#

Garbage collection is a mission setting (can be found in 3den under 'Attributes' -> 'Performance' and check the 'Garbage Collection' tab).

whole cloud
#

ah! If someone can test and repro that deleteGroupIfEmpty is NOT enabled for groups spawned in zeus, please make me a ticket for that so I can fix that.
Maybe that thing is not automatically enabled for zeus spawned groups, I think it should be

analog jolt
#

hmmm... not sure how to repro that 🤔
Guess it would be:

  1. manually place 288 groups as Zeus
  2. manually place additional group as Zeus (should not work)
  3. kill/remove groups
  4. manually place additional group as Zeus (should work again)
#

And to see if that is the actual issue;
Switch side of a group (can be done with ZEN module), which sets the deleteGroupIfEmpty flag to true, and in that case step 4) should work again.

whole cloud
#

you cna check if empty groups go away via script

#

I think zeus should set deleteGroupIfEmpty on all groups it spawns right?

analog jolt
#

it doesn't set deleteGroupIfEmpty to true when spawning a group as Zeus

#

will make a ticket of FT with repro

violet snow
#

Should the perf/prof branch be opening Arma3_x64.exe instead of the perf/prof exe?

fickle geyser
#

Default exe is performance exe

empty goblet
#

it's just named performance / profiling on the dropbox/google drive so people know which binary they actually need because that was the purpose of manual downloads before steam branches

violet snow
#

I see thanks

shut ridge
#

So on the main thread what is wSimu supposed to be?

#

Also just trying to make sense of what is going on in this frame capture I have

whole cloud
#

World simulation

nocturne obsidian
#

Is the latest file in the 200Perf folder?

#

Okay so I've followed the steps but all I get in the launcher is "Game executable not found"

#

Nevermind I forgot to rename it

whole cloud
#

just use the steam branch, easier

onyx breach
#

May be a dumb question, but is there any down side/negative to using this performance branch? Is it worth having on even if your computer runs pretty well?

whole cloud
#

no downside

#

Well. The changes are experimental so they are not 100% tested and bugfree. You help test new performance improvements and bug fixes by using performance branch

#

but if there is an issue, I can usually fix it on the next day

onyx breach
#

Thanks for the info!

cyan prairie
#

So far so good for my group who use it clientside and serverside

weak panther
#

Hmm, I wanted to ask for a long time https://ibb.co/cLGvSnt
The players' radio protocols are displayed on my screen in the player's own language, not mine. Was that intended?
(On all official servers, no mods, profiling branch, my language is Russian)

silk pewter
fickle spade
#

Are there any problems with steam appid appeared for someone when switching to profiling branch on Linux? I'm using LGSM tool and it can not check Arma version from remote branch because of a wrong appId...

whole cloud
#

the appid doesn't change for profiling branch think

rain moth
#

Could be args being sent/parsed wrong

#

profiling branch is compatible with steamcmd

vale shoal
#

I have no clue if this is related to the perf branch but I have a strange behavior on my server.

When logging in into the Remote Desktop, the Arma 3 Executables suck (when I mean suck, I mean.. well you know) the complete CPU usage and the server is not controllable anymore

CPU: AMD Ryzen 9 3900

tribal bobcat
#

Has anyone benchmarked perf Branch vs Stable lately?

whole cloud
#

2.00.147110 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Optimized configClasses command performance if condition is "getNumber (_x >> 'scope') == 2"
  • Tweaked: Optimized configProperties command performance if condition is "isClass _x" or starts with "isClass _x &&"
  • Tweaked: Optimized configClasses command performance if condition is "true" or "getNumber (_x >> 'scope') > 0"
  • Tweaked: Optimized configProperties command performance if condition is "true" or not provided
  • Tweaked: Removed slight sound volume reduction when opening the map while in a vehicle
  • Fixed: Groups in Eden Editor Compositions were not correctly put into a separate layer
  • Fixed: Potential playSound game crash - https://feedback.bistudio.com/T155687
  • Fixed: magazinesAmmoFull only returning empty arrays on Linux servers - https://feedback.bistudio.com/T155504
  • Fixed: Game crash - https://feedback.bistudio.com/T155648
  • Fixed: Game crash - https://feedback.bistudio.com/T155299
  • Fixed: onTreeExpanded/onTreeCollapsed event not firing when an item was double clicked - https://feedback.bistudio.com/T154819
  • Fixed: HandleChatMessage eventhandler not working properly for system messages
  • Fixed: Eden Editor move widget behaving erratically when moving the cursor off-axis - https://feedback.bistudio.com/T155172
  • Fixed: Not being able to remove a picture with lnbSetPicture - https://feedback.bistudio.com/T155366
  • Fixed: Crash/freeze when sending a chat message from within a HandleChatMessage Event Handler
  • Fixed: Crash/freeze when calling setAccTime from within a HandleAccTime Event Handler
rain moth
#

possibility of checking starts with for configClasses and scope as well?

whole cloud
#

starts?

#

Ah like the second line?

