#perf_prof_branch

1 messages · Page 41 of 1

unique osprey
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any chance the modules we suggested a long while ago get reviewed at some point?

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no stress but I was curious

whole cloud
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reviewing things doesn't help much if you can't implement it

whole cloud
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that shows up for me, but under a weird category..

quaint flame
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Because it was saved in a modded category

whole cloud
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but dang placing that down freezes the game big time 😄 so many objects notlikemeow

quaint flame
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Yeah, that's an issue

whole cloud
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well actually.. most of the freeze is not placing the composition.
Its selecting all the placed entities in the treeview notlikemeow

quaint flame
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what 😄

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sound like arma

whole cloud
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like 30+ second freeze for marking all the objects as selected in the "all objects" tree

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well its 1681 objects afterall..

quaint flame
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Who builds a composition with 1600 entries.

whole cloud
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well most of the compositions that I've been sent above seem to be quite... large

quaint flame
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Guess I lack this sort of motivation to build something that large then 😄

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I recently downloaded a composition with like 1000 objects placed it and totally freezed my editor for a minute .D

whole cloud
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its still frozen ahhhh
might also be because of debug build but dang.. now about a minute game freeze placing one composition

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@upper sierra could that just be the cause of desync? Zeus seems to be freezing for a good bit when you place big compositions, that can ofcourse cause desync

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Aaaaand fixed. or atleast down to 20 seconds meowsweats dang

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and after that you get like 0.0000001fps because its trying to draw the bounding boxes for 1600 selected objects meowsweats
Maybe I'll just add a limit, if more than 256 objects, don't select them after placement.
But even rendering all the icons meowsweats

pallid pebble
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EYES is that composition an entire mission or something?

whole cloud
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almost seems like I'll be doing some more zeus performance improvements today meowsweats

pallid pebble
upper sierra
whole cloud
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servers don't need an update for this feature

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only if they want to change that config option away from default

upper sierra
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Then I guess it could be the reason.

quaint flame
versed yoke
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the servers still dont work for me atleast

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well, hope that will be fixed some time around, always wanted to be able to put custom compositions into public zeus

whole cloud
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From about 2:44m game freeze followed by <1fps, down to 4 seconds freeze and 29fps :wob:
When placing that big space elevator thing

quaint flame
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By limiting the icon drawing?

whole cloud
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no by caching which elements in the entities tree are selected

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instead of O(N²) iterating through all of them multiple times every frame

quaint flame
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Thanks. Now I spend 10 minutes reading up on what O(N) is 😄

whole cloud
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How many objects do you need to have in Eden that icon rendering is so bad that it becomes relevant?

whole cloud
versed yoke
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alr

quaint flame
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Let me check

whole cloud
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as long as its above 20-30 fps its probably not worth the time investment

silk pewter
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huuuuuuh

whole cloud
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The official servers are updated now with fix so you can join without using profiling branch again

versed yoke
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atleast the servers work now

grand remnant
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is zeusCompositionScriptLevel an attribute that admins can change?

versed yoke
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Most likely no

grand remnant
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got it, thanks

pallid pebble
empty goblet
whole cloud
whole cloud
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2.04.147903 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Improved Zeus performance if many objects are selected
  • Fixed: Long game freeze when placing Zeus compositions with a lot of objects
  • Fixed: Clients that were not using Profiling branch could not properly connect to servers that did (server-side only hotfix)
  • Removed: Ability to place Simple Objects via Zeus compositions
plain trout
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one thing I recognized with the compositions, that you can a pop-up for every arsenal/crate/note that is included in the composition,

whole cloud
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yep. If you (outside of compositions too) place these in Zeus, you automatically get popup (its done via init script) nothing I can do about that it seems

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Triggers are excluded yes, because Zeus doesn't support them.

The issue with the ships Liberty/Freedom is that you actually only spawn a dummy object, that dummy object spawns the ship parts via script.
You can move and delete the dummy object in Zeus, but Zeus doesn't know about the other ship parts, can't come up with a viable solution so we'll just leave that as "known issue, be careful with that"

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Spawn in stuff in their 'original positions' would be optimal
I implemented it via ALT hotkey, hold ALT it will draw preview at original position, and also force move your zeus camera to it so you can see it. Will be in profiling v12, early next week.

