#perf_prof_branch

1 messages ยท Page 40 of 1

autumn timber
#

I have absolutely no repro for this but just wanted to note that issues with picking up items from dead bodies are still happening.

After dying and respawning in Wasteland, I wasn't able to take my backpack back (nothing was happening) and when I decided to pick up my UAV terminal, it... vanished

whole cloud
#

all my changes were reverted, the bugs that are still there are just old bugs

autumn timber
#

Isn't this something that has "always been happening"?
Low RPM engine sound coming from no discernible direction and you have to jump out of the vehicle (sound still playing) and jump back in for it to stop?

#

Had that multiple times in various vehicles

kindred radish
pallid pebble
queen owl
silk pewter
#

nah, you forgot the SUPER ULTRA MEGA ++ option

#

obviously

queen owl
#

Ok so it's just about adding more pluses and superlatives in the end? Got it, I'll fix it right away

whole cloud
#

I think I checked the engine side and thought yours was already maxed

kindred radish
queen owl
#

Well there must be some mod loaded

whole cloud
#

Object quality..
Ah it's config entry

queen owl
#

The same as scenecomplexity iirc

whole cloud
#

Ah no, you can add more to that one via config

#

Yes scene complexity == obj quality

kindred radish
#

never saw it before, guess its newish ^^

queen owl
kindred radish
#

my first thought was it's dedmen's work. since i run performance build ๐Ÿ˜„

queen owl
hushed seal
queen owl
#

๐Ÿ˜€ That would certainly be descriptive enough. Kinda like the maximum shadow detail setting used to be called "Batman"

hushed seal
#

๐Ÿ˜„ what a great name

indigo zinc
#

I have a few questions about the perf/prof branches on the client, is using the code CautionSpecialProfilingAndTestingBranchArma3 still the right way to enable it like the wiki indicates (the fact that it can also be downloaded from dropbox/gdrive confuses me)?
It also looks like it's fully compatible with the stable version on the server, is there any risk of breaking/slowing down/doing anything bad to the server if I use the perf branch as the client?

hushed seal
#

like this

#

been using perf as a client, no one complained yet ๐Ÿ˜„

indigo zinc
#

ok, thank you for the details

#

While I'm at it, I can now see the "Profiling" image top left of my launcher but how do I know if it's using profiling or perf?
Also any advice on the right mem allocator to use, I've always used the default one

hushed seal
#

perf is default, for profilling you need to launch from the profilling.exe (which steam doesn't do by default)

#

if you're running profilling you have a permament watermark in the bottom right/left of your screen

cerulean agate
#

Hi, It can be serverside only ?

silk pewter
cerulean agate
#

This branch can be serverside only or not ?

quaint flame
#

yes

#

it's compatible with stable

stone patio
#

What's best malloc?

pallid pebble
knotty moth
#

CMA

charred heart
heady parcel
#

Gotta get it via steam other wise have to wait for dewarden to find time to upload it.

charred heart
#

oh, so only on dev branch? thought they might have been removed from gdrive for some reason, thx

heady parcel
#

Dev branch no, profiling / performance branch...

empty goblet
#

i was sort of expecting newer perf/prof to materialize (it didn't) and forgot to add that one ...

whole cloud
#

new prof build today, you can put that on dropbox then ๐Ÿ˜„

empty goblet
heady parcel
#

lol

silk pewter
#

see? the stars are aligned!

rain moth
#

will there be updated perf with 2.04 today? ๐Ÿ™‚

whole cloud
#

Either that, or well disable perf branch till we are able to get a build

#

Should happen in the next 2 hours

#

If we can't get it to work well force switch people back to main branch by disabling Prof branch temporarily

rain moth
#

๐Ÿ‘

#

I'll just change our depot sync to not include profiling depot for now then ๐Ÿ˜„

whole cloud
#

Prof branch has been updated. But need to verify if 32bit Linux binary is correct

hexed verge
#

does that mean current linux 32bit build is still 2.04.147538?

whole cloud
#

2.04 is new

hexed verge
#

testing right now on server then. client is also on perf branch atm

kindred radish
#

Server performance build not compatible with the stable branch ? I put the latest performance exe on our server and clients with the stable branch couldn't connect ๐Ÿค”

kindred radish
#

I did as far i can tell, not the first time i do this. Guess Steam messed something up ๐Ÿคทโ€โ™‚๏ธ
Will try again next server restart.

hexed verge
#

clients running stable and perfbranch can connect to the linux dedicated server 32bit performance built just fine so far.

i am running some zeus mission right now to see if anything errors but it looks like it is working just fine.

autumn timber
#

Sign it please; I need these sqfc files meowsweats

iron saddle
#

A3 2.04 support SQF Bytecode, sqfc isn't the same thing?

autumn timber
#

Yes

iron saddle
#

Then you don't need the companion

autumn timber
#

AFAIR support and actual files containing code are different things

iron saddle
#

Oh I see, sorry for the mistake

rain moth
#

dedmen_f contained sqfc'ified base functions

#

and some loading of them

autumn timber
#

Anyway, I can't connect to servers with the companion mod anymore ๐Ÿ˜ฆ

#

I can't feel better than other people anymore

gritty wasp
#

So how can third party modders compile sqfc?

kindred radish
#

Not sure how to use it tho ๐Ÿ˜†

neon harbor
#

yeah I'd be interested too. the documentation is a bit... uuh... short

stark canyon
#

you put the config in the folder you are running the executable from. that is all really.
for example in my testing the config is in Q:

{
  "inputDirs": [
    "Q:/"
  ],
  "includePaths": [
    "Q:/",
    "P:/"
  ],
  "excludeList": [
  ],
  "outputDir": "Q:/out",
  "workerThreads": 8
}

and my .bat does this

@echo off 

subst Q: "D:\__git\_tools\asc\test"
Q:

"D:\__git\_tools\asc\ArmaScriptCompiler.exe"

subst Q: /D

pause
exit

which works for the most part

#

when using it properly i think you're supposed to make the input dirs follow the addon prefix though (like it would in the P drive) because it saves the path it compiled from near the end of the .sqfc

fickle geyser
#

It does not seem to be fully ready, can't exclude files, only folders. Hashmap commands seem to fail.

stark canyon
#

the parsing isnt entirely correct either i dont think, because both those files that failed in that image work fine ingame

gritty wasp
#

How to check that byte code used?

Create sqf
Compile
Modify sqf
Pack and check expected behaviour

Or better way exist?

whole cloud
whole cloud
whole cloud
whole cloud
whole cloud
#

2.04.147541 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit

  • Sync with 2.04 main branch
whole cloud
#

Next one probably tomorrow. This is missing some experimental things that were in 2.02 prof towards the end, I'll readd all of that for v1

whole cloud
gritty wasp
#

Include Paths is for optional includes?
Parser seems does not support relative path or I miss something.
Error on #include "file.sqf"

whole cloud
#

includes can be optional?

#

it does support relative path

gritty wasp
#

My bad. Not optional, but third party from other paths as ace refer to a3

whole cloud
#

yeah

#

usually pdrive

rain moth
#

at least one path in includePaths should be your work drive in the format DRIVE:/, must be three characters and must have trailing forward slash

gritty wasp
#

Parser seems like does not support compileScript. unexpected [

whole cloud
#

correct

#

I just pushed new script commands a few minutes ago

#

including compileScript.
So everything should compile now

quaint flame
#

Are we going to create a Biki How to page?

whole cloud
#

not yet

fickle geyser
whole cloud
#

I wanted excludes to be regex anyway

fickle geyser
#

๐Ÿ™

whole cloud
#

its a contains check now

fickle geyser
#

will be needed to exclude initSettings.sqf addKeybindings.sqf etc.

whole cloud
#

just add "initSettings.sqf" to exclude

fickle geyser
#

did not work

whole cloud
#

it checks
filePath.contains(excludeItem)

#

lua script config would give you maximum configurability if you want it

fickle geyser
#

meh, json is good just needs some more options.

fickle geyser
whole cloud
#

ah

#

its lowercase

#

initsettings.sqf

fickle geyser
#

ah, then it would make sense to lowercase the config input I guess.

#

thx

whole cloud
#

yeah ๐Ÿ˜„

fickle geyser
#

it works

whole cloud
#

fix pushed

kindred radish
#

Is there a ready to use version of the ScriptCompiler ? I have no clue how to compile it ๐Ÿ˜„ (Tried CMake but no success)

rain moth
#

you can download prebuilt binary from github

merry shuttle
#

Except that it doesn't build the binaries currently (last 3 didn't build)

rain moth
#

Guess I need to fix so the newer commits builds as well think

merry shuttle
#

Yup ๐Ÿ™‚

rain moth
#

last successful build includes the json config support at least

kindred radish
#

Thanks guys ๐Ÿ™‚

whole cloud
#

Should've fixed the build

rain moth
# whole cloud Should've fixed the build

error C2338: You must have an even number of arguments for a key, value ... list. (compiling source file D:\a\ArmaScriptCompiler\ArmaScriptCompiler\src\luaHandler.cpp) [D:\a\ArmaScriptCompiler\ArmaScriptCompiler\build-win64\ArmaScriptCompiler.vcxproj]

whole cloud
#

yeah stuffs wip

kindred radish
#

Will the .sqf fallback always be required ? Or will there be a way to only use the .sqfc ? (Not sure if it's the right channel for these questions)

whole cloud
autumn timber
charred dagger
#

Hey, my group's trying to use the performance binary - we normally start our servers with .bat files, but with the performance binary they were getting a connection failed message. Is there anything we have to do other than just replace/rename the original .exe? Is there anything in the .rpt we should look for?

whole cloud
#

Nope, just replace exe (with the correct one) and done

#

Where did you download from?

#

Do you have 2.04?