#

ofc possible, but not 2.02

cyan prairie
#

Can you drop a message as of when you get time to update Dropbox etc

whole cloud
#

Dwarden does that

cyan prairie
#

Ah okay thanks bud

marble mason
tribal bobcat
#

But more consistent

#

Would be interesting to see more fps data like lowest 1% and 0.1%

whole cloud
#

The perf branch performance optimizations are in scripting and Multiplayer.
Both things that YAAB doesn't test.

tribal bobcat
#

Suppose a better test would be recording performance over a multiplayer session then

whole cloud
#

but MP sessions are also always different, people don't move the same way and do the same things

#

If you want to see a performance difference.
Load Arma with mods (CUP, RHS, 3CB for example) open zeus and search for something. Then repeat that while using performance build

#

Or go to functions viewer and look at BIS_fnc_arsenal with and without performance build

empty goblet
cyan prairie
#

Top man thank you

whole cloud
#

diag_codePerformance [{0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0}, 0, 100000];
Before
0.170-0.180
After:
0.162-0.174
With SQF Bytecode:
0.00071

cyan prairie
#

Yikes that's quick

whole cloud
#

The annoying thing is that my "After" didn't work as well as I wanted 😢

cyan prairie
#

What happened?

#

Oh what you wanted it faster?

pallid pebble
#
  • Tweaked: Increased default network bandwidth settings
    Ah are those the settings you talked about earlier? if so is there a chance of those being pushed with 2.02 then or?
whole cloud
#

Yes I hoped it would be faster (I deleted my message above accidentally so have this edit here as replacement)

yes, no

pallid pebble
#

Ah so still 2.04?

whole cloud
#

ju. and 2.02 perf/prof then

pallid pebble
#

Got it, thanks blobcat_bongo_a

whole cloud
#

I see the profiling wasn't actually pushed yet sweating

pallid pebble
#

👀

whole cloud
#

You didn't see nuthin

pallid pebble
cyan prairie
#

👀 ooo did I miss stuff

young ivy
#

Are stable and perf branches compatible? Can I connect to dedicated server based on stable branch using perf client?

young ivy
#

Thanks

whole cloud
#

2.00.147171 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: server.cfg option to ignore errors that would otherwise abort scenario starts
  • Tweaked: Optimized performance of ShipX simulation water collision checks
  • Tweaked: fullCrew now returns all position names in consistent lower-case - https://feedback.bistudio.com/T155660
  • Tweaked: Increased default network bandwidth settings
  • Tweaked: BattlEye update
  • Fixed: AI not reacting if the player shot from a vehicle and left the vehicle before the shot impacted
quaint flame
#

No __has_include("") notlikemeowcry

whole cloud
#

not in profiling branch

cyan prairie
#

Increase default network bandwidth

What effect would this have? Servers get more stable with Internet? Sorry probably stupid question

#

And increase data transmitted when needed?

fickle geyser
#

Yes, it should utilize modern connections more efficiently. Old values were tailored for Modem age pepe_laugh

#

And missions should DL faster from servers.

cyan prairie
#

Oh nice one

#

@fickle geyser apologies for the tag

Would this also speed up scripts that are ran globally across server and clients

fickle geyser
#

Doubt

silk pewter
#

(scripts are not run across the network, they send data over it)
it may improve server-client communication, but it might be invisible at that level

cyan prairie
#

Thanks guys

silk summit
#

I hope that the performance and bandwidth improvements done to the 2.00.147171 PROFILING branch with PERFORMANCE binaries make it into Main_branch in 2021 😆 blobcloseenjoy

whole cloud
#

wat why

silk summit
#

I was told that most performance optimizations found on the PERFORMANCE binearies eventually make it into the main stable release...

#

So that is not the case?

cyan prairie
#

Yes It's all included with every stable update I think

#

It's like a dev branch but stable build compatible

Thats how I understood it

rain moth
#

Some changes might be, some changes might not be

gritty wasp
#

Yes, it should utilize modern connections more efficiently. Old values were tailored for Modem age
Is it something about default values for class sockets in basic.cfg? As much as I remember too high values can cause login to server issues.

whole cloud
#

that too

#

correct it can

whole cloud
#

Hey hey, quick survey for the "sound getting stuck when opening map" fix.
Anyone still have any major problems with that or are people generally happy with it?

quaint flame
#

Hmm, I am on prof branch and the sound still switches from interior to exterior and fades slowly. What has changed ? 😄

whole cloud
#

wat

#

┬─┬ ノ( ゜-゜ノ)

whole cloud
#

So, this fix was pushed on 14.12, and only a month and a half later someone tells me it doesn't work, and I check and indeed, it doesn't. Visual Studio is doing weird macro stuff and it no worky.
It was never actually enabled.

#
#if (defined(Stuff1) || defined(Stuff2) || defined(Stuff3))
#define _MAP_SOUND_POS_FIX 1
#endif

#if _MAP_SOUND_POS_FIX // true
#define _MAP_SOUND_POS_FIX (defined(Stuff1) || defined(Stuff2) || defined(Stuff3))

#if _MAP_SOUND_POS_FIX // false

notlikemeow

pallid pebble
#

wat

whole cloud
#

When something is not working or doesn't feel right, please just tell me :/

#

dozens of people told me how great the fix is, or how bad the volume reduction is.
But noone actually tried it out it seems

quaint flame
#

Yeah, I totally trusted you 😛

whole cloud
#

Good that you caught it now... I asked because I wanted to merge it into 2.02 because the "test" results on #perf_prof_branch were so positive

fickle geyser
#

I just complained about the idea of lowering the volume but never tried it. meowtrash

left fiber
whole cloud
#

dropbox is not the main source

#

main source is steam, dropbox is done manually with delay

left fiber
cyan prairie
#

Dwarden will post when he does it probably next week:)

stray prawn
#

how to connect per steamcmd to the newest profiling files?