Simple Objects just get stuck and dont' get added to the interface (no move, no delete etc)
Should be "fixed" now, simple object support was removed they are now spawned as non-simple.

spawned in a rhino
with a cage
spawned in 2 inside of eachother
and they killed everyone
I need a repro, "with a cage" ?
At best upload the composition to workshop so I can download and try it. But please retest on profiling v11 first

inland dew
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"with a cage" ?
slat armor

plain trout
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some of the compositions spawned are ment to be partially under the ground. Would it be possible to change or enable/disable the "copy terrain" behaviour of objects?

whole cloud
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follow terrain is disabled by default

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in v12 can be enabled by holding CTRL

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currently all objects are relative to center, ignoring wherever terrain is

plain trout
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I mean after importing

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some of them spawn to high and then I think it is not possible to drag them below the ground

whole cloud
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they should spawn exactly as the composition says

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dragging/moving things under ground after you placed them won't be done

plain trout
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ok. It is already amazing as it is

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I get an ctd without error message when I try to rapidly delete things while zeus has not finished "selecting" the object

silk pewter
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Alt doesn't speed up the camera in editor, but does so in Splendid Camera - any way to have this as well? :3 (maybe not the Alt+Shift, though, dunno)

whole cloud
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@upper sierra the last update fixed performance issues when placing big compositions. Can you recheck if you still have your desync issue after this?

whole cloud
plain trout
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yes, just recreated it with a vanilla version

whole cloud
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@plain trout thanks, oof on my side.
Fixed in v12.
It was related to having a non-unit selected in the entities list. You probably had a category selected too or group name or such, I don't remember what that list shows ^^

plain trout
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I just spammed the delete button... 8)

quaint flame
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Never understood why 😄

inland dew
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because... Arma?

silk pewter
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Arma, most likely 😄

north girder
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also, how do I set the arma 3 launcher to fire the arma3profiling_x64 executable? I've made a workaround by renaming the performance binary to arma3_x64.exe. Also, is there a way to hide the "development build" label on the bottom right corner?

quaint flame
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I think 64bit profiling is the default exe if you are on profiling but your workaround is the proper way until we get an option to select the exe we wanna use (When? :P)

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a way to hide the "development build" label on the bottom right corner?
You can, it's just an image which you can hide. Ask in #arma3_gui or #arma3_scripting

hushed seal
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so all you need to do is switch the branch in steam and thats it

whole cloud
whole cloud
quaint flame
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Yeah right. My bad.

north girder
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oh okay I thought you needed to change the executables somehow

upper sierra
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bizarre situation happening where player on the ground can't get in a vehicle whilst on my screen he is in the vehicle.

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both of us with profiling branch.

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seems like the server is lagging to crap as a result of the compositions.

upper sierra
upper sierra
upper sierra
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yeah the desync happens primarily on the zeus' side, and will stay until the zeus fully disconnects in which point everything goes back to normal, reconnecting does not give the zeus access to edit previous compositions placed.

kindred radish
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The same effects can happen sometimes "before" a player gets kicked due high ping, steam query timeout etc. (At least in the Exilemod)
When you then read the kick message in sidechat the freeze/lag is instantly gone. But its been always like this in my experience ^^

whole cloud
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Yeah I f'ed something up in network sync.
I placed one group of units, they are running around at the top there, but after disconnecting and rejoining I see a second phantom group standing at the original position of the composition, just being frozen there
and the top one is also very delayed for waypoint orders in zeus

whole cloud
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oops. Goof found 😄
But i didn't experience any desync yet, though it could be caused by this

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Though I guess if other players see two independent objects, where you only see one, that could be considered desync?

rain moth
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yes 😛

empty goblet
whole cloud
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fix next week

feral harness
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fix nao!

pallid pebble
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fix fasta!

unique osprey
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@whole cloud i love you so much man

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great work on the new stuff I'm really looking forward to it

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if you need playtesting DM me

whole cloud
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always need playtesting

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but after bugfix update on hopefully tuesaday

silk pewter
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is this known that the direction arrow is not aligned with vehicle's front?

quaint flame
fickle geyser
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Noticed it yesterday too, it wasn't happening earlier, at least not so frequently.

silk pewter
quaint flame
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Never said it only happens with one of the both, but switching between the two triggers it for me.

silk pewter
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okido
I just happened to shift+drag something, without ever changing it so IDK

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Dedmeeeeeeeeen!

quaint flame
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@whole cloud Does collect3DENHistory behave differently when it comes to texture paths?

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["Create Entity", "B_Soldier_F", "a3\ui_f\data\gui\rsc\rscdisplayarsenal\compass_ca.paa"] collect3DENHistory  
{ 
   create3DENEntity ["Object","B_Soldier_F", screenToWorld [0.5,0.5]]; 
};
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This works

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While

["Create Entity", "B_Soldier_F", "\a3\ui_f\data\gui\rsc\rscdisplayarsenal\compass_ca.paa"] collect3DENHistory  // Notice \ at the beginning of the path
{ 
   create3DENEntity ["Object","B_Soldier_F", screenToWorld [0.5,0.5]]; 
};
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doesn't

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Both times fileExists returns true.