#

Because you can download the old/previous version on Dropbox. But that's not a good idea

charred dagger
#

202, don't see 204 on the Google Drive. Are we able to run the performance beta code in Steam like with client exes?

whole cloud
#

yeah the new ones might not be up yet. Dropbox and Google drive are done manually

#

Yes. It's the same for the server install

charred dagger
#

Ah, cool

#

we'll try that, thanks

whole cloud
#

2.04.147581 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Warning if a server fails to bind to the BattlEye port
  • Tweaked: Performance improvement for PBO file lookups
  • Fixed: _forEachIndex variable inside forEach over HashMaps was broken
  • Fixed: Crash when saving a singleplayer game while a forEach over a HashMap was running
  • Fixed: Sound volume resetting when switching audio output device - https://feedback.bistudio.com/T158124
  • Fixed: Crash related to createSimpleObject
fickle spade
whole cloud
#

between perfprof builds

cold vale
#

These builds still haven't been uploaded yet?

night mulch
#

it has if you are on performance branch

cold vale
#

I'm a bit confused as I see different build numbers and significantly different exe timestamps for the perf exe vs the prof exe on the branch

Original output filename: Arma3RetailProfile_Server_x64
Exe timestamp: 2021/04/23 04:22:03
Current time:  2021/05/05 07:05:53
Type: Public
Build: Profile
Version: 2.04.147541
```compared to 

Original output filename: Arma3Retail_Server_x64
Exe timestamp: 2021/05/03 15:35:45
Current time: 2021/05/05 15:14:04
Type: Public
Build: Stable
Version: 2.04.147581

whole cloud
#

๐Ÿค”

#

"2.04.147541" was the v0 one

#

its possible that there were issues with building

marble mason
#

Any chance that we can get anLogObjectNotFound
setting for the client version of the
Client: Object 5:1219 (type Type_96) not found. error? its really spamming our rpts alot.

thin wyvern
#

I see this message in my .rpt Download of the list of servers has failed: https://www.bistudio.com/export/servers/official -> C:\Users\name\AppData\Local\Arma 3\OfficialServersCache\tmp.json

empty goblet
empty goblet
#

anyone else with the same error ? at which build

thin wyvern
empty goblet
rain moth
#

will profiling branch be updated to include the new cdlc depot?

thin wyvern
empty goblet
#

erase the tmp.json , rename your list.json to list.json_ and restart the launcher / game

thin wyvern
#

min

thin wyvern
#

And I don't use launcher...start game with batch file.

#

SOG servers is online too๐Ÿ‘Œ๐Ÿผ

whole cloud
#

2.04.147593 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Ability to configure Picture in Picture resolution
  • Tweaked: Moved PiP view distance setting to a slider
  • Fixed: TrackIR head rotation not synchronizing in multiplayer
  • Fixed: A rare crash

Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
If you don't load the companion mod you will get the message "No entry 'bin\config.bin/CfgVideoOptions.PiPVisibility'" at startup, but you can just click OK and Arma will launch and run fine.

quaint flame
#

๐Ÿ˜ฎ

#

PiP is getting some love

silk pewter
#

off to test I see ๐Ÿ˜„

quaint flame
#

XD

#

Stalker

silk pewter
#

no, Arma 3

quaint flame
#

off to cry rather

#

Hmm, game starts anyway

#

nvm, mod has just been updated

#

๐Ÿ˜„

whole cloud
whole cloud
silk pewter
#

next setting: Overkill

covert grove
silk pewter
#

and I thought I was running Folding@Home for medicineโ€ฆ while it was for Arma render

rose moth
#

Why is it not called "Miller"? MillerTarget

#

Or perhaps "Earthquake" is fitting ๐Ÿ˜‰

hushed seal
hushed seal
#

Shame on me....

whole cloud
#

I'll try to fix it for next prof update next week ๐Ÿ™ƒ
But it doesn't cause any harm right now

neon pond
#

can somebody please upload the latest builds on the drive/dropbox , thanks ahead

whole cloud
#

@empty goblet ๐Ÿ™ƒ

boreal wigeon
#

@tame marsh it uses the default key that is also used by the game.

vale shoal
whole cloud
#

servermod probably

#

are you running windows server and its also a popup error there?

finite gyro
#

arma wiki directs me to the dropbox/gdrive which only have 2.02 files there

#

I can't seem to find the 2.04 anywhere

vale shoal
#

yes @whole cloud

whole cloud
quaint flame
#

@vale shoal It was fixed for me by a mod update. Hasn't happened since

vale shoal
#

I dont use the companion on the server

#

I just asked because I might have to because of the popup window

hushed seal
whole cloud
#

Its video settings, servers don't tend to have video settings

topaz steppe
#

first time using the profiling branch, just asking if I got it right: the normal arma3_x64.exe is the performance binary, and the arma3profiling_x64.exe is the profiling binary?

fickle geyser
#

yes

topaz steppe
#

thanks ๐Ÿ‘

wise wadi
#

as for PiP settings, it seems thermals are more pixelated than before

whole cloud
#

Where can I get a thermal pip for testing?

silk pewter
#

AAF MRAP iirc

#

if not, the Ifrit should have it

maiden wasp
maiden wasp
#

Scratch that, am actually getting it on both.

wise wadi
nocturne obsidian
#

anyone know anything about bugged player slots

quaint flame
#

Someone probably does.

cyan prairie
#

Define bugged player slots?

silk pewter
#

the ones with a bug, obviously

night mulch
#

I think its the bug when you select a mission and then the player slots dont appear, usually it resolves after a while for me but it could also be caused by a missing dependency

whole cloud
#

PiP on 512

#

PiP on 4k

#

looks basically the same does it? ๐Ÿค”

worldly badge
#

Yeah. Is this a new setting that to set a forced resolution of it?

whole cloud
#

Video options lets you set PiP resolution

#

but Ti doesn't seem to care

worldly badge
#

Ah

hexed verge
#

does TI have its own internal sampling rate? E.g. is scales the resolution down by some value inside the source code?

whole cloud
#

certainly seems like it ยฏ_(ใƒ„)_/ยฏ

whole cloud
#

look at these bois

whole cloud
#

Splendid 2k bois... looks exactly the same oof

silk pewter
whole cloud
#

Beautiful 1k thermal PiP (instead of 128) :u

autumn timber
#

Scared to ask but here we go: what about the delay? ๐Ÿ˜ฌ

whole cloud
#

it renders 1 PiP frame per frame

#

there are 8 pip render targets. so 1/8th framerate.
if you run 60fps that should be somewhat acceptable I guess

#

I'll try to make it faster but I can only do 1 PiP per frame

autumn timber
#

Please tell me that rear-view mirrors won't be showing you "the past" anymore ๐Ÿ™

empty goblet
#

just in relation to above duscssion, i do wonder, separate PIP refresh rate slider or dropdown (as setting) is out of question?

silk pewter
#

pings Dedmen furiously

whole cloud
#

I can't speed it up beyond 1 PiP frame per frame

#

and if you have 4 active PiP cameras, that'll be one update every 4 frames

uneven quartz
#

Does the janky HDR effects on TI create the PiP problem?

whole cloud
#

what janky HDR effects? what PiP problem?

uneven quartz
#

The high amount of aliasing at the edges on the PiP image

#

But by the janky HDR I mean how HDR makes the TI image go from a kind of greyscale to just a sea of black with white heat spots

autumn timber
#

if you run 60fps that should be somewhat acceptable I guess
Having 60fps inside a vehicle is a rather tough challenge, I'd dare to say ๐Ÿ˜ฆ
So I'd rather use 30fps as a baseline. I don't know how many cameras there are in the hunter but that gives you less than 10fps for the mirrors ๐Ÿ˜ฆ

quaint flame
#

The Angara Tank will be fun ๐Ÿ˜„

whole cloud
#

Ti PiP does some weird stuff to downscale the screen first to cameraRes/4, then again /4 to artificially blur it and then it blows it back up which can make it look weird.
The contrast of (only black and white, no proper greyscale) I wanted to fix but not really sure how yet, probably won't fix that

inland dew
#

In T140 Angara tank you have several screens and you have to have PiP on, because screens are the only possibility to see from inside

uneven quartz
#

I suppose they might have been trying to make TI screens look worse than DTV. That's fair since they are usually less than HD resolutions in real life.

whole cloud
#

Yes seems like it.
Even after my fixes its still lower res.
1k if you set to 4k (2k will be max on release)

quaint flame
#

1k is pretty good given that it's never full screen

uneven quartz
#

Yeah, a lot of TI imagers used on armoured vehicles today are only 720 resolution. Top of the line are up to 1080. 4k isn't really a thing for thermal imaging yet. So in many cases Arma3 optic view TI is too sharp. The heavy aliasing on the edges is largely what is making it look worse than it perhaps should in PiP

stone patio
#

So on the server side when you install performance build do I run the arma3_x64.exe or arma3profiling_x64.exe ?

#

What is the difference between the profiling and perf build?

rain moth
#

server should use arma3server_x64.exe which is the performance binary. profiling can provide extra logging for investigation by developers

vale shoal
#

also the headlessclients getting it

merry shuttle
vale shoal
#

as servermod?

merry shuttle
#

Yes

vale shoal
#

meow ๐Ÿฑ ok, thanks

#

and the HCs should run it as -mod ?

merry shuttle
#

Yes, try it.

vale shoal
#

ok, I set the configs - will load them on the next auto restart and call again if there are any problems

vale shoal
#

works fine

whole cloud
#

ugh what a time sink to get this working properly, but hopefully now noone complains anymore ๐Ÿฟ

pallid pebble
#

blep Fancy

whole cloud
inland dew
whole cloud
#

video isn't loading the companion mod

inland dew
#

unfortunately no time for Arma now...

whole cloud
#

no

#

thats pretty much completely unrelated to that TrackIR thing??

inland dew
#

unrelated to TrackIR, yes, but not unrelated to choppers
I though since you have fixed TrackIR stuff, you could also fix this

#

been like this since 2013

upper wigeon
#

@inland dew Do you have more than one joystick bound to cyclic left/right? When I upgraded joysticks I noticed the same problem, removing all binds of the old joystick fixed the problem for me but I flew with it for a year before I accidentally fixed it.

half tartan
#

I recently looked at this command CautionSpecialProfilingAndTestingBranchArma3 from Arma 3 and downloaded your most recent post from the workshop

#

If I have it selected for that beta, along with the workshop mod downloaded, is there anything else I need to do? and If I could get some more information on what exactly this does I would appreciate it

#

From my understanding the workshop mod and the beta help provide performance gains?

covert grove
stray prawn
#

how may i fix this line? 'No entry "big/confing.bin/cfgvideoOptions/PiPVisibility"?

quaint flame
#

Load the companion mod

#

See pinned message

stray prawn
#

how to download per parameter? app_update 2419451036 says "access denied"

rain moth
#

workshop_download_item 107410 2419451036 to fetch workshop data

trim ether
#

The pinned message suggests that the companion mod is optional, but the server will not proceed past the warning if the mod is not present. Is this working as intended ?

silk pewter
trim ether
#

I was just checking that it was intended behaviour. I know I can avoid it by adding the mod, but that is not so straight forward with our server management tools, as we routinely swap between vanilla and perf builds. Thanks

whole cloud
#

fix for that on monday

#

wasn't really intended.
But as you can just click it away and everything continues working just fine, not a priority

#

atleast on windows client/server you can just click it away, dunno about linux?

hexed verge
#

linux x86 works just fine, you see the config error pop up but it just continues

inland burrow
#

The new PiP settings are pretty awesome blobcloseenjoy

vast siren
#

new PiP settings?

inland burrow