rain moth
#

use the app_update <app_id> [-beta <betaname>] [-betapassword <password>] [validate] to fetch other branches than the default public branch

silk pewter
#

this wiki is definitely very useful, thank you

cyan prairie
#

So we can log into the RCON and do this ourselves rather than asking our provider to do it?

whole cloud
#

RCON? no, RCON is something different

cyan prairie
#

Ah okay never mind haha

#

I use GTX and just give them the link of latest exe and they do it for me

rare brook
#

is LogObjectNotFound option available in latest prof/perform builds (class AdvancedOptions) ?

whole cloud
#

yes

fickle geyser
#

what about description.ext parsing toggle?

#

I've set it to disabled but it seemed to be still parsed. Not sure if a bug or not implemented in profiling.

whole cloud
#

same

#

works on my server ¯_(ツ)_/¯

fickle geyser
#

thomp if it's supposed to work then it does not for me. And some of our mission files are missing on the list :D

#

We have tons of them on the server, it was not cleaned up for a years xD

stray prawn
#

how can i get the performance files per steamcmd? the profiling i get so far.

rain moth
#

performance files are included in profiling branch

#

they replace the regular binaries

whole cloud
rain moth
#

app_update <app_id> [-beta <betaname>] [-betapassword <password>] [validate]

#

maybe adjust to use same naming

#

so app_update <appID> [-beta <branch code>] [-betapassword <access code>] [validate]

empty goblet
#

the files are on dropbox/google drive just for those who can't download via steam / steamcmd

quaint flame
#

I tested the

Fixed: "Sound listener position not following the camera while the map screen is open" was not actually enabled previously
and the sound in the interior still changes quite a bit e.g., wind noise etc his removed when opening the map

#

Is that intended?

whole cloud
#

I guess wind noise might be triggered by camera position/simulation, which doesn't really run while on map

quaint flame
#

hmm okay

whole cloud
#

its not nice, but probably not something I wanna fix unless its super easy to fix.
But investigating why it happens probably already costs an hour

quaint flame
#

Would be nice to get it 100% fixed. If you need a ticket let me know

cyan prairie
#

Dwarden can you drop a message when it's uploaded the latest exe :) thanks pal

whole cloud
#

v12 probably next tuesday, is the plan for now atleast

cyan prairie
#

Ah okay thank you I thought he was replying to something haha

empty goblet
#

sry @cyan prairie it took longer than expected, i'm on crippled network which needs some rebuilding

cyan prairie
#

No need to apologise bud

😟 sorry to hear about that.. sounds figity and hard work

quaint flame
whole cloud
#

huh

#

I'll test that :u

quaint flame
#

Thanks 🙂

whole cloud
#

I tested

#if __has_include ("test2.sqf")
blap
#endif

and that worked, correctly printed blap in output.
But didn't test actually doing include in there 🤣

quaint flame
#

😬

whole cloud
#

Ah yes thank you preprocessor.

#if __has_include ("test2.sqf")
#include "test2.sqf"
#endif

Result:

"#line 1 ""userconfig\test.sqf""


#include ""test2.sqf""


"

😄

quaint flame
#

😄

#

Do you need a ticket for that?

whole cloud
#

nono

#

Fixed salute

cyan prairie
#

Hes quick 💪

silk pewter
cyan prairie
#

🤣

whole cloud
#

@quaint flame
#if __has_include ("test2.sqf")

#include "test2.sqf"
#endif

that may work, note the empty line

quaint flame
#

Okay, gonna test it as soon as it's available

whole cloud
#

full fix should be on prof on tuesday

whole cloud
quaint flame
#

The hasInclude thing?

whole cloud
#

ye

quaint flame
#

I thought it was.

#

I believe here was the first time I read about it ?!?

whole cloud
#

its on dev branch, but its not listed on #perf_prof_branch changelogs and I just tried to merge the fix but got conflicts because stuff wasn't there

quaint flame
#

¯_(ツ)_/¯

#

Hard to keep track of all the new stuff

whole cloud
#

yes

analog jolt
#

Hmm... So does #if __has_include ("") also work outside it's own addon? Eg. to check if a config.cpp exists of an external mod?

And more importantly; would that also work in config files?
Because that would allow us to make config inheritance work depending on external mods (eg. only create object when mod X exists, or change variable in config based on version of external addon)

whole cloud
#

it works same as #include

#

config.cpp will probably not exist because it will be a config.bin

#

its a preprocessor thing. preprocessor is the same for config and script

fickle geyser
#

but what if u have an addon with unbinned config thomp

#

can the result of __has_include depend on order of mods in modline or somthing? Or is arma loading all the mods at once into the filesystem.

#

I assume all is available at once as you do not care for loadorder with #include

whole cloud
#

it first loads all the pbo's

#

before it starts loading configs

fickle geyser
#

👍 so it will work.

whole cloud
#

except CfgPatches maybe? Not sure. it should

#

Didn't try ¯_(ツ)_/¯

fickle geyser
#

@quaint flame can try for his 3den enchanced thingy.

quaint flame
#

That's the plan meowthis

torpid river
#

Performance is the default exe when on the branch correct?