ripe escarp
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kinda of like the randomize headgear script, is there any ability to add a random uniform script? some mods have been able to do it but having it available as standard would be nice

whole cloud
quaint flame
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Good. Gonna add that to the wiki then

night mulch
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5 months later and here we are... soon we will find out why dedmen's eyes were shaking 😳

silk pewter
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he did fix a typo in stringtable

whole cloud
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soon is relative

cyan prairie
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2.06 #dedmenhype #buzzingeyes

whole cloud
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2.04.147927 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Modifier keys to place Zeus compositions following terrain and at their original position
  • Fixed: If an object was marked as Simple Object in a composition, it could not be deleted after being placed in Zeus
  • Fixed: The disable simulation attribute in compositions was not propagated over the network in Zeus (fix requires Profiling branch to be running server-side)
  • Fixed: Crash when selecting a non-unit entry in the Zeus entities list
  • Fixed: Zeus composition network sync / desync issues
  • Fixed: Zeus cannot delete / move backpacks after spawned via composition

Note 1:

  • press CTRL (group units together keybind) to make the composition follow the terrain
  • press ALT (raise entity keybind) to place the composition at its original position (where it was created in Eden)

Note 2: 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

cyan prairie
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Nice dedmen 🤓 top job as always

fathom ocean
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@whole cloud Hey man someone was just on an official server showing off custom comps using this branch, apparently, and I'm really curious to get that to work for myself if possible... I noticed that you probably need a code for this branch tho.

fathom ocean
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@upper sierra perfect, nice seeing ya here lol

upper sierra
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👋 blobcloseenjoy

fathom ocean
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Assuming you load the mod with the profiling branch and then it has automatic integration? @upper sierra I hope my smooth brain doesn't have to do anything more complicated lol

upper sierra
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loading the companion mod works fine with public servers if that's your question.

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and it is specifically for the profiling branch.

fathom ocean
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Yes, that was it, thanks man. I was wondering since I asked on reddit too and the reply I got mentioned it was for specific people only for playtesting and whatnot, so I was worried I needed special permission

upper sierra
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nop

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just the branch code

unique osprey
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ily man this is awesome

upper sierra
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@empty goblet when can we expect the branch update to arrive on the pub zeus servers for testing? sorry to bother

upper sierra
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no desync issues?

unique osprey
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not tested live, just on an empty official zeus server

upper sierra
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with another person?

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that's the key point.

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it "worked" when i tried solo but with another player you can notice the desync issues.

upper sierra
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A bit of a sidepoint while testing but compositions containing either of the ships are a bit problematic as the carrier/destroyer spawn after all the other items, which kinda breaks anything that spawns with it as they get destroyed/flinged off before they actually get spawned in.

empty goblet
upper sierra
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should work fine with the new profiling version?

fathom ocean
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i have been testing stuff with ~2-14 other players on pub zeus and it works

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no complaints from people about desync and stuff

upper sierra
fathom ocean
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there was 1 very bizarre bug (?) involving a marshall losing its camo and slat armor in a collision but that's it

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as a side note you should know, right now there are something that feel a lot like DDOS attacks going around on a lot of servers

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not sure if it's an attack or just ... bohemia's servers being weird

empty goblet
upper sierra
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same profiling build.

empty goblet
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hmm, guess we need ask @whole cloud what he thinks about that

fathom ocean
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So is this part of a big update for Zeus or is this mostly relegated to saving comps from editor? @empty goblet

pallid pebble
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blobdoggoshruggoogly we'll see when the update releases, but I wouldnt expect a big zeus update

fathom ocean
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I am not, but hey, just was wondering if there's any extra info floating around

cyan prairie
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I was told to look at the dev branch changelog to get an idea

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Not sure if it's a zeus rewrite though just some additions like composition stuff

whole cloud
whole cloud
whole cloud
upper sierra
ripe escarp
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thank you for these Zeus additions, sometimes it felt like after a few updates shortly after release, that Zeus then got barely any new additions, especially since we could see all the things it might have gotten through Achilles and Zeus Enhanced

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felt like Zeus became an afterthought

whole cloud
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Priorities have changed, like they always do

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I think after Zeus came Eden?
And investing all the time into Eden and pulling it away from Zeus was a awesome choice IMO, Eden is a masterpiece

cyan prairie
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Eden editor is bloody terrific

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We always make our missions through that then zeus them

ripe escarp
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Eden is certainly excellent.

fathom ocean
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@upper sierra btw were you able to make the catapults on the freedom work? I was able to get its tailhook likes to work but not the catapults

upper sierra
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never checked

fathom ocean
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Ok thx

whole cloud
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Here is the difference between no scripts allowed (left), and all scripts allowed (right)

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but the earthquake device just not showing up in MP should be unrelated to that think_turtle
Its a part of the vehicle I don't see how that could desync. If it was a seperate attached object sure but this.. uh

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objects seem to hide correctly but on the players' side they'll still see things despite them supposed to be invisible.
which objects should be invisible?
Which parts are actually wrong?

Which of your images shows how it should be?