#

Check the last pinned message

hearty sierra
#

Is it just me or is headtracking in the latest profiling branch exaggerated ? I mean, I can, without changing my settings, turn my head about 380 degrees, which would normally get me an exorcist in my house...

autumn timber
#

You mean it wasn't like that in earlier versions or did you just start testing with the profiling branch?
Turning your head 380 degrees was possible to do for as long as I remember (with FreeTrack)

hearty sierra
#

Yeah, but it is much more exaggerated now... I had it set up so that it was halfway "normal", but the same settings now allow this stuff

#

Also, I wish you could stop the headtracking when you look through optics

autumn timber
hearty sierra
#

Yeah, and with the exaggerated movement, it's next to impossible to aim anymore ๐Ÿ˜

autumn timber
#

In theory, you can set a deadzone which may help you, but it's still annoying because in the heat of the moment it's really easy to forget that you still have to hold your head almost perfectly still because any minimal movement (just outside of the deadzone value) will make you instantly lose track of where you're actually looking relative to your body ๐Ÿ˜ฌ

hearty sierra
#

Yeah... and to top it all off, head tracking and ALT freelook add up, so you can turn your head 400 degrees and then look down into the stump of your neck... I wonder why headtracking doesn't use basically the same method as ALT freelook... it does in vehicles

quaint flame
#

Sounds like I am not getting TrackIR anytime soon

whole cloud
inland burrow
#

Loaded Contact with the performance branch and the companion mod, but the new PiP settings weren't available, and I got the error on startup. Is that expected or...?

whole cloud
#

Then companion mod isn't loaded

#

if you get the pip config error, and the settings aren't visible, the compat mod isn't loaded

quaint flame
#

I remember there was a change to the bandwidth settings? Was this only performance bin. or did this make it into stable?
Also, are the new values set automatically or do I need to change them in the server.cfg?

whole cloud
#

its still in perf

#

Defaults were changed. You can still override them in server.cfg (and should for MinBandwidth)

hearty sierra
#

And headtracking never followed any constraints, like, with the appropriate sensitivity on the head tracker, you could always do an Exorcist and turn your head on your back, except for when you are in a vehicle

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But the big problem is that it's now really exaggerated

#

Also, while you're at it, is there a chance to get headtracking automatically disabled while looking through the scope of a gun ?

quaint flame
hearty sierra
#

Meh

whole cloud
hearty sierra
#

Strange

whole cloud
quaint flame
#

Are the 2.04 perf bin. on dropbox already?

#

The pinned link only goes up to 2.02

inland burrow
autumn timber
# whole cloud no

We'll buy you chocolate bars if you do ๐Ÿซ

Or maybe make it configurable in the options (although that would probably mean more work).
Anyway, since you have TrackIR you should be able to see the pain anyone who is trying to aim down sights has to go through ๐Ÿ˜•

But the big problem is that it's now really exaggerated
Tbh it's not a problem at all since you usually set a magnification factor for your own head movement anyway (because you don't want to really turn your head 120 degrees in RL to be able to look behind - and you simply can't because TrackIR will lose track of you ๐Ÿคทโ€โ™‚๏ธ ) so just modify that factor and you're good again.

hearty sierra
#

Maybe a script command to disable the tracking, can then be used in conjuntion with cameraView to disable tracking when in the gunner view

autumn timber
#

A script command would mean that unless you're playing on your own custom server with your own custom script running it simply will stay the way it is

whole cloud
#

I don't know where I would add such an option

#

Anyway, since you have TrackIR you should be able to see the pain anyone who is trying to aim down sights has to go through
I use a deadzone in the center, works fine for me

autumn timber
#

Maybe your deadzone is much much bigger than mine ๐Ÿค”

gritty wasp
autumn timber
#

This will easily quickly go out of sync with the game because you can rmb, rmb-hold, rmb in the context of a situation that doesn't change your ADS state, etc... @gritty wasp

gritty wasp
#

MinBandwidth == The upload bandwidth your server is guaranteed to have

Most of the time such approach end up with dying CPU and rpt full of pending messages reports. At least for me

whole cloud
#

then you set it too high, if you send so many messages that they don't get through

#

There may be servers/firewalls who interpret such a spam of UDP packets as being part of a DDoS attack and might throttle you below the bandwidth you're supposed to have

gritty wasp
#

Yep. So I think more reliable approach would be to somehow measure bandwidth to players. Or at least regions.
For example we have Hetzner 1Gb server in Germany but to some regions it barely hit 70mbit(speedtest)

gritty wasp
autumn timber
#

Obviously, I have though about that eariler.
Try to play like that for 30 minutes, in CQB and you'll see why this is really annoying ๐Ÿ˜› (to the point where I stopped using it at all) Also, Arma needs more hotkeys /s ๐Ÿ˜‰

Regarding the deadzone, I'm always looking around and the only moment when I really need the view to "snap" to my rifle is when I'm ADS (ADSing? how do you use that acronym correctly? :P), so my deadzone settings are really minimal - just enough to prevent the view from wandering around when I'm looking perfectly straight. Otherwise, one degree of difference doesn't change anything for me, when I'm looking 90 deg right.

Obvious getting in an out of the deadzone were annoying to me, so I toned them down as much as possible

whole cloud
#

Arma does auto-adjust network speed per player.
But if suddenly multiple players take full load and the servers bandwidth either in general, or to some network node that the players share is not enough, you'll drop messages.
But after a while all these players bandwidths will be dialed down

quaint flame
#

We are going to test higher values and if we drop messages just going to lower is until the issue is gone. Guess that's the only way to figure out a good value.

hushed seal
#

What I've tried (with @eternal karma) was lowering maxmsg send and upping the max data size for guaranteed and non guaranteed messages.

That really lowered the occurrence of "network pending" and the massive message sent spikes you can see with #monitor

whole cloud
#

2.04.147616 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Timeout for Arma 3 Units data acquisition (default 30 seconds, serverside)
  • Added: server.cfg option "armaUnitsTimeout" to configure the Arma 3 Units timeout
  • Fixed: PiP quality changes not updating the Post Process resolution
  • Fixed: Config entry not found error if launching without the Profiling companion mod (mod still required for the actual UI changes)

Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

fickle geyser
#

windows x64 host, we're having unpacked missions in mpmissions

#

earlier it was failing on our archived missions in .rar file so I've moved them out of the folder and it died on .md file now.

#

IDK if it was an issue in earlier prof builds as we were running stable since 2.04

whole cloud
#

Ono........

#

I blame @shell wyvern meowtrash

pallid pebble
#

you've did borked it

whole cloud
#

K problem solved, good night (I'll push fix tomorrow, or try to)

fickle geyser
#

What was the issue? ๐Ÿ˜„

whole cloud
#

I don't know what exactly, but i know what change it was. Will fix it tomorrow

shell wyvern
#

Oh man, sending all the blame my way ๐Ÿ‘€ ๐Ÿ˜†

#

At least we now know what weird edge cases we'll hit...

whole cloud
#

@fickle geyser when does the message come up? on mission selection? When you start that specific mission?
I cannot reproduce with just a mission as folder with a LICENSE.md inside.

#

I think I know what the issue is, but just pushing update and hoping it will fix it oof

fickle geyser
whole cloud
#

Can you zip me that folder and send it over?

fickle geyser
#

dm

whole cloud
#

welp didn't work out, but tomorrow then

whole cloud
#

2.04.147628 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: Crash when trying to load a mission from a folder (not PBO)
  • Fixed: Crash when loading some terrains

Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

rain moth
#
  • Fixed: Crash when loading some terrains
    weferlingen winter on linux? ๐Ÿ˜›
hexed verge
#

for me it was cherno 2020

#

tho have not tried with latest due to being at work

hexed verge
#

just tried it out again, seems to work now.

silk summit
#
  • Added: Timeout for Arma 3 Units data acquisition (default 30 seconds, serverside)
#

data acquisition? Related to radar/emission stuff?

whole cloud
pallid pebble
#

Thats an interesting way to reduce that problem heh

#

Instead of the expected approach of something like "lets get a better potato to run units service on", the approach is "lets reduce how little impact the bad potato has on the game"

whole cloud
#

Lets do the best I can

pallid pebble
#

True, guess that'd be something for the IT team to do

quaint flame
silk pewter
silk summit
whole cloud
fickle geyser
#

That's not the best idea... hide

pallid pebble
silk summit
pallid pebble
#

blobdoggoshruggoogly dunno how that stuff works

#

dont think that thats relevant to that timeout though

silk summit
pallid pebble
#

Huh? Sorry that I dont know the specifics of a timeout that was introduced roughly 2 days ago I guess?

#

I'm just pretty sure that you dont know what that timeout is actually for

silk summit
pallid pebble
#

Uhuh

silk summit
#

I am just happy that I've just learned so much ๐Ÿ˜†

nocturne obsidian
#

ยฐpeeks in, holding a 250 year old wooden boxยฐ Someone asked for dueling pistols?

silk summit
nocturne obsidian
#

Well, that IS the best outcome for bystanders :o)

silk summit
silk summit
pallid pebble
#

Most likely it'd be waiting for ages for units data, even if the units service is down

silk summit
pallid pebble
#

Wat

fickle geyser
silk summit
#

My guess is that nobody knows what that does, just AliveMen

fickle geyser
#

it configures how long arma server waits to acquire arma 3 units data for client...

silk summit
#

Perfect, my server couldn't care less about arma 3 units nor my clients so... 999999999999

#

I don't like my servers using bandwidth for features we don't care about anyway, so set it to NEVER ask anything about arma 3 units. Thank you for this parameter aliveMen!

fickle geyser
#

you want 0 timeout. You want to wait 0 seconds for the response.

silk summit
#

And using that analogy setting it to 9999999 would just make the server never continue with its normal operation or it just means that the server keeps pinging the units server for info while everything runs normally?

fickle geyser
#

Not 100% sure but iirc every time clients tries connect to server it tries to fetch his units data. That's why you get long joining / no slots when arma 3 units is down. As it waits for that data until client is let into lobby.

silk summit
whole cloud
pallid pebble
pallid pebble
whole cloud
#

So... I think changing PIP Quality leaves you with a blackscreen.
Can anyone confirm?

cobalt forge
#

Okay so it wasn't a mod that caused it then...
I can confirm it, that changing the PIP quality leaves you with a black screen.

whole cloud
#

Welp. I fixed that last week but apparently somehow lost one line of code between my local code and the code in profiling branch.....
Fix next week

pallid island
#

Just curious, does the performance branch reduce/reformat certain lines in mission.sqm? For example:

class data
{