#

So if I api steam to dl perf branch on the players clients via our launcher the steam game launch should work?

#

🤔

whole cloud
#

ye

shell iris
#

hi

#

is there a new memory allocator available to download in this branch?

nocturne obsidian
#

no

shell iris
#

is the dm compiled no longer used?

rain moth
#

You should be able to use the same as for the public branch

whole cloud
#

yeah just use the default that ships with Arma

#

Tho I use the one I compiled and probably sent in here a year or two ago.
But mainly only because i know that hugePages actually works there

mellow lark
#

I've been using cma_x64 for a long time now, nets me about 15-20% improvement (avx2 and hugepages), so definitely worth it.

whole cloud
#

2.00.147241 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Improved load time of the campaigns menu - https://feedback.bistudio.com/T156007
  • Fixed: Backpack duplication bug
  • Fixed: Not being able to use scripts in Eden Editor that don't return Nothing
  • Fixed: Crash on startup when the installation path contained Unicode characters - https://feedback.bistudio.com/T156271
  • Fixed: CEdit mouse selection not being able to select text that is on the left outside of the view area - https://feedback.bistudio.com/T156218
  • Fixed: CfgEnvSound sound when used as trigger effect would not stop on trigger deactivation
  • Fixed: selectDiarySubject command was not working - https://feedback.bistudio.com/T154260
  • Fixed: createDiarySubject picture parameter would have no effect
  • Fixed: processDiaryLink was not working during briefings
  • Fixed: When diary records share the same title, some records could not be selected
  • Fixed: UI control sounds were affected by fadeRadio - https://feedback.bistudio.com/T156517
  • Fixed: playSound3D would not play remotely if the volume was set >5
quaint flame
#

__has_include("") fix also in there?

whole cloud
#

Still.

#

None of the preprocessor things are in there

whole cloud
#

but has_include fix will be on next dev and RC branch update

#

did you try out the empty line after #if thing?

quaint flame
#

uhhh notlikemeow

#

Yeah ok, that seems to work.

pallid island
#

There's a little white bar on the right side of the diary box. Is that new from the latest version, or am I misremembering?

feral harness
#

Those are placeholders for diary subject icons, will be gone with data update

pallid island
#

Oh cool, thank you

cyan prairie
#

just had our server crash can i drop my mini dump here? the servers on the prof branch

#
world:    lythium
Prev. code bytes: 74 04 F0 FF 47 08 48 89 7C D0 08 48 85 C9 74 0C
Fault code bytes: F0 FF 49 08 75 06 48 8B 01 FF 50 08 48 85 FF 0F
=======================================================
note: Minidump has been generated into the file arma3\arma3server_x64_2021-02-15_15-00-37.mdmp```
#

ah i cant upload here

whole cloud
#

better FT ticket

cyan prairie
#

im trying i cant see where to create a ticket lol

#

found it

#

if theres anything else let me know dedmen just tag me or message me directly if required

rare brook
#

just found server side fps drops approximately after 2-3 hours of running mission from 180 till 40-50 fps. No matter how many AIs will be spawned on map. Is it a common behavior for arma server (checked it on stable & performance branches , win platform)?

quaint flame
#

Wasn't this fixed by dedmen?

rare brook
#

custom mission (CTI) with cup mods on board only

#

can test it without mods but believe the results will be the same

silk pewter
#

ideally try an official mission, less chances of script error

rare brook
#

like warlords ?

silk pewter
#

yes, or any other (maybe lighter?) official mission

rare brook
#

I think warlords will suit my needs better since its more related to CTI mode 🙂

#

but talking about warlord off. servers: do you have there similar problems with sudden fps drops after 2-3 hours of running ?

silk pewter
#

I don't know, I am no BI official and I don't play Warlords (sorry) 😬

#

@rare brook what's your game version?

rare brook
#

server has: v2.00.147171

whole cloud
quaint flame
#

ok

rare brook
#

guess it happens with regular ai spawning according to mission logic (since spawn process can happen until current round on server ends)

empty goblet
#

well if the mission isn't crazy scripted (meaning bad practises) or bugged, best to share the mission with Dedmen so he can test it

#

suggestion like test Warlords isn't optimal cause different scripting might be the trigger

whole cloud
#

still waiting on someone to actually tell me from profiling captureFrame about what's actually causing the slowdown

#

I don't have time to setup a server and sit around for hours for something that I maybe can't even reproduce

empty goblet
#

oh, i expected the issue he mentioned being manifested auto so you just run let it run

quaint flame
#

Despite not mentioned in the dev changelog, hasInclude is now working as expected. Thanks 🙂

fickle spade
#

@whole cloud , you've some interesting tools about profiling as I remember. Could you please share it once again?

whole cloud
#

profiling what

pallid pebble
whole cloud
#

also don't ping reeeeeee

fickle spade
#

Oh, I'm about pinging

#

Profiling scripts, yes.

fickle spade
#

I remember screenshots with a nice graphics...

whole cloud
pallid pebble
fickle spade
#

It's not me😲

whole cloud
#

click there

fickle spade
#

Rrr. Sory, I'm confusing with a lot of messages

#

Thanks to you all. Will find it

whole cloud
#

my pizza is done, no more pings today reeeeee
ArmaScriptProfiler is on my steam workshop

pallid pebble
#

I tried using that recently but it borked for me ablobderpy

fickle spade
#

Thanks!