According to my singleplayer test, the device should be visible, and the support things of the SAM launcher should not be there.
Now you posted two images, left one the device is missing, right one the supports are showing while they shouldn't.
They are both wrong?

whole cloud
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okey so the S-750 doesn't switch to attached mode where the supports and part at the front are hidden

whole cloud
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@upper sierra

OMG I found it...
The object has this in init script
this setObjectTexture [0, ""];

setObjectTexture has local effect, not a problem in editor init scripts that run on every client on missionstart. but in Zeus they only run on zeus.
So if you only set the texture locally, thats what you get 😄
So there is nothing wrong with zeus compositions, its just a bad script. What a waste of time 🙃

upper sierra
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Yeah I thought so, i talked with a friend over it but wanted to see what you think to be fair 😅

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I tested a silly wheelchair composition and seeing that working just fine made me realize something was wrong with this tempest one.

silk pewter
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in the meantime, Dedmen could have improved FPS by 300%. I hope you are proud of you 👀

runic sphinx
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I thought multithreading the renderer was cancelled :p

rose moth
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The real magic trick would be multithreading the Dedmen 🤔 🤓

restive pilot
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still waiting for the cloning process to finish...

violet elbow
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Multithread the cloning process.

pallid pebble
cyan prairie
silk pewter
fathom ocean
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@whole cloud Me and a steam friend have just run into an issue where certain compositions do not work properly on zeus servers. Specifically, a Mora, Gorgon, Marshall, and Kamysh all seem to load in without the changes made to Slat cages. Any idea what's up with that?

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Going back to Eden and overwriting the slat cage again doesn't seem to work, they still spawn in without them.

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Also hiding doors isn't working on the Gendarmerie van transport, looks like there are a few things that have stopped working properly since yesterday for whatever reason

whole cloud
charred blaze
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@fathom ocean I have just had that problem too doesn't normal happen.

whole cloud
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keep in mind if you are on official servers, some servers have attributes disabled

pallid pebble
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dont think they also exist as 3den attributes, might be wrong though

whole cloud
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I don't build missions I don't know how do things

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I thought virtual garage was only a look at how things could be thing, not a "make things look like that in mission" thing

pallid pebble
pallid pebble
fathom ocean
whole cloud
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on official server?

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maybe you just landed on one of the few that has attributes disabled. That would probably cause that

fathom ocean
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Ah really? Ok interesting, do you have any clue if there's a way to check that?

whole cloud
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dwarden posted...... eh

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So there's just one server thats on 0

fathom ocean
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Hmmmmmm

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I think I tried it on different servers though...

whole cloud
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would be cool if you can confirm that you can still repro it now, then I'll check it on monday

fathom ocean
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I know I tried on US 02W

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Trying again now

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Yeah it seems to still be having issues. One thing I will say though is that BitDefender did block something when I was updating to the profile branch after disabling it, is it possible that's the issue?

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I'm gonna un-load profile beta then reload it with a block exception for it

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Trying to reproduce now on same server

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Testing on the same server will have to wait, someone took it and I don't feel like kicking them just for this

whole cloud
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If you can reproduce it wherever still, then its probably something I should look at

fathom ocean
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Yeah I'm on a US01e right now, it still doesn't work right, but the first time you load these assets in as compositions, for some reason you can see the proper version and then it all gets deleted / removed

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Some are totally removed (like the mora's camo net and slat) and some are half correct, like the Rhino UP's slat cage being there but no camo

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And it seems to be a wide variety of vehicles but I can't find any aircraft that have this issue, maybe cuz the pylons are working right

whole cloud
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pylons I specifically tested

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but general garage customization I didn't

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And i forgot to tell our QA that too 😄

fathom ocean
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Ah I see

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Yeah that seems to be the issue

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Ah also the catapults don't work on the Freedom but the tailhook ropes do? Not too problematic since the catapults aren't necessary for takeoff in any ccase

whole cloud
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freedom is considered "unsupported"

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problems that are not viable to fix 🙃

fathom ocean
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RIP, gotcha

charred lava
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How about LOD update to the HMS Proteus so we can walk on it 🙂

whole cloud
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How about we give everyone a million dollars 🙂

charred blaze
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xD

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@whole cloud You do make me laugh

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f

empty goblet
fathom ocean
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Assuming also that since catapults don't work the boat racks for the Liberty are also a bust, tried testing just now?

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@whole cloud

nocturne obsidian
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Seldkam is right and the servers were loading vehicle compositions in just fine yesterday. All components added to vehicles in a composition will not appear when loaded outside of eden editor. Vehicle skins will stay however. Please fix. camo-nets and slat cages good. @whole cloud

fathom ocean
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Yes, the slat cages are quite cool, though I recommend staying away from RPG-42 or MAAWS AI when giving slat cage vehicles to players, since both of those can go right through SLAT

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unless the players can handle it

cyan prairie
whole cloud
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what "components"

upper sierra
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hiddenselections i think

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like bags on vehicles, camo nets, slat cages, etc.