  singleType="STRING";
  ...
};

instead of:

class data
{
  class type
  {
    type[] =
    {
      "STRING"
    };
  };
  ...
};
whole cloud
#

yes

#

more efficient

silk pewter
#

incoming to stable?

whole cloud
#

probably

silk pewter
#

yey

raven delta
#

Anyone having issues with drones not staying at altitude? they just drop to ~100m

feral harness
raven delta
#

I believe it is only perf branch. I have not had time to test further yet

feral harness
#

Could you please confirm that it is perf prof issue

whole cloud
#

2.04.147660 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Server performance improvement
  • Fixed: Changing PiP resolution resulted in a black screen (oops)
  • Fixed: Players now cannot get in vehicles with disabled simulation via the action menu
  • Fixed: "Engine" Event Handler parameter was flipped if an engine change came in over network

Note: This update comes with an experimental companion mod that adds new UI components for the video settings menu and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

quaint flame
#
  • Tweaked: Server performance improvement
    How ? ๐Ÿ™‚
whole cloud
#

I profiled on linux and found a place to do a 10-20% improvement

#

should also apply on windows.
I just never profiled a running server thats why I didn't find it before

tropic shuttle
#

"players now cannot get in vehicles with disable simulation via the action menรน"
blobcloseenjoy

quaint flame
whole cloud
#

The improvement is not on main thread tho, its on the seperate threads who do the networking.
But considering main thread is waiting for the seperate threads to be done with their work, it might (very likely does) influence main thread
But how much... dunno
They are also the threads with the highest CPU load

pallid pebble
#

Good guy dedmen making stuff work better bongocat

kindred radish
#

He should have been part of the team way earlier. Good work,keep it up ๐Ÿ‘

kindred radish
#

Arma players don't care about Geneva Conventions and for FPS gains we don't care about child labour blobdoggoshruggoogly ๐Ÿ˜‚

silk summit
#

Hell some would sell their own souls to the devil for 15 more FPSs!

#

Outstanding work from the Dedmen as usual

silk summit
#

Guys, now that we are getting official RegEx functions support, and knowing that RegEx is several (hundred) times faster than regular SQF. Are there any default loop in Arma 3 that runs on every single match and that could greatly benefit from this? I am thinking about perhaps: The Unit Stamina System; The vehicle's Radars; Basically scripts that currently hit FPSs the most

restive pilot
silk summit
#

From KK on that link: "I can assure you this method is one thousand hundred millions times faster and more efficient than current method used in ArmA 3."

silk summit
restive pilot
silk summit
#

If that is the case... why implement RegEx at all!?

silk pewter
#

โ€ฆthe community?

violet elbow
#

For mods.

restive pilot
#

which is faster than regex

silk pewter
#

although, I am quite sure there are some regex optimisations that could be done in old SQF scripts

restive pilot
silk summit
silk pewter
#

e.g BIS_fnc_inString maybe (if it doesn't already use in)

#

you should also look at the effort/gain ratio

#

if it saves 0.5s once, it's not super worthy
if Dedmen optimises the engine to gain 5FPS, now that's worthy

restive pilot
quaint flame
#

Nothing. Someone has to read up on Regular Expression

silk pewter
# silk summit Exactly!

but this is only "bringing regex to SQF", the engine most likely already used it / did not need it before

silk summit
silk pewter
#

โ€ฆwhat was your point again?

silk summit
quaint flame
#

anything that has to do with finding patterns in strings

silk pewter
#

so not a lot of places
see my answer here too

you should also look at the effort/gain ratio
if it saves 0.5s once, it's not super worthy
if Dedmen optimises the engine to gain 5FPS, now that's worthy

silk summit
silk pewter
#

fixing old functions with new commands may sound great, but sometimes it is not worthy and time better spent on something else

#

maybe the gain is 1000% faster, but since that search is only used twice in the mission, there is no point is "optimising" this

silk summit
#

Like an ambient conversation looping script that is constantly searching for nearby players etc

quaint flame
#

yeah

silk pewter
#

I can't think of string-searching loops really ๐Ÿคทโ€โ™‚๏ธ

quaint flame
#

true

silk pewter
quaint flame
#

also, loops don't kill your frame rates if done properly

restive pilot
silk summit
#

I see OLD MAN greatly benefiting from this thou. Haven't checked its scripts but I am pretty sure there are few that are constantly comparing player position vs an array of markers which I believe would be optimised by RegEx but again... just speculation.

#

I got my question answered anyway

quaint flame
#

old man does not suffer bad fps because of the scripts

silk summit
#

Basically there are no places where RegEx could benefit vanilla SQF scripts

quaint flame
#

it suffers because it's a huge open world mission with tons of objects in urban areas

#

That's what arma is bad at

quaint flame
silk summit
#

Please excuse my headstronglyness (made up word btw)

quaint flame
#

all good

feral harness
#

In many cases doing built in string searches are more fast and efficient than using regex even normal parsers donโ€™t use regex. Regex has very specific uses, sure you can use surgeonโ€™s scalpel to cut a loaf of bread but if you already have bread knife in your drawer, why do you want to?

#

as for my statements, you took it out of the context, at the time there were literally no string manipulation commands in sqf and everything was done via toArray and toString. I made extension that would let you manipulate string that was as fast as C++ due to in and out type being string already.

silk summit
silk pewter
#

*onward, throw in the hammers!!*

silk summit
#

Like "let loose the punches"?

#

Or more like "The police is chasing you Drop your weapons"?

silk pewter
#

Non-native here as well,
I meant something like "throw in the moderator's hammer" as in "add the hammers to the mix", really having big guns out for only a minor issue :blush:

whole cloud
silk pewter
whole cloud
whole cloud
silk summit
whole cloud
#

Looks to me like Valmont thinks regex is some faster kind of scripting.
Its not, regex is literally only string comparisons.
Nothing with loops or generic scripts, only string comparisons

silk summit
#

You are late to the punching bag party

#

But, If you want to release some steam by all means please use my stupid face as much as you want

silk pewter
#

no

#

No bulli the @silk summit if he learns ๐Ÿ™‚

whole cloud
#

Just clarifying what regex is (which so far I haven't seen anyone do). Don't take that as a personal attack

#

The feature that CAN optimize these things you're talking about though is optimized bytecode

#

which vanilla isn't doing yet.
And probably won't be that noticable anyway

silk summit
#

Besides I deserve everything I got coming... because I keep defending my stupidity and I hate guys who do that but I end up being that guy I hate sometimes :*(

#

Yeah RegEX would probably sound like "The best new toy" or the "game changing feature" for a noob like me but like KK kindly explained... that was many years ago and currently Arma 3 already has "equally good" solutions implemented

whole cloud
#

currently Arma 3 already has "equally good" solutions implemented
No it doesn't

#

There is lots more stuff. But RegEx is still good/important enough for me to spend a couple days of my time on it

silk summit
feral harness
#

currently Arma 3 already has "equally good" solutions implemented

meowfacepalm ๐Ÿคฆโ€โ™‚๏ธ ๐Ÿคฆโ€โ™€๏ธ ๐Ÿ™„ I donโ€™t even... how did you come to this conclusion after what I said?

silk summit
#

Like I tend to mess things up

eternal karma
whole cloud
#

yes

eternal karma
#

@whole cloud do you recommend running -bandwidthalg=2 with the new profiling server

whole cloud
#

yes

eternal karma
#

tyty

#

any specific mem alloc recommended?

whole cloud
#

no

nocturne obsidian
#

At the moment the limiting factor for us in our games is not in the scheduled or unscheduled environment, all the gain and cost is client side inside of rendr on the wPrep, oPrep and wDraw. Ace is taking up to about 2ms on per frame handlers so optimisations that work there would help but we have basically moved just about everything else server side now (or got rid of it) leaving the growth in those 3 areas being 90% of the issue.

I don't know what practically can be done about wPrep, oPrep and wDraw costs from our end beyond reducing mission complexity. If you put 50 v 50 AI in a fight in an empty field you see a substantial climb in those 3 together.

quaint flame
#

That's exactly what we have observed as well. Scripting it almost neglectable if done half way properly.

nocturne obsidian
silk pewter
#

@nocturne obsidianhi,
it is not really related to #perf_prof_branch (about Arma 3performance profiling branch), you will have better chances in #arma3_questions actually ^^

nocturne obsidian
#

ยฐfaintsยฐ that's 250 stairs... again

#

and i got nothing there, nada, zip, line and sinker

#

oh, ok, i just read "profiling" and since i only want to follow that guide, not having any clue really what this or that branch is, i thought i might have a higher chane here :o)

#

A lot of the malloc stuff just isn't really worth messing with anyway. Last time we did a bunch of testing of it and the current default is optimal.

#

oh! okay.

#

The main thing is getting hugepages working, that did show a worthwhile gain and the existing malloc supports it but getting Windows to do it can be a pain.

#

I sure won't get my panties in a jiffy for 5 FPS more, i expected 15 at least.

kindred radish
#

Any server admins (running perf + companion mod) with much more CPU load and Server FPS fluctuation compared to stable ?

kindred radish
#
  • in some situations something causes a Server FPS boost (+ 20 - 30 FPS) for a short moment and then it goes back to normal. ๐Ÿค”
silk summit
cyan prairie
#

He said the word which we do not speak of!

silk summit
whole cloud
#

adds fps limiter

high wedge
whole cloud
#

2.04.147732 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 32/64-bit, linux server 32/64-bit

Note: This update comes with an experimental companion mod that adds new UI components for the video settings and Eden Editor menus and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

golden wedge
#

Is the version correct? I don't see the 2.04.147738. I just downloaded the 2.04.147732.

whole cloud
#

๐Ÿค”

#

uh yes it seems to be 147732.... I blame our buildserver
pout_kitty_triggered

pallid pebble
kindred radish
#

Not that it has any negative effect as far as i know, i was just curious if any other server admins have the same effect^^

vale shoal
#

we also have some huge CPU load issues after the latest update, sadly

autumn timber
#

I'd suggest comparing the servers after an hour or so because your stable build values have not been obtained just after restart

whole cloud
#

Can't think of any change that would cause that notlikemeow

kindred radish
viral portal
#

Wonder why the Zeus camera cant look up ? You can look left/right/down - but not up.

silk pewter
viral portal
#

Also Camera keys cant be assigned to arrow keys - maybe a good fix /feature for a future perf-prof version ๐Ÿ™‚

whole cloud
#

Its specific code to prevent it from looking up, I also wondered about that when I touched it, but its always been like that so someone intended it to be that way

silk pewter
#

I guess we should ask Mr Zeus himself

viral portal
#

Yer thats what i thought too - just cant find a good reason why - i tried ๐Ÿ™‚

uneven quartz