whole cloud
#

its not a dog, its a piece of software

pallid pebble
#

But a piece of software can bork too

whole cloud
#

I think workshop is currently working

#

it was broken in the past probably

#

maybe i fixed since then

pallid pebble
#

I'll test it again at some point, it was borked around the time I joined the discord

#

It just crashed my game when I tried loading with it, good chance that I was doing something wrong tho blobdoggoshruggoogly

fickle spade
#

The github repository for ArmaScriptProfiler is still actual?

whole cloud
#

ju

#

Maybe missing the "compileScript" command? Don't think I committed that yet

merry shuttle
whole cloud
#

nooooooo ping

heady parcel
#

oof

empty goblet
#

note: if any of you has any crashdumps from recent (or latest) versions of profiling, make sure you put it on feedback tracker then shared url or DMed download (7zip of rpt/mdmp/bidmp) to me

rain moth
#

time for new profiling/performance build then? 😄

whole cloud
#

ETA 30-50 minutes

#

But atleast not hours like on 2.00. I was more prepared this time JordHappy

pallid pebble
#

even more stuff to bork

rose moth
#

It's hard to do it instantly, because the way Prof Branch gets put together, it relies on the data on main branch as well (it's additive). We'll launch it ASAP 🙂

rain moth
#

great! 👍

silk pewter
#

addictive*

whole cloud
#

2.02.147322 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit

  • Sync with 2.02 main branch; remerged some changes that were also in 2.00 profiling
     - Added: server.cfg option to ignore errors that would otherwise abort scenario starts
     - Tweaked: Optimized performance of ShipX simulation water collision checks
     - Tweaked: fullCrew now returns all position names in consistent lower-case - https://feedback.bistudio.com/T155660
     - Tweaked: Increased default network bandwidth settings
     - Tweaked: Experimental script performance improvement
     - Tweaked: Improved load time of the campaigns menu - https://feedback.bistudio.com/T156007
     - Tweaked: Improved size efficiency of script variable serialization
     - Fixed: selectDiarySubject command was not working - https://feedback.bistudio.com/T154260
     - Fixed: createDiarySubject picture parameter would have no effect
     - Fixed: AI not reacting if the player shot from a vehicle and left the vehicle before the shot impacted
     - Fixed: Vehicle sound attenuation being disabled while the map screen is open
     - Fixed: Sound listener position not following the camera while the map screen is open
     - Fixed: processDiaryLink was not working during briefings
     - Fixed: Backpack duplication bug
     - Fixed: When diary records share the same title, some records could not be selected
     - Fixed: Not being able to use scripts in Eden Editor that don't return Nothing
     - Fixed: UI control sounds were affected by fadeRadio - https://feedback.bistudio.com/T156517
     - Fixed: playSound3D would not play remotely if the volume was set >5
     - Fixed: Crash on startup when the installation path contained Unicode characters - https://feedback.bistudio.com/T156271
     - Fixed: CEdit mouse selection not being able to select text that is on the left outside of the view area - https://feedback.bistudio.com/T156218
     - Fixed: CfgEnvSound sound when used as trigger effect would not stop on trigger deactivation
pallid pebble
#

stop posting new stuff, you're gonna make my ctrl+c/ctrl+v wera out notlikemeow

whole cloud
pallid pebble
pallid pebble
#

also I dont want to keep filling up the arma channels of the units im in with the new stuff

whole cloud
#

Next profiling build is ETA still this week.
With new toys

patent dome
whole cloud
#

digs around in a huge stack of documents
Give me a minute

#

initBandwidth 32kbit to 250kbit (assumed starting bandwidth before regulating up/down)
minBandwidth per socket from 8kbit to 32kbit (minimum required bandwidth)

(this is the minBandwidth you set in basic.cfg)
MinBandwidth on dedicated-server from 0.256mbit/s to 8mbit/s
MinBandwidth on non-dedicated server from 0.064mbit/s to 1mbit/s

silk pewter
#

what about 56k compat?

whole cloud
#

no :u

silk pewter
#

think of the 1900's people!

whole cloud
#

The minimum is still 32kbit so you can still lag along with your 56k

patent dome
#

Thank you!

whole cloud
#

one thing to watch out for is faster mission download speeds. For that its sufficient to just run profiling on server.

rain moth
#

🎉

patent dome
#

We already change all those settings in our basic.cfg, I wanted to check if the new defaults went higher than our current settings.

#

I assume that if we already change these settings the profiling branch won't give an improvement?

whole cloud
#

ye

#

Would be nice if someone who didn't already change them can report that it makes a noticable improvement 🙃

rain moth
#

I can disable our network conf and see if anyone complains 😄

whole cloud
#

Also this changes the defaults on clientside too. I have no idea what difference that will make.
It should allow faster upload to server. So we'll see where that potentially helps

empty goblet
#

for start, the warlords official large servers are on 2.02 profiling v00 too

rain moth
#

so now we can have nice 500 MB custom audio clips without having to wait for so long while joining? 😉

pallid pebble
empty goblet
#

nah more likely there will be some A3L admin complaining his 1.34GB large mission file is causing issues

quaint flame
#

It's funny, and then there are ppl complaining that their mission.sqm has 500 lines of code more due to my mod 😄

empty goblet
#

hey i still remember times when the wiser one binarized sqm to make sure it's small and fast 😉

inland dew
#

Dwarden, nice to see you here, among us. It's good to divert attention to make it less difficult for you right now

whole cloud
empty goblet
#

i will update the dropbox/google drive with the profiling builds sometime later ... just finishing official servers

quaint flame
#

😄

rain moth
#

"but we're not even using your units!!" - "the eden properties are generic and can be used on all units"

torpid river
#

Well I mean... non binarized 3den attribute data on entities can make a mission quite large, but I mean that's what the binarization is for

quaint flame
#

Yeah I told ppl to use binarization but they refused to, for whatever reason.