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having the virtual garage as a zeus module would prove much more useful tho

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👀

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as eden already has it

whole cloud
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yes would be cool

pallid pebble
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both 3den and zeus could use a lot more modules realwobcat

cyan prairie
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Modules ftw

nocturne obsidian
whole cloud
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ah, but I thought Slats are also that

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I'll try all that out on monday, maybe I'll find something

nocturne obsidian
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thank you 👍

nocturne obsidian
rustic wagon
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Bug with vehicle compositions. Vehicles spawned with no ai inside them can't be driven by ai if they are grouped with another unit.

whole cloud
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So I took Slammer.
Edited vehicle appearance and added all the camo nets to it.
And saved it as composition.

Placing in singleplayer zeus is fine, all camo nets properly appear.
Place it in dedicated server, all fine.
Disconnect and reconnect to check if network sync (to server) worked fine, all..... eh.... AI units exited the tank so thats a bug.
But camo nets are still there.

What am I doing wrong

whole cloud
whole cloud
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Why would all units except driver exit a tank once it changes locality

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Oh apparently thats not my bug... If I place a normal slammer in zeus, ALL crew exits when I change locality.
In a composition all except the driver exit, so compositions are atleast somewhat better 😄

nocturne obsidian
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Ah so that is why hijacking an AI causes them to bail now, I have seen that and it did change in somewhat recent versions as hijacking used to work better. It is a relatively new thing, maybe since 1.96 sort of era or maybe the new skirts stuff.

whole cloud
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If you give them a getin waypoint though, they don't repeat that getout on locality change

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createVehicleCrew probably misses to set some flag or smth

nocturne obsidian
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Just seems to not work in the official servers.

whole cloud
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I'll just blame disabled attribute scripts on some servers for the problem and ignore the rest 😄

nocturne obsidian
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😦 it was working on all servers previously, it doesnt have anything to do with attributes

rustic wagon
whole cloud
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when I put crewmen all grouped into one vehicle
how? waypoint? drag&drop? Give me steps on what to do.
Step by step is optimal

rustic wagon
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Like spawning the composition with no crew or anything just a style change then I spawn ai preferably the crewmen from the zeus menu individually then I grouped them up placed them into the vehicle gave them a simple move waypoint and they just refuse to move even after spotting an enemy. It's only when I delete them then put them in one by one ungrouped is when they start to move. I tried this with trucks, tanks and cars. Not sure about helicopters

whole cloud
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placed them into the vehicle
how? Drag&drop?

rustic wagon
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oh yea

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drag&drop

whole cloud
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So you only spawn a single empty vehicle via composition?
And if you spawn vehicle without crew in zeus (normally, non-composition, which you would expect to work exactly the same) the problem doesn't happen?

rustic wagon
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Yeah it's only the compositions that has this issue

fathom ocean
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@whole cloud hey any news on the weird garage bugs?

whole cloud
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no repro, tried today

fathom ocean
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on an official server...? I just did it now

whole cloud
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no on my own server

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on official will probably not work when attributes are disabled

fathom ocean
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but it was working on official servers before 🙂 so is that going to be just dismissed and not fixed then?

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it'd be unfortunate considering how it was working fine last week :[

whole cloud
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But its working on my servers so it should be fine, generally :u

fathom ocean
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Do you want me to give you a 30 second clip?

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It's not like I'm making this up...

whole cloud
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I'm thinking you are hitting one of the servers with attributes disabled

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because if attributes are disabled it most definitely will not work

fathom ocean
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Hm, do you know if I can see whether or not attributes are disabled on a given server, or is that something only you guys have access to?

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Or is this what we were talking about earlier where only 1-2 servers have it disabled

whole cloud
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I think the best way would be to use something like vehicle customization, which would be script based 😄

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If it doesn't work == disabled

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I cannot join official servers with my dev setup and cannot debug problems if they really only happen there

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but if it works on my server, it should also work when the feature releases later

fathom ocean
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Hmmm does the server you're using have attributes disabled or enabled then...?

whole cloud
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all enabled

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next prof branch update might be tomorrow, maybe that changes something again

fathom ocean
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I know I"m asking a lot but, would it perhaps be feasible to disable attributes and test then on your server, or does that require a lot?

whole cloud
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I can try to do that yeah, but I would expect it to not work then

fathom ocean
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Ok. I'm just throwing out suggestions to see what we can find out about the issue

fathom ocean
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BTW, there's no way to find out if certain official servers have attributes disabled right? @whole cloud

whole cloud
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besides seeing them not working, correct

fathom ocean
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Ok... if you get around to disabling attributes and testing at all I'd love to hear what you find, sorry for being stubborn~

nocturne obsidian
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Since attributes are the case, all the servers had them enabled for a short period of time. Can we please go back to that 🙂

fathom ocean
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So before the update last week, public servers were running attributes and now they aren't? Is that true?

whole cloud
#

no

#

server config shouldn't have changed

fathom ocean
#

That's what I thought... so I'm confused as to how attributes could be the issue if they have been consistent despite things not working all of a sudden... I'll just see what happens next patch since it seems we're at a standstill as to what to do I guess

#

It's not possible it has something to do with the mod, does it...?