#

- Tweaked: Light flare effect is now visible during the day, if daylight is enabled for a light source - https://feedback.bistudio.com/T152896 Is it possible to change the color of the flare in daylight or are they always white? Regarding the UGL flare shell ammo

quaint flame
pallid island
#

Did the camera control system change with this update? Right now, Forwards/Backwards dollys the camera and Up/Down moves the camera relative to where you're looking (ex. going "up" while looking down at the ground moves you North instead of only gaining height). I don't remember it being like this but I might just be crazy

obtuse swallow
#
  • Fixed: Server would kick players when a scenario contained a custom models with textures
    wait you can add models to a scenario? I guess as simple objects?
feral harness
quaint flame
#

But I also thought it's just me being crazy

quaint flame
#

Yep, camera movement definitely changed.

modern spade
#

Safe to revert to stable branch from profiling branch?

quaint flame
#

I have to admit though. This is actually kinda nice. So if you know how you break it, would it be possible to have that as alternative movement? ๐Ÿ˜ฎ

modern spade
#

Well that's a relief, thank you for the swift reply!

pallid pebble
quaint flame
#

Yeah, was my conclusion as well.

whole cloud
whole cloud
whole cloud
quaint flame
quaint flame
quaint flame
#

I changed the preset and didn't notice.

#

Gonne retry later

pallid pebble
whole cloud
#

without the mod you wouldn't have the "force load" button

uneven quartz
# whole cloud Afaik they use the lights color.

lightColor[] from the cfgAmmo class or one added in the class Light1 of the effectflare class of the ammo? because lightColor[] from ammo only seems to affect the colour of the flare at night.

whole cloud
#

Well for scripted lights with flare, it uses the lights color.
For flare simulation ammo, I'm not sure what it uses

uneven quartz
#

There's somewhat odd behaviour on the flare shells in that you can use flare parameters on it for the night time - flare size etc. but the daytime one only shows if there's class Light1 type effect in the effectFlare. Seems it uses two lights in parallel

autumn timber
# whole cloud thats a bug, fixed next update

For once, I would have loved hearing the phrase "it's not a bug, it's a feature!" ๐Ÿ˜ฆ
This [the old "correct"] movement scheme has always been bugging me so I was actually happy to hear it has changed

whole cloud
whole cloud
#

Zeus Master agrees that making it an option is good.
So I'll put it on the list

pallid pebble
quaint flame
quaint flame
#

About the "Load Anyway" feature. Currently one has to click through four or five different dialogs before one can start editing. While it's not super bad it looks kinda unpolished. Is this going to be changed?

whole cloud
#

no

#

This way you are sufficiently aware that what you are doing can cause unforseen consequences and isn't really supported

quaint flame
#

Yep, true.

#

Oh wow, I just realized that the warning text didn't make it into the final version.

#

Or is that supposed to be in the last, empty dialog?

whole cloud
#

the last dialog has warning text

#

it also isn't skipped by the "close all"

quaint flame
#

This one I guess

whole cloud
#

uff.
But the translation is there

quaint flame
#

If the text is there then forget everything I said before.

pallid pebble
#

Is it good to have the warning at the end? That might lead to people just clicking through it after reading the first 2 or 3 messages

whole cloud
#

it should be there, and I didn't typo the stringtable entry

quaint flame
pallid pebble
#

Yup

quaint flame
whole cloud
#

STR_3DEN_Display3DENRequiredAddons_warningForceLoad

quaint flame
#

It's not there yet

rose moth
#

I did not yet add any new strings for 2.06 nor pack them, so I guess they will not be available.

whole cloud
#

its in my companion mod's stringtable

quaint flame
#

๐Ÿ˜„

whole cloud
#

or should be atleast

quaint flame
#

I loaded the mod this time. I am not to blame ๐Ÿ˜›

whole cloud
#

force load button and its tooltip are in there too.
And I guess you see these?

quaint flame
#

Nope

whole cloud
quaint flame
#

The screenshot I posted is what I get. The empty dialog

whole cloud
#
    <Key ID="STR_A3_RscDisplayOptionsVideo_CA_PIPVisibility_tooltip">
      <Original>PIP drawing distance.</Original>
    </Key>
    
    <Key ID="STR_3DEN_Display3DENRequiredAddons_btnForceLoad">
      <Original>Force Load</Original>
    </Key>
    
    <Key ID="STR_3DEN_Display3DENRequiredAddons_btnForceLoad_tooltip">
      <Original>Force loading of the scenario even though required content will be missing. Autosaving will be disabled until you next manually save. Consider backing up the scenario files first!</Original>
    </Key>
    
    <Key ID="STR_3DEN_Display3DENRequiredAddons_warningForceLoad">
      <Original>Mission was loaded despite missing addons. Some objects might be missing or not work correctly.\nAutosaves have been disabled until the next manual save.</Original>
    </Key>

is there something wrong with that?
its not $STR is it?

quaint flame
#

nope

#

I mean no $ needed

#

Looks good to me

#

Something is wrong with your mod. If I put these strings into my stringtable it works

whole cloud
#

you're right..

#

Thats the stringtable in the pbo

#

oops i guess

quaint flame
#

Happens

silk pewter
quaint flame
#

Discord issue

#

The thing was actually high res

silk pewter
#

get a bigger screen I told you ๐Ÿ˜„

quaint flame
#

Is it possible that the launcher doesn't save anymore whether or not DLCs were selected?

#

I selected them once, but now even if I deselect them and save the preset, they are re-enabled every time I restart the launcher.

fickle geyser
#

works fine for me. weird.

kindred radish
#

can we do something about the animation bugs when entering water from boats or land.
character starts floating and if you are to close to ground you might even die from "falldamage"

restive pilot
quaint flame
silk pewter
#

try clearing the launcher's settings mayhaps? (registry, xml, everything)

whole cloud
quaint flame
#

ok

#

I started happing after the last update which was not profiling but stable and added support for Iron Curtain. Sorry for posting it here

autumn timber
#

Unless you meant "floating" as in that weird "sitting"-like animation, then I didn't see it either

restive pilot
#

oh so you mean when you hit the terrain! meowsweats

#

yeah I think I'd seen that one before

autumn timber
#

I wonder if it's something fixable without messing the whole fall damage system up, in the process

kindred radish
#

I try to find a way to reproduce it

whole cloud
#

2.04.147757 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Improved performance of light flare handling
  • Tweaked: Increased number of dynamic lights for the Ultra setting from 16 to 32 (currently only with the companion mod, see below)
    -Fixed: Type attribute search in 3DEN was not reset when 'X' was clicked - https://feedback.bistudio.com/T158966
  • Fixed: Zeus/3DEN camera vertical movement with Q/Y hotkeys was not vertical
    -Fixed: Crash when placing vehicles with no resolution LODs in the model on a Dedicated Server in view of AI units - https://github.com/CBATeam/CBA_A3/issues/1440

Note: This update comes with an experimental companion mod that adds new UI components for the video settings and Eden Editor menus and also includes SQF Bytecode for most vanilla functions.
You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

silk summit
queen owl
#

How can you tell that over 32 lights gave a performance hit? I thought 32 was the hardcoded limit you couldn't mod higher.

#

Great change btw, I've waited for 4 years for that ๐Ÿ˜„

whole cloud
queen owl
vivid rune
#

I have a question about this point:
"-Fixed: Crash when placing vehicles with no resolution LODs in the model on a Dedicated Server in view of AI units - https://github.com/CBATeam/CBA_A3/issues/1440"

Is there also a fix in the arma engine for that or have been CBA only fixed?
I asked, because in the patch notes of the dev branch it looks like the arma engine has a fix too (because of the absence of the note to CBA).
And if yes, which kind of error handling is implemented?

PS: Thank you for that great bug fixing work. ๐Ÿ™‚

whole cloud
#

Is there also a fix in the arma engine for that or have been CBA only fixed?
If it weren't a fix in the arma engine, why would it be listed as fixed in the arma engine changelog Confused_Dog

vivid rune
whole cloud
#

Uh

#

not crashing the game type of error handling

vivid rune
#

Thanks, i understand. From now it is okay to have models without empty resolution LODs.

whole cloud
#

well this specific crash was fixed

#

I don't know if there are other places. The game doesn't really expect models without resolution lods. Can't know where else stuff might go wrong

kindred radish
#

Can anyone explain how to properly compile sqfc
I have a pbo loaded on the server, i compliled the scripts but its not loading the sqfc files (companion mod loaded)

I think it has something to do with the path at the end of each sqfc file
I had no problem to get it running in the missionfile ๐Ÿค”

#

at the end of the sqfc there is this path

/code/AEOG_FNC_HELICRASHDROP.sqf

The pbo is called exile_server.pbo and inside there is a folder code

I tried either way

exile_server/code/AEOG_FNC_HELICRASHDROP.sqf

But its not loading

#
  "inputDirs": [
    "D:/code/"
  ],
  "includePaths": [
    "D:/"
  ],
  "excludeList": [
    "missions_f_contact",
    "missions_f_epa",
    "missions_f_oldman",
    "missions_f_tank",
    "missions_f_beta",
    "showcases\\showcase",
    "\\unitplay\\",
    "\\backups\\"
  ],
  "outputDir": "D:/code",
  "workerThreads": 8
}
whole cloud
#

i compliled the scripts but its not loading the sqfc files
how are you checking?

#

at the end of the sqfc there is this path
what is "at the end of the sqfc" ?

kindred radish
#

i uncommented a line in the SQF that logs to rpt, did the same when i tried from missionfile

whole cloud
#

So you have
exile_server/code/AEOG_FNC_HELICRASHDROP.sqf
and
exile_server/code/AEOG_FNC_HELICRASHDROP.sqfc
?

kindred radish
#

yes

whole cloud
#

You use CfgFunctions for your script functions?

kindred radish
#

fn_preInit.sqf

private ['_code', '_function', '_file'];

{
    _code = '';
    _function = _x select 0;
    _file = _x select 1;
    _isLocked = _x select 2;
    _code = compileScript [_file];                    

    missionNamespace setVariable [_function, _code];
}
forEach 
[


    ['AEOG_FNC_HELICRASHDROP','exile_server\code\AEOG_FNC_HELICRASHDROP.sqf'],
        ......
#

Did the same thing in the missionfile and it worked (a while ago)

whole cloud
#

using filePatching?

kindred radish
#

no

whole cloud
#

Then no idea

kindred radish
#

notlikemeow ok thanks, i will play arround a bit more

#

do i have to include the pbo name or just the folder name ?

whole cloud
#

same as the sqf file

#

you give the path to the sqf file

#

and rest is done for you

kindred radish
#

allright, i test again from missionfile. maybe i made a stupid mistake somewhere ^^

kindred radish
#

same thing, not working. 100 % sure it worked the exact same way, even tried the same compiler build i used last time ๐Ÿค”

#

initplayerlocal.sqf

private ['_code', '_function', '_file'];
{
    _code = '';
    _function = _x select 0;
    _file = _x select 1;
    _code = compileScript [_file];
    //_code = compileFinal (preprocessFileLineNumbers _file);
    missionNamespace setVariable [_function, _code];
}
forEach
[
    ["ExileClient_object_baseLights_switchOn", "ExileClient_object_baseLights_switchOn.sqf"]
    
];

Worked last time i tried (28.04.2021), now doesn't work anymore (using latest perf build on the server and client and both have the companion mod loaded)

whole cloud
#

Are you sure filePatching is really disabled on the server?

empty goblet