rain moth
#

gets fancy new editor, complains about features in fancy new editor

quaint flame
#

I heard there are still ppl using the 2D editor👀

cerulean coyote
#

noob question: i saw some guide recommending using this build for better performance, i mostly play multiplayer with other ppl who run the stable release and nothing else, would running the profiling build mess with something on the server? I know arma is weird like that.
And is running this build to gain more performance its intended use
and also on the forum post nd wiki i read about the PERF and PROF, and the PROF being maybe slower cuz of the debugging layer thingy? Is the steam beta thing PERF or PROF

pallid pebble
cerulean coyote
#

i see

#

i remember just as 2.0 came out i had to stop using it, cuz i guess it didnt update yet, and it wouldnt let me connect to servers

#

because the steam beta says performance profiling.. so idk if its PERF or PROF since it reads like its both xd

pallid pebble
#

ye the update around 2.00 took a few days

#

the 2.02 update got released yesterday though

olive coral
#

Yes, when the main branch is updated you need to wait a little bit before being able to use the perf again (because they need to update it too), iirc there's multiple binaries, one for perf (default) and one for profiling

cerulean coyote
#

also interesting, i didnt know there were different server builds that might increase other users performance as well

pallid pebble
#

ye there's a performance/profiling branch for servers

cerulean coyote
cerulean coyote
pallid pebble
#

you can find more info in the pins iirc

rain moth
#

all steam branches are on the biki as well

#

with codes for how to unlock them

cerulean coyote
#

yes i see and i unlocked the profiling one, the description says its profiling+performance tho, and not just performance, should i be looking for a performance only build on the forum?

#

thats my only confusion right now: since theres a profiling.. and a performance thing (build?), is the steam branch both the profiling (which i dont have a use for, with the debugging layer) and the performance build in 1, is there no way to choose just the performance one, and should i look for a performance only thingy in the dropbox

rain moth
#

performance is the default binary on profiling branch

#

so if you run the game via the launcher etc it will use the performance binary

#

profiling binary is separate one on profiling branch

#

so if you want performance binary, use profiling branch in steam

cerulean coyote
#

i see, thanks, and sorry for giving you a headache xd

rain moth
#

it's not super obvious

whole cloud
cerulean coyote
#

Is there a reason why this just isn't the stable build, since it improves performance so much?

#

Does it remove some features?

pallid pebble
whole cloud
#

We can't update stable build every week

silk pewter
#

well you could, but it would be mayhem 😄

whole cloud
#

Not really. Every stable update needs a full QA check, we don't have that many resources.
We can of course just skip doing QA for updates and look at everything being on fire

quaint flame
#

Just make it open source, we take care of the bugs 🔥 🔥 🔥

cerulean coyote
#

Omg open source arma would be amazing

#

But wait even when stable gets updated its not as performant as this build xd

whole cloud
#

it is

#

most changes from perf/prof also land in next stable version

#

As the zeus performance fixes that now landed.
And textbox rendering stuff
And game startup speed stuff
And general scripting performance stuff
and all the bugfixes that profiling branch had earlier

viral portal
#

Will it soon be on dropbox/google drive ?

whole cloud
#

There will be new build tomorrow anyway

#

depends on Dwardens time

viral portal
#

oki

charred estuary
#

You’re killing it. Since Arma 2 I was wishing Arma would run like this branch does

#

Its been fantastic

whole cloud
#

Hey hey, its good but not thaat good 😄

nocturne obsidian
#

After years of releases being a complete mess at launch, rarely containing content or scripting features we care about its nice to have two in a row we haven't had to roll back. They even include changes we care about and improve our mods! Both have included performance fixes that have helped certain circumstances which is more than welcome.

whole cloud
#

I looked through older changelogs a few days ago. and woah..

#

I didn't remember them being so small.

#

looking at the engine parts of the changelogs going all the way back to early 2018. The last two updates were in the top 3 biggest.

pallid pebble
pallid pebble
#

I'mma cut out a piece of it for each of them

#

oops

feral harness
#

i am actually tempted to make something (like mission game mode thingy)

silk pewter
#

👀

nocturne obsidian
#

I really feel quite strongly that the DLC strategy desperately hurt Arma 3's engine development. It is only now its in sunset support the bugs are getting fixed and the scripting engine glaring holes are being patched. It is very much appreciated these last 2 releases have been fantastic. I hope the DLC strategy changes in the future, if there is a future for Arma.

pallid pebble
#

new game mode thingy sounds interesting 👀

#

heh that reminds me that the endgame wikipage still mentions that the code will be rewritten to support different faction combat compositions at some point

whole cloud
whole cloud
pallid pebble
#

free roam as in free roam between tasks, or?