#

the companion mod?

whole cloud
#

no

upper sierra
#

dwarden released a list with which servers have which script level, let me pull it up.

#

.

#

only annoying part is that the only server with full perms is one with veteran diff forced on.

whole cloud
#

veteran diff best diff

silk pewter
upper sierra
#

incredibly hard to figure out who's who in a public setting, esp with vanilla comms + lack of face or equipment variety.

fathom ocean
#

@upper sierra so 0 = disabled 1= partially enabled I suppose? And 2 = full enabled? I'll try testing the =2 one

upper sierra
#

yep

#

.

fathom ocean
#

2 definitely works which is an EU forced vet server and is therefore unplayable for me

#

Gonna try the =1 now

#

=1 works as well

#

=0 is currently being used by a couple folks it looks like

#

ok nvm =0 does not work

@whole cloud

upper sierra
#

yes because 0 means no perms.

fathom ocean
#

So the issue is that if we want to use these properly we need to play on forced vet servers it looks like

#

That's unfortunate due to public zeus being public zeus lol

upper sierra
#

yep, which i pinged dwarden about.

whole cloud
#

you need to play on servers that allow it

#

Which servers allow what will likely be adjusted later

#

for now its just test phase

fathom ocean
#

Yeah no worries dedmen, thanks for all the patience lol 🙂

clear lake
#

Hey guys im new to this discord server i do public zeus whenever i have free time and i heard there is a way you can use custom compositions on public zeus, if thats the case how do i make that happen? I got some pretty cool stuff for eden and id like to be able to use it on public thx in advance

whole cloud
#

you grab profiling branch, and thats basically it

#

see link in channel description

#

Or scroll up through the pinned messages to the "how to" for the steam access code

clear lake
#

alright thanks man

fathom ocean
pallid island
#

does the performance branch add call to every code in triggers now?

night mulch
#

Yeah i noticed that too

quaint flame
#

No thats cba

#

They fixed an issue and removed the code now since its fixed in vanilla. Just ignore the call

whole cloud
#

2.04.147965 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Improved selectBestPlaces command performance
  • Tweaked: Improved performance of allMissionObjects script command
  • Tweaked: Disabled Zeus object attribute pop-up when placing Zeus compositions (requires Companion Mod)
  • Tweaked: Its now possible in Eden Editor to load ammo boxes and other generic objects into vehicle cargo
  • Fixed: Zeus compositions not updating AI pathfinding grid
  • Fixed: Zeus side symbols disappearing if search yields no results and when switching placement types

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
  • Script change to hide attribute pop-ups when placing Zeus compositions

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

cyan prairie
#

could i ask a silly question?
is there a noticeable difference in server performance on profiling vs stable?

fickle geyser
#

no/depends

whole cloud
#

There is a significant performance fix on serverside networking code yes

cyan prairie
#

Oh okay that sold it for me 👍

whole cloud
#

The more objects the higher the impact. But you usually have lots of objects

whole cloud
runic sphinx
#

suffering from success

fickle geyser
#

That's reserved for tools pepe_laugh

cyan prairie
#

right dunno what you need to help diagnose this but since ive been on this mornings profile branch
ive had my game freeze in a loading screen whilst previewing a mission on LAN

#

where i have had to restart pc to get out

#

gonna revert and see if it does it again

whole cloud
#

CTRL+ALT+DEL should work, if you really need a full PC restart its probably not Arma's fault

cyan prairie
#

gotchya

pallid pebble
#

also be sure to enable the 'always on top' option for the task manager @cyan prairie

cyan prairie
#

oh that will be why

#

legend!

pallid pebble
quaint flame
#

Yeah, very useful but kinda hidden

#

Like all the good stuff in Windows 😄

cyan prairie
#

haha thats true,

right so ive been back on stable branch and have tested my mission quite a lot and not hung on loading since ive reverted.
later will revert back to profiling and see if it hangs

#

profiling - out of 10 tests it hung twice
stable - none yet out of 10

violet elbow
#

"...now possible to load ammo boxes and other generic objects into vehicle cargo"

How, exactly? Inventory?

cyan prairie
#

Does it work like ace cargo?

pallid pebble
#

afaik it works like viv

#

so loading onto vehicles like you can do cars

cyan prairie
#

Oh nice!

whole cloud
whole cloud
fathom ocean
#

@whole cloud

That functionality is exclusive to Eden right? If it is, could it be possible to save it as a comp and put it into Zeus with the proper crates/ objects loaded into the vehicle?

night mulch
#

btw what are considered "generic objects"? and thats a cool features thanks

silk pewter
night mulch
silk pewter
#

😄

nocturne obsidian
#

The VIV doesnt seem to work at all with this version. Any vehicle that could be loaded can no longer be placed in any of the cargo spaces of acceptable vehicles. The crates and objects do load onto the vehicle, but if you move the vehicle the loaded crates teleport under it. Also if just load the crates into a vehicle then start the scenario, you'll see that the objects do not "lock" onto the cargo hold and eventually spasm out and destroy the vehicle.