#

what about server.cfg settings like ```
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
// only allow files with those extensions to be loaded via loadFile command
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
// only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber command
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"};
// only allow files with those extensions to be loaded via HTMLLoad command

kindred radish
#

Yes iam sure about filepatching.
Start parameters for the server
-limitFPS=200 -enableHT -hugePages -loadMissionToMemory -bandwidthAlg=2

Last time i tried i didn't change anything except

_code = compileScript [_file];
```instead of 
```sqf
_code = compileFinal (preprocessFileLineNumbers _file);

Server settings are unchanged since then

allowedLoadFileExtensions[]         = {"hpp"};
allowedPreprocessFileExtensions[]     = {"sqf","hpp"};

Tested again with the same script i tested last time to exclude any weird script errors and changed to allowedPreprocessFileExtensions[] = {"sqf","sqfc","hpp"};
https://gyazo.com/f3bf924f58eea4c9f3d1a00c1ea07a2a (Screenshot from a working sqfc last time)

Same outcome ๐Ÿ›
To test if the sqfc is loading i removed all code from the sqf like i did last time and then used the function ingame.

inland dew
#

Have compared default Intel malloc and CMA AVX2 with Windows large pages in official Warlords game mode with 44 players (EU01), playing more than 6-8 hours non stop, without relaunching Arma or PC.

CMA AVX 2 malloc with 2 MB RAM blocks instead of 4 kB RAM blocks, brings a slightly higher FPS, at the beginning, but contrary to default Intel malloc, FPS degrades relatively quickly (with 32 GB RAM and Windows managed paging file size).
With "only" 16 GB RAM, FPS might go down even quicker.
After like 5-6 hours, FPS drops to sub 20 and I start to experience trees and other stuff flickering/briefly disappearing and if I don't restart Arma, it will simply force-close while playing, with no errors displayed.

With default Intel malloc, FPS also degrades over time, but more hours are needed.
FPS doesn't drop so low, no visual flickering/briefly disappearing objects and Arma doesn't force-close.

Using "-flush" I can improve FPS to continue playing with default Intel malloc at playable FPS.
"-flush" doesn't help when using CMA AVX2 malloc.

So I'm back to default Intel malloc.

Your experience might vary, depending on how long your uninterrupted game session lasts and how intensive the game mode you're playing is.

Warlords allows to place/buy a lot of objects that will stay for a very very long time, a lot of corpses, hundreds of AI, hundreds of mines, dozens of vehicles etc and it's very very intesive, on the whole Altis map.

dense badge
#

Nice findings ๐Ÿ‘

nocturne obsidian
#

this "-flush" is that a cmdline thing or where is that being entered?

whole cloud
#

its a cheatcode

#

I think
CTRL+SHIFT+NUMPAD- -> F L U S H

#

or maybe it was something with ALT, don't remember the combo to enter mode

#

google "Arma 3 cheat codes"

nocturne obsidian
inland dew
nocturne obsidian
#

Hold shift throughout or just the shift + numpad- and then flush without shift?

inland dew
#

"Shift" + "-" and type -flush

gritty wasp
#

Using "-flush" I can improve FPS to continue playing with default Intel malloc at playable FPS.
TKL keyboard users leave the chat

silk pewter
#

playing Arma without is also a pain, so

restive pilot
#

Or the other one (don't remember its name; was it jtbmalloc?)

inland dew
#

@whole cloud you increase overall view distance and also increase to same value PiP distance and when you change overall distance to a smaller value, PiP distance remains at 12000 m, until you press the right arrow

it should automatically lower PiP distance to max overall distance currently set and not remain at value previously set, especially when this value exceeds the current max overall distance
https://www.youtube.com/watch?v=GxcMUDgjNPc

whole cloud
#

it should work the same as the object view distance

inland dew
#

it doesn't

#

as you can see in the vid, when I lower overall distance, objects is also lowered, but not PiP

#

well, maybe PiP is in reality lowered as well, but the 12000 number remaining unchanged after lowering overall distance suggests otherwise

#

maybe it's because I change values in the boxes and don't use the arrows/slider

#

but still, I shouldn't have to touch slider/arrows/values for PiP for it to be lower than 12000 m, after lowering overall to 4500m. PiP should auto-adjust to same value as overall, without any additional actions from my side

#

I guess

#

also as I change PiP quality settings, default PiP draw distance always remains at 500 m, which is not how it normally works, in STABLE

#

normally, the greater PiP quality you select = the greater the default PiP draw distance associated with it, in STABLE, even if there is no visible slider with value.
I manually checked what's the default PiP draw distance for each PiP quality setting in the editor.

#

I know that PiP draw distance has nothing to do with PiP quallity/resolution, but it's normal for higher res PiP to come with greater default PiP draw distance, like it was and still is now, in STABLE
it's same like when you select Ultra video preset instead of standard video preset and overall + objects automatically move from 1600/1300 m to 3800/3200 m

whole cloud
inland dew
#

What I mean is that you have no PiP draw distance slider in STABLE, but I checked in the editor and when you select higher quality PiP, the PiP draw distance gets also increased.
So in STABLE there is a specific PiP draw distance for each PiP quality preset and the higher the PiP quality preset - the higher is PiP draw distance, even if there is no visible slider

#

Which isn't the case right now in perf

whole cloud
#

Yes it wasn't a slider before. Now it is

inland dew
#

I know

#

But what I ask for is despite the visible slider now, please, let there be default PiP draw distance values for each PiP quality setting

whole cloud
#

Ok. No.

#

But I need to recheck if the main presets work correctly

inland dew
#

So when you select a specific PiP quality setting, you can see the PiP draw distance slider changing to a apecific value associated with PiP quality setting in question, for it to look polished/consistent, like the rest

whole cloud
#

no setting currently does that. so why would it be consistent to make one do it?
Why is resetting your view distance, if you just want to set your resolution any consistent/polished. I don't see that

inland dew
#

Oh, I see now, sure, good catch

#

Forget what I said

whole cloud
#

Also the resolution is a GPU factor, while the distance is a CPU factor.
So can't assume that just because you have a good GPU, you also have a good CPU

inland dew
#

But still, PiP slider should auto-lower the value, for it to be not higher than current overall draw distance value

whole cloud
#

yes definitely

#

was supposed to be the same as object view distance

inland dew
#

Haven't paid attention to it, until today, since I was thinking it naturally defaults to lower or not higher than overall draw distance value

quaint flame
whole cloud
#

Ah. I disable the autosave when you click on "load anyway" I should probably do that when the dialog opens, not when you click the button ๐Ÿ˜„

quaint flame
#

Yep ๐Ÿ˜„

gritty wasp
#

any thoughts about performance spikes on perf? Should I debug them somehow?

whole cloud
#

2.04.147808 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Increased number of dynamic lights for the Ultra setting from 16 to 32 (requires companion mod)
  • Tweaked: Zeus pricing handling when in 'god mode' (everything is free)
  • Tweaked: selectionPosition alternative syntax now supports proxies
  • Fixed: +/- buttons in the Arsenal container loadout list were drawn outside of the listbox - https://feedback.bistudio.com/T156702
  • Fixed: Multiple joystick axis key binding was not ignoring disconnected devices in averaging - https://feedback.bistudio.com/T119742
  • Fixed: Crash if a weapon adds itself as sub-item
  • Fixed: Sound of ladder climbing being stuck at the bottom of a ladder when in third-person view - https://feedback.bistudio.com/T159152

Note: This update comes with an experimental companion mod that adds:

  • New UI components for the video settings
  • New UI components Eden Editor menus
  • SQF Bytecode for most vanilla functions
  • Increase of dynamic lights Ultra setting from 16 to 32

You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

About the Zeus pricing handling: you should now NEVER get the "Insufficient Resources" message while you are using Zeus in 'god mode' (no prices/resources, everything allowed). If you find a case where you still get the message, please report it.

inland dew
#

No fix for PiP distance slider/value vs. Overall distance slider/value? Or simply not mentioned?

night mulch
#

thanksss a lot for the zues fix a3dude

inland dew
#

(((

autumn timber
#
  • Fixed: Multiple joystick axis key binding was not ignoring disconnected devices in averaging
    Thanks for fixing that issue!
charred holly
#

I have found an issue to what seems to be specific to this update:
At first I thought it was ZEN (which also updated today), but I have managed to reproduce the bug on a different computer when being on the profiling branch. I didn't have the bug when I switched over to the stable version.
https://github.com/zen-mod/ZEN/issues/603 for more info

whole cloud
molten berry
#

@whole cloud Can I just copy the binaries from this experimental branch to stable in order to use them but not the entire profiling build?

whole cloud
#

yes

marsh gyro
#

I've had an issue twice now after switching to the profiling branch where Steam thinks that ARMA is not installed, yet it's still there. So it wants to reinstall the whole thing over again.

#

And I don't have the free 100gb on my drive to reinstall the whole thing twice so it won't let me launch. Any suggestions other than uninstalling and reinstalling over again?

quaint flame
#

@marsh gyro I think there is a way to let steam repair the games library IIRC.

restive pilot
#

It probably thinks the game is installed elsewhere. (or not installed)

#

Verify the game data. If that doesn't help, you can do this:
Make a copy of the game data (or simply rename the game folder)
Uninstall
Put the data back
Reinstall (it won't download the game)
Mods will be lost tho meowsweats
I couldn't make steam recognize them the last time I did this

marsh gyro
#

I just ended up uninstalling and reinstalling

whole cloud
#

Steam sometimes F's up its data, not profiling branches fault

marsh gyro
autumn timber
#

Yeah, I understand, but that could still cut the size of the download by half, by keeping the mods and just reinstalling the game

whole cloud
whole cloud
#

2.04.147848 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: -preprocDefine command-line parameter to define global preprocessor macros
  • Tweaked: Eden Editor now disables autosaves if an error happens during scenario load - https://feedback.bistudio.com/T157168
  • Fixed: Eden Editor shift-click rotation was resetting rotation widget rotations - https://feedback.bistudio.com/T159275
  • Fixed: PiP view distance not scaling when the overall view distance is adjusted
  • Fixed: Crash when deleting the Mission Display through the createDisplay script command - https://feedback.bistudio.com/T157895
  • Fixed: Eden Editor's 'Force Load' button did not work on the first try if the scenario is too old
  • Fixed: Zeus' Recent menu was not working correctly in 'god mode'
  • Fixed: A bug in setVectorDirAndUp - https://feedback.bistudio.com/T153531
  • Fixed: Eden Editor's placeCompositionInLayer setting was not correctly reordering layers if the composition contained waypoints - https://feedback.bistudio.com/T156806