#

or are you a free roam bio dev

nocturne obsidian
#

One of the things I hated most about the DLCs especially Apex and Tac Ops was the way the AI got changed to make the DLC function, rather than fixing that aspects of the AI it just got tweaked so the new stuff would work breaking a bunch of stuff that wasn't those DLCs. I am not sure a free roamer could do anything but desperately try to undo the damage the rest of the team was doing in their haste

whole cloud
#

Yeah. A programmer that doesn't have to constantly deliver features.
But someone just for bugfixing, small tweaks, the stuff that doesn't bring in money, which of course, is expensive.
And it usually makes more sense to just get new features done better and faster, than fixing old "minor" bugs that the majority of players didn't even care or think about.

nocturne obsidian
#

Well it kind of does and doesn't. I feel it games it really doesn't and isn't valued, in engineering generally it is however some companies care about fixing bugs first.

analog jolt
#

looks at average AAA game dev

nocturne obsidian
#

One of the things my AI mod has done is when running Apex missions and Tac ops mission is completely break them, because idle AI spot you from a mile away. I see why they did it but it had major consequences.

#

Arma 2's support was different, we had that long string of betas with new engine features that kept advancing the game and what it could do with ACE and other mods benefiting from it. BI presumably made less money but it was better for the player base.

whole cloud
nocturne obsidian
#

Yep its nice to see and positively wishing for it to continue and be the strategy moving forward!

pallid pebble
#

^

nocturne obsidian
#

I could use an event handler for when an AI changes its attack target.... 🙂

analog jolt
#

If Arma 3 would be EOL right now (so no more updates/content/support) I would still play it, because it's a great game and the community keeps it alive. So every patch/fix/etc which does come out is just a bonus in my eyes.
The money I've spend on the game and DLC's already paid back itself with the amount of hours I played the game

pallid pebble
#

oh yeah I've definetly gotten my money out of everything I bought in relation to arma aswell

torpid river
#

2.06? Yeah but what about 2.07

quaint flame
pallid pebble
#

hey who knows, maybe BI still has that plan filed away in some old storage room somewhere

quaint flame
#

yeah...sure

pallid pebble
#

Toootally gonna happen, right guys?

silk pewter
#

…guys? anyone?

worldly badge
#

listening to the whisper

cyan prairie
#

Wait 2.06 is gonna be another juicy one? 😈

whole cloud
silk pewter
#

they gonna add a bolt action rifle!
…and that's it

pallid pebble
whole cloud
#

2.02.147343 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: "forceMapOutsideColor" config option to CfgWorlds/OutsideTerrain to disable rendering of outside terrain on map
  • Added: Server-side log message when mods/signatures do not fit into the Steam Query data limit
  • Added: New mission config parameter AllowProfileGlasses - https://feedback.bistudio.com/T155328
  • Added: 3DEN warning message when attempting to edit a scenario which was saved using mods that modify 3DEN itself - https://feedback.bistudio.com/T154222
  • Added: drawIcon3D now has an option to separate the icon and text colors
  • Tweaked: Changed the active server browser tab after disconnecting from a server - https://feedback.bistudio.com/T156008
  • Tweaked: General performance improvement
  • Tweaked: Performance optimizations for AI CostMap generation
  • Fixed: setSoundEffect envSound did not delete with triggers
  • Fixed: "left" align on drawIcon3D was not working correctly
  • Fixed: It was possible to activate the GetIn action multiple times if a vehicle is using slow opening door animations (precise get in)
  • Fixed: Placing entities in Zeus was deducting the incorrect price - https://feedback.bistudio.com/T156972
  • Fixed: magazinesTurret would produce an error when the turret path length was greater than 1 - https://feedback.bistudio.com/T156981
rose moth
#

The last 2 entries are hotfix candidates, so confirming them would be most splendid salute

silk pewter
#

let's push for the hotfix of 2.04 → 2.02

whole cloud
#

@tribal pasture your magazinesTurret fix is also in

quaint flame
#

Love it, well done @feral harness

whole cloud
#

The text is still WIP @quaint flame
So if you have recommendations for changes

silk pewter
#

"Whatever the issue is, download Eden Enhanced. Period"
😄

quaint flame
#

I'd change 3DEN Editor to "Eden Editor"

#

Other than that it's clear and straight to the point

quaint flame
silk pewter
#

it was an attempt at humour 😭

silk pewter
#

y u min tu mi

pallid pebble
worldly badge
#

What if I say I don't like? 🙃

quaint flame
#

3DEN is the internal project name. While on the Biki and everywhere else it's called Eden Editor. That's why I suggested to change it. Either way will work though

cyan prairie
#

3den or Eden editor is the best mixed with FEN

lethal trench
#

I'm only seeing 2.00 exes on dropbox and google drive. Should we be getting them somewhere else?

silk pewter
lethal trench
#

ah, so on that branch the default is perf then prof are the explicitly named ones?

silk pewter
#

I would believe so, idk if there are the profiling exe too

whole cloud
#

yes

silk pewter
#

indeed 🙂

quaint flame
#

What am I missing here. I am on Profiling via Steam -> Betas -> Profiling

#

but diag_captureSlowFrame is not available

torpid river
#

Using profiling exe or performance exe?

quaint flame
#

ah

#

Apparently the launcher tells me I am on Profiling Branch but doesn't actually use the profiling exe =/

#

I wish there was a way to switch the exe from within the launcher

silk pewter
#

ticket @ Dedmen!