whole cloud
fathom ocean
#

@whole cloud thanks, i'll test to see what happens if i have similar issues to potato

#

@nocturne obsidian what did you load onto which vehicle? I've tried with a cargo net [nato] onto a HEMT flatbed and it works fine

nocturne obsidian
#

Did you try driving the hemmt

fathom ocean
#

It definitely does fly off the flatbed if I turn too much but there's no armaing going on for me

nocturne obsidian
#

anyone of the vics with an interior will freak

#

offroad (covered) blackfish(vehicles) van (cargo

fathom ocean
#

lemme see

fickle geyser
#

It should be attached like with normal ViV

fathom ocean
#

by that do you mean scroll wheel "load vehicle" ? because that didn't seem possible to me... @fickle geyser

fickle geyser
#

Yes, you should be able to unload it etc.

#

If it falls of its not attached...

fathom ocean
#

Hm, can you give me steps to reproduce? I tried in the editor in VR and I didn't see an option to load it-- do I need to be in the driver seat to load it or outside the vehicle?

#

Yeh dragging it into the vehicles seem to have issues, so how exactly did you manage to load something into the vic @fickle geyser

fickle geyser
#

I did not, I'm telling you how viv for props should work...

#

(same as vehicles)

fathom ocean
#

Ah... hm...

#

I'm not having any luck doing it that way so far

fickle geyser
#

And I guess the editor should do the same but instead it just positions the props in the cargo position without actually loading them onto transport.

fathom ocean
#

I wonder if the compat mod just didn't update, since I know I'm on the right patch

maiden wasp
#

Yeah seems like the update today is causing my server to crash extremely often

#
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0000005, exception address 00007FF6F8D9E52D
night mulch
maiden wasp
hushed seal
cyan prairie
kindred radish
#

same, lots of crashes with profiling/performance build ^^

whole cloud
#

crashes?

#

please send mdmp's

whole cloud
whole cloud
#

Fix for freezing is up now @empty goblet @cyan prairie

#

Eden issue is WIP

cyan prairie
#

Thank you mr dedmen 😃

#

Whats the Eden issue? So I don't come back and report it 👀

#

Oh the freezing?

whole cloud
#

the vehicle in vehicle loading not working properly

whole cloud
#

If you want this to work in multiplayer missions, I think the server running profiling branch should be sufficient. But pretty sure the server needs to be on prof

empty goblet
kindred radish
# whole cloud crashes?

might was related to the allmissionobjects problem, since i didn't had the problem on my test server. (much less objects)
only on the live server when using functions/scripts that were heavily using it.
tested again with the update and so far no crash/freeze.

quaint flame
whole cloud
#

Vehicles always work

#

anything since see V13 changelog

quaint flame
#

Oh nice

fathom ocean
#

Looks like custom vehicle inventories and whatnot work fine on the attribute-enabled servers! Think the ones that don't have attributes enabled use default inventories

snow summit
#

@whole cloud Is there a common issue with The profiling branch on servers and getting stuck on loading core configs on startup?

whole cloud
#

not aware

#

potentially fixed now by

#

2.04.147975 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: Eden Editor Vehicle-in-Vehicle loading not working properly (since v13)
  • Fixed: allMissionObjects sometimes returning an empty array
empty goblet
#

most of official servers is on this build now, feel free to report anomalies

fathom ocean
#

Ooh, definitely gonna go see in a bit

fathom ocean
#

@empty goblet sorry, testing a few things-- are the servers still mostly vehicle attribute disabled? I tried on US 01w and the attributes don't seem to load, i.e., slat cages, custom inventories, etc.

empty goblet
fathom ocean
#

Ah ok thanks ^^

#

Thought that was changed along with the servers being updated, my fault

empty goblet
#

will see if i set it to 1 , depends on demand and amount of bugs or issues 🤣

fathom ocean
#

Gotcha lol

undone eagle
#

Hey, a question- what is the Performance/Profiling build?

violet elbow
#

Dedmen's playground

undone eagle
#

Gotcha, thanks

whole cloud
#

If you want to know examples of what profiling branch does. All changelogs of current version are in pinned messages

pallid pebble
#

its basically the middleground between dev-branch and release candidate

restive pilot
night mulch
#

hi, im having this problem of the audio output device not staying on "default" after restart

#

if i set it to default, it will switch to my speakers on next game launch, even tho system default output device is currently my headset

#

anyone else have the problem?

restive pilot
#

sounds like another save issue... 🤔

night mulch
#

ok i opened up my .Arma3Profile file and manually removed the preferredOutputDevice line, this sets output device back to default on the next game launch.
however, if i change the output device again in game, preferredOutputDevice is created again in .Arma3Profile and will persist even though i set output device to default in game

#

so i guess the problem is caused by the non-removal of preferredOutputDevice when selecting default

#

another thing, when i start A3, the game window is called model viewer for some reason? lol

fathom ocean
#

@whole cloud I don't know if this should be asked here, but since it was working fine some time ago, I figured I'd ask... I went into Eden editor and activated data link / active radar emissions for radar dishes (cronus for example) then saved it as a composition and put it down on a public server, and it kept its radar on as intended a few weeks ago. I tried this a few times recently and the radar dishes no longer have their radars on...