Note: This update comes with an experimental companion mod that adds:

  • New UI components for the video settings
  • New UI components Eden Editor menus
  • SQF Bytecode for most vanilla functions
  • Increase of dynamic lights Ultra setting from 16 to 32

You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

About the Zeus pricing handling: you should now NEVER get the "Insufficient Resources" message while you are using Zeus in 'god mode' (no prices/resources, everything allowed). If you find a case where you still get the message, please report it.

kindred radish
#

were there any changes to setpos ? i have some different behaviour now when i do setpos on player corpses ๐Ÿคทโ€โ™‚๏ธ
previously it moved the player corpse to [0,0,0] after reviving (creating a new character), but today i realised the player body stays on the old position (it just "flickers" for a sec)

charred estuary
#

That insufficient resources thing was driving me CRAZY. Iโ€™m so relieved it was fixed, I had developed all sorts of wonky work-arounds using Zeus custom compositions etc

feral harness
trim ether
#

@kindred radish We've noticed the exact same flickering for at least 12 months. It happens only occasionally. As the player respawns, you seem them very briefly standing above their corpse, before being moved to their respawn location.

kindred radish
# feral harness did you do setpos[0,0,0] previously?

Yes i did, worked without a problem. Iam not aware of any other changes that could cause this. The player corpse is not moving at all even tho the player is already respawned.
I already solved it differently, but still weird that _obj setpos [0,0,0]; has no effect on player corpses anymore.

feral harness
kindred radish
# feral harness since when this doesnโ€™t work?

Hard to say, but not too long ago (Maybe 1-3 weeks ). I hade some reports of the old body staying on position instead of disappearing. But i thought it was a random bug, looks like it isn't.
But our setups is so far from vanilla, maybe it's a issue on our side.

kindred radish
#

i always use the performance branch + companion mod

feral harness
#

you mean this happened right after 2.04 update?

kindred radish
#

Not sure notlikemeow

feral harness
#

I gonna need a ticket and also confirmation that it is happening in current dev no mods

kindred radish
#

Iam gonna make some more tests, with the different branches and make a feedbacktracker ticket if i can reproduce it

feral harness
#

splendid

kindred radish
eager sorrel
#

pretty sure this is a prof branch feature but objects orientation not being reset by shift rotating is really throwing me off big time esp with trying to place comps down

#

cus the way it is now its a bit of a pain to get things nice and level

whole cloud
#

What do you mean by nice and level?
If you don't disable the snap to terrain, they should all still stay snapped to terrain?

eager sorrel
#

I don't want it to snap to the terrain is the problem

#

but when you first place it even with terrain snap off it'll snap to the ground you place it on

#

theres transform > orient to sea normal but as weird as it sounds I really liked being able to quickly shift rotate something to level it instantly

whole cloud
#

if you leave snap to ground enabled, and move it around I think the rotations still reset

#

I thought also with snap enabled and rotate they reset, there were some cases I don't fully remember

eager sorrel
#

ooh you're right

#

I did not know that huh

whole cloud
#

Maybe you can also right-click -> snap to ground.
I don't know if that maybe resets it too

eager sorrel
#

oh is orient to sea normal not a vanilla eden thing?

whole cloud
#

I don't use eden that much meowtrash

eager sorrel
#

p sure its a vanilla thing

silk pewter
#

Basically @whole cloud changed that and it will be in Eden next patch

eager sorrel
#

whats funny is iirc shift rotating will not respect the rotation of objects but the rotation widget does

#

but I can see why change it cus its not very intuitive unless you specifically are one with the jank

whole cloud
#

To most people the rotation reset was frustrating (inclusive me and my friends who use the editor)
I can see why you may want that rotation gets reset as it was before, but as you can still get the old "broken" behaviour via other ways (moving via mouse click with snap to terrain enabled) you're not really loosing a "feature" via this fix.
So all is good ๐Ÿ™‚

eager sorrel
#

yeah thats why I'm all for it

#

literally its not a bug its a feature moment with the old behavior of rotation lol

whole cloud
#

The troubles of being a Arma dev ๐Ÿ˜„

#

Literally

eager sorrel
#

good find with the vertical mode though might actually be faster than the old method

#

the totally real and not a thing I just made up arma comp speedrun community gonna be scrambling to get new wr's with this method

whole cloud
#

This is a bug right?
Yes.
This has always been broken right?
Yes.
The Designers didn't intend it to work this way right?
Nope.
The Players also want this bug fixed right?
Yes.
So I can fix it then?
No, some players/missions/mods depend on it being broken.
โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

eager sorrel
#

a classic problem

pallid pebble
#

that actually reminds me of an event a unit did where the mission makers had to make a mission in something like 30 minutes

eager sorrel
#

even mod devs have to deal with that

#

afaik thats why cup hasn't replaced all the arma 2 buildings with their livonia versions and change the maps to accomadate that

#

I think the best way to handle that is just to let the community know ahead of time "hey were gonna change this it might break some stuff here it is in a beta branch and heres roughly when its gonna come out"

#

which afaik is p much what is done with the dev and perf branch

whole cloud
#

We aren't supposed to make any changes anymore that break stuff ^^

pallid pebble
eager sorrel
#

yeah

#

and alot of people are weird about reuploads even if the mod is super dead and the creator is no where to be found

pallid pebble
#

oh god no dont get into this debate

eager sorrel
#

I mean I'm broadly speaking its really a case by case issue I think

#

real gamers actually apply a license to their mods so people know what is and isn't allowed without having to pester them or if they disapper

pallid pebble
#

license doesnt necessarily mean you can reupload to steam either though

eager sorrel
#

the great edge case war of mod that hasn't been touched since 2017 with no license and probably reuploaded from armaholic but armaholic is dead so no one knows who made it

#

true

whole cloud
eager sorrel
#

the libary of armaholicia

#

yoooo krtek's an emote here???

pallid pebble
#

its a big rabbithole of laws, steam agreements and personal interpretations and opinions

eager sorrel
#

yeah

pallid pebble
#

like the topic of who actually owns what in what situation

whole cloud
pallid pebble
#

good luck having an actual debate about that, see #ip_rights_violations for quite a few attempts that didnt work out well

eager sorrel
#

I'm imainging the video of new york union guys arguing about truck drivers or something

pallid pebble
eager sorrel
#

I'll dm it its a classic

pallid pebble
#

especially everyone talking over everyone else

eager sorrel
#

damn that heated that people manage to talk over eachother in a text based chat?

pallid pebble
#

Oh boy they definetly managed to do that

eager sorrel
#

wild

#

I tend to stay out of there cus my views on copyright and such are different than most I feel

solemn fox
#

Just wanted to know if people are experiencing significant performance gains using this build? I have a beefy computer but can barely keep 60 frames on low and ultra

worldly badge
#

Profiling branch offers no magic

solemn fox
#

I would be happy with a stable 60

#

At the moment itโ€™s 30-60

#

I only lose a few FPS having it on ultra, something just doesnโ€™t feel right

worldly badge
#

Because Arma 3's engine Real Virtuality 4 uses more CPU when you decrease your graphics

solemn fox
#

Yeah Iโ€™ve been trying to balance it out to prevent a bottleneck but the frames are extremely unstable. This is playing antistasi with 10-20 peeps

#

Iโ€™ve tried all the tweaks and OCโ€™d. Does the perf build automatically run once you choose it in the betas tab?

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Cause I saw you can get it on GitHub and was just wondering which one is the most up to date

worldly badge
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IIRC yes. But shouldn't expect any magic as I said

solemn fox
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Every frame helps ๐Ÿ™‚

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Even if itโ€™s a tiny bump

feral harness
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in betas is dev build and sometimes staging for the next release unless another build was added I am not aware

#

You can get additional branches with the code, did you use the code to download prof?

solemn fox
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Yeah and I renamed the experiment exe to arma_64.exe to get it to run from the launcher

feral harness
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whatโ€™s your spec?

solemn fox
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2700x Super, 3600x Ryzen, 16GB 3600 Ram, SSD

feral harness
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and what you get in vanilla?

solemn fox
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I havenโ€™t dabbled in vanilla. I just came back from a long hiatus and went straight into antistasi

feral harness
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would be interesting to compare.

solemn fox
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The performance variation with people on the server was large

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Those who had lower specs were running ultra just fine

feral harness
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do you use any custom memory allocator?

solemn fox
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Others not so much

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Iโ€™ve tried the 3 options but I donโ€™t think it changes much

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Havent benchmarkd it properly

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I should probably run some with dif variations

feral harness
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try default startup line. ie leave everything to the engine to decide

solemn fox
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I spent a whole day tweaking everything maybe I should just reset as you say with the parameter tweaks and see what happens

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I unparkes my cores, OCโ€™d CPU and used a task manager performance system aswell

whole cloud
kindred radish
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Is there a "remove item from container" command like "removeItem" for players ? Would be nice addition if not !?

whole cloud
#

2.04.147888 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Ability to place Eden Editor Compositions in Zeus
  • Added: zeusCompositionScriptLevel server.cfg / description.ext option
  • Fixed: Secondary ladder climbing sound being stuck at the bottom of the ladder when in 3rd Person Perspective - https://feedback.bistudio.com/T159152
  • Fixed: It was possible to change seat to a locked position with the Eden Editor context menu
  • Fixed: Multiple typos in ingame command help for lnbXYZ commands - https://feedback.bistudio.com/T159533
  • Fixed: enableGunLights did not always work for every AI unit in a group - https://feedback.bistudio.com/T154810