torpid river
#

Its both the profiling and performance branch

#

Idk i dont think its too difficult to swap it out or launch via a bat considering you are most likely wanting to run specific addons for debugging as well

#

Having the perf exe as default is perfect for forcing my unit members to run perf exe

quaint flame
#

Ticket for the launcher

#

Guess it's worth a shot

silk pewter
#

I would say "quite unlikely", but clearly not impossible so yes! 👍

pallid pebble
nocturne obsidian
#

Are the Google drive and dropbox still getting updated or is the only route now to get the binaries via the branch?

quaint flame
#

Dwarden will update them as soon as he can I guess

spiral pond
#

possible to pin steamCMD code to download?

whole cloud
#

The wiki page that has it is pinned

spiral pond
#

does the sample update inside your arma install or relative to steamCMD? (or is path parameter needed)

whole cloud
#

it uses the last known path

#

if you set custom path, it should reuse that

empty goblet
#

the v01 binaries are on the dropbox/google drive

rapid cradle
nocturne obsidian
#

Hello. I’m not sure if this is known but I’ve noticed an odd issue with the profiling branch. It appears that whenever it is active or used, keybinds and settings in arma 3 reset, until eventually retuning back to the base ARMA exec. Has anyone got an idea of why that is?

violet elbow
#

Haven't noticed that happening. Running any mods?

nocturne obsidian
#

Not at all. It was an issue I had yesterday, and it seemed that by changing back to the base build all keybinds, game and video settings stayed.

#

In the profiling build it would immediately reset. At times video settings would reset mid gameplay

quaint flame
viral portal
#

When i use latest perf01 all Achilles commands in Zeus are blocked, why is that? I know Achilles are not in dev anymore and Zeus enhanced took over - but why are Achilles blocked in latest Perf/prof ?

feral harness
#

Can you be more specific?

viral portal
#

Cant use any Achilles commands/modules when in Zeus, going back to to original 2.02 exe on my client it works again.

feral harness
#

That is not specific. Can you give example what is working in 2.02 and is not working any more in perf?

viral portal
#

When trying to apply a Achilles like "Add/Remove editable objects" nothing happens when i press left mouse btn - works normal on all other than achilles modules. If back to non perf 2.02 they work again.

whole cloud
#

so you can place it, but the UI doesn't open?

raven delta
#

I occasionally have similar issues where no module works, for example I could place a Smoke shell down, the module just sticks there and does nothing. (happened yesterday)

In the past we have also had no module at all works, end scenario, lambs, anything at all.

cyan prairie
#

Why not just use ZEN its the same as achillies Well it's better lol

viral portal
#

I dont think i can place it - only the cursor changes to what it should but it stops there and no UI opens.

whole cloud
#

ah so clicking doesn't place it down

#

I had that bug too on friday when I tried to fix something different and F'ed it up

#

It could also be the bug on table where zeus will use different prices for things.
But if you have prices disabled and everything is free, you shouldn't notice that, and that was fixed on profiling

#

not being able to place, vs being able to place and UI not opening are very different issues

viral portal
#

No pricing on anything here - using on my server running Domination mission coop.

raven delta
whole cloud
#

@viral portal Can you retest on non profiling branch but on RC branch, steam access code Arma3Hotfix202RC
Its important as we want to release the hotfix soon.
After thats out I can be more calm and look at profiling being potentially bad.
If the hotfix is broken too however, I need to know that before we push it out

whole cloud
#

Latest profiling branch client on server running 2.02 stable
Ares module works fine for me

cyan prairie
#

Is there a changelog for the hotfix? Or is it better to wait till the hotfix is released?

whole cloud
#

if you have a bug then tell

cyan prairie
#

only the setUnitCombatMode not working the group leader overwrites mode BLUE and tells them to open fire

#

And the disableAI "COVER" making the AI go weird

#

Nothing like a crash sorry to disappoint haha

whole cloud
#

is that new in 2.00 though?

cyan prairie
#

Yea

#

Most recent 2.02

whole cloud
#

setUnitCombatMode in general is new. The disableAI too?

#

setUnitCombatMode so far doesn't sound critical to me

#

and we didn't change AI in 2.02 so disableAI suddenly being broken?

cyan prairie
#

I only saw KJU post the ticket recently and tried it myself

It MAY have been existing but maybe only spotted recently

I think a dev has assigned himself to the disableai bug

whole cloud
#

"Dec 29 2020" not new

cyan prairie
#

Myself and genesis the author of vcom was trying to use this new command to help vcom AI movement in engagements as in vanilla combat mode the ai seem to get stuck and not move efficiently thats why we were using the setUnitCombatMode to try get them to move a bit faster

Genesis did test the new command in 2.03 I think its called setUnitCombatBehaviour and its magnificent 😊😊

cyan prairie
inland dew
#

have several players on our servers that reported a crash without any errors when they go to scenarios after 2.02 update

#

2.02 stable, most likely

whole cloud
#

yes was fixed

#

but are they running mods @inland dew ?

inland dew
#

no mods - vanilla

whole cloud
#

oh. Hm. Well fixed whereever it was

feral harness
#

setUnitCombatMode exposes engine methods, if it doesn’t work as expected the engine doesn’t work as expected, I wouldn’t keep high hopes for any changes in ai functionality at this point as it can break everything