Known Issue: There is one report of issues when running profiling build serverside and having non-profiling players, I will investigate tomorrow but for now I'd recommend not to install the new profiling on servers. If there is an issue it will be fixed on wednesday or thursday.

Note: This update comes with an experimental companion mod that adds:

  • New UI components for the video settings
  • New UI components Eden Editor menus
  • SQF Bytecode for most vanilla functions
  • Increase of dynamic lights Ultra setting from 16 to 32
  • Fix for Composition custom vehicle inventory not working when placed from Zeus

You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036

neon harbor
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Added: Ability to place Eden Editor Compositions in Zeus
meowcamera

ripe escarp
ripe escarp
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Indeed, Eden Editor Compositions being usable in Zeus is an amazing addition, thank you so much A3 Team

unique osprey
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this is gonna be super useful for Public Zeus, you could literally now prepare entire missions in eden and put them down in public servers

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holy christ in heaven

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you can now customize your units and put them down as compositions

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@whole cloud Do you think we could get a function where you can "spawn composition in original position"? Right now it's a little hard to properly align stuff, especially for larger compositions.

whole cloud
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Same problem with ATL/ASL placement. No decision made yet, would maybe need some modifier key

whole cloud
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follow terrain or not

unique osprey
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ohh right I see

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yeah it'd be a great function to have, right now it's OK to just split up missions parts though

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thanks a lot really

hexed verge
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Linux 32bit server is on version 2.04.147887 instead of 2.04.147888. I assume that is still a-ok?

silk pewter
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i'd say ye

whole cloud
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thats annoying but ok

silk pewter
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his ^ fault

upper sierra
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just curious, is the companion mod going to get you kicked if you try to join BI official servers?

whole cloud
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no its signed with the main Arma key

upper sierra
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alright, good.

upper sierra
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well it seems that players do not show up in the zeus interface when they join in, at least in BI's default scenarios.

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Also the compositions that contain unallowed objects seem to lag the servers out.

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or the zeus who spawns them out, more like.

whole cloud
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which unallowed objects?
They should just be skipped

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with or without mods?
If with, which?

upper sierra
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without mods, just testing on official servers.

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I was trying to spawn in the carrier or the destroyer, for one.

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also compositions seem to not give all objects to the zeus interface to edit.

whole cloud
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can you upload the composition to workshop for me and link me? so I can test

upper sierra
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I tried several

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but they're all on the workshop

whole cloud
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I try to assign all objects to zeus, but some things like simple objects just don't work

whole cloud
#

Thanks, I'll test it out tomorrow

upper sierra
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that's all i tested that seem to lag things out.

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not only me but apparently the server itself.

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this happened on official zeus EU #0A

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having a second player around and it seems to be lagging him a lot when i spawn compositions aswell, just any composition in general.

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Also not all workshop compositions seem to show up in the zeus interface.

whole cloud
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Missing mods ones are hidden

upper sierra
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Nope, compositions that do not show up are no mods at all.

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this one for example won't show.

upper sierra
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not really sure.

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But yeah any composition with scripts seems to just desync the server entirely, tested on both EU #0A and EU #0D

whole cloud
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scripts should not be allowed anyway. They get blocked by default

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but then ofc also not cause lags

pallid pebble
upper sierra
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ye he added a server.cfg command for that

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"- Added: zeusCompositionScriptLevel server.cfg / description.ext option"

pallid pebble
empty goblet
upper sierra
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ah, interesting.

whole cloud
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The composition thing is all clientside, except that flag for scripts

unique osprey
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@whole cloud We were checking things out a little:

  • Simple Objects just get stuck and dont' get added to the interface (no move, no delete etc)
  • Got this report from a friend (who's banned sadly):
spawned in a rhino
with a cage
spawned in 2 inside of eachother
and they killed everyone``` 
- Spawn in stuff in their 'original positions' would be optimal

that's it for now, we'll continue testing
whole cloud
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Simple Objects just get stuck and dont' get added to the interface (no move, no delete etc)
yes Zeus doesn't support simple objects.
Decision would be to either exclude them from being able to place, or keeping them like now

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or I just add compatibility for simple objects, but that can only happen in godmode.. I think, unless its simple object with classname notlikemeow

empty goblet
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Zeus servers with 2.04.147887, let's see how it goes

zeusCompositionScriptLevel=0 , 5.101.164.123:2302
zeusCompositionScriptLevel=2 , 5.101.164.123:2402
zeusCompositionScriptLevel=1 , 5.101.164.123:2502
zeusCompositionScriptLevel=2 , 5.101.164.123:2602 
upper sierra
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the higher the number the more higher-level script commands it allows?

whole cloud
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1 is only attributes, 2 is init scripts and waypoint scripts

upper sierra
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interesting

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out of curiosity, which level is for the USS Freedom/Liberty?

whole cloud
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I don't think it uses scripts to spawn if you spawn it from eden?

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So.. 0?

upper sierra
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well you can't place them, at least not in zeus.

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with the compositions that is.

storm spire
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When my friend placed a composition with the Liberty it acted like a simple object and wasn't added to the interface, but it did spawn

storm spire
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Also the compositions spawned dont include triggers right?

versed yoke
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not really sure about the other ones

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EU #0A is broken as well

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EU #0B as well, basically every server is broken, in the two of those servers the black screen appear, same with the third one, and then the air thing at EU 0D

empty goblet
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well, we can then conclude the test is failure

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anyone joining with the new profiling client actually or old one or main branch ?

versed yoke
empty goblet
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nothing has changed on the servers, just the binary swap to newer build

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so maybe i need add the companion mod server side ... hmm

marble mason
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"- Added: Ability to place Eden Editor Compositions in Zeus"
This currently does not work with ZEN loaded. Tested in editor. Objects are listed but nothing spawns when placed.

empty goblet
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added the mod and restarted

upper sierra
marble mason
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Yea I know just thought it was worth sharing

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since ZEN is widely used

pallid pebble
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might be misremembering though

torn warren
pallid pebble
empty goblet
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so anyone tried after the restart?

versed yoke
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lemme check again

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Mm nope, still doesnt work sadly

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Apparently as well at the bottom of the test zeus servers in the lobby, theres that weird scenario thing called "introExp", not sure if it should be here but I dunno.

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Most likely one of the reasons why theres so much problems in those test servers, with duplicated roles, being able to put AI into the squads and other stuff, etc etc

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correction: the scenario name thing of introExp could be seen at the bottom left side at the map lobby area, just when you continue at the lobby itself

whole cloud
# versed yoke one of the servers (EU 0D) is not working, counts as introOrange and generally j...

Yes known.
Which is why I added this to the changelog two hours before your post

Known Issue: There is one report of issues when running profiling build serverside and having non-profiling players, I will investigate tomorrow but for now I'd recommend not to install the new profiling on servers. If there is an issue it will be fixed on wednesday or thursday.
I just confirmed the bug, fix in a few hours

unique osprey
whole cloud
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no

unique osprey
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aw shame :/