I went ahead and tried testing this on servers with vehicle attributes on and off, and the one with zCSLevel=2 that I tried it on functioned properly, though the radar dish still didnt have the radar on when it was otherwise functioning properly. So even though it could strike targets at 7-8 KM+, the radar dish wasn't using its radar according to the GUI. The exact same thing happened on EU04 which is not one of the servers with 2.04.147 according to Dwarden's post here: #perf_prof_branch message

Any idea what's up with the radar interface?

whole cloud
#

Some attributes have a problem in their scripts. Because the scripts may assume that they run serverside only (as they do when they initialize at mission start).
For example vehicle custom inventory didn't work (which I fixed)
House opendoor states don't work (fix is WIP I think, but probably won't make it to 2.06)
Could be that radar enablement is another that I didn't see before

empty goblet
#

all those servers're on 2.04.147975

fathom ocean
whole cloud
#

2.04.148049 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: openMap forced flag was made to keep the map closed if false.
  • Tweaked: Backpacks cannot be loaded into Vehicle-in-Vehicle inside Eden Editor anymore
  • Tweaked: Weapon Holders (Equipment) cannot be loaded into Vehicle-in-Vehicle inside Eden Editor anymore
  • Tweaked: Vehicle-in-Vehicle cargo now uses visual bounding boxes if its size is significantly bigger than the geometry bounding box
  • Tweaked: JIP queue for setUnitLoadout has been optimized - https://feedback.bistudio.com/T160059
  • Tweaked: Map marker text length is now limited to 384 characters
  • Tweaked: setVelocity* script commands are now limited to 5 km/s
  • Fixed: It was possible to assemble static weapons inside a vehicle inventory - https://feedback.bistudio.com/T159943
  • Fixed: Eden Editor was randomly reordering vehicle crew and Vehicle-in-Vehicle cargo on scenario load
  • Fixed: Vehicle-in-Vehicle copy-paste re-spawning previously deleted vehicle crew
  • Fixed: PiP not properly re-enabling when enabling right after disabling
  • Fixed: Eden Editor copy-paste issues with Vehicle-in-Vehicle vehicles into a separate layer
  • Fixed: Extreme memory usage and out of memory crashing if clouds are enabled and the camera is too far out of terrain bounds - https://feedback.bistudio.com/T160120
  • Fixed: Invalid Vehicle-in-Vehicle cargo order when in Eden Editor when removing an object from the middle of multiple cargo objects

Known issue:

  • Potential game crash when moving objects off and back on the same vehicle ViV cargo repeatedly.
gritty wasp
#

now limited to 5km/s

No space programs anymore.

upper sierra
#

5km/s still faster than many spacecraft

#

Just no teleportation

restive pilot
#

well that's Mach 15, still not achieved yet!

silk pewter
#

is the engine itself limiting such velocity? that might limit catapulting rocks' space program

quaint flame
#

catapulting ppl with bad dad jokes program*

whole cloud
#

It does exactly what it says in the changelog.
setVelocity* script commands

silk pewter
#

yes, I get that part

so the engine itself doesn't limit anything, unlike with positions

whole cloud
#

Positions afaik also only script commands

silk pewter
#

nope, I tried being @ [15k 15k 0] and couldn't swim any further

empty goblet
fathom ocean
merry shuttle
#

Anybody else here having massive issues with the latest release?

I've played yesterday with some guys. I was running a dedicated server and my client with the latest profiling and performance build, the only additional addon/mod used was Global Mobilization mod.

After some time my client suddenly went black, mouse cursor gone and I was not able to kill the A3 process.
It happened twice for me and I had to restart my PC each time. One guy had also the latest beta build and had similar issues, the other guys were running the normal 2.04 version and had no issues at all

No crash files as the client simply stopped responding, it was shown as inactive in the task manager.

#

After that I went back to the normal 2.04 release and all was good.

whole cloud
#

It happened twice for me and I had to restart my PC each time.
If ctrl+alt+delete doesn't work then I don't know how we could do that

restive pilot
tawdry gazelle
#

I've stay at base doing nothing for about 3 hours, then fps suddenly drops to 8, then after several minutes a DXGI crash occurred. If it's the case, it might be Domination's issue... or Domination may trigger the issue, because I've never encounter the error on other scenarios.

rain moth
#

GM as well?

whole cloud
tawdry gazelle
#

(You can see my comments on the mod page.)

whole cloud
#

question is how much Ram is Arma using.
more than 8gb?

#

oof that mod, completely butchered CBA style with defining functions in xeh_prep notlikemeow

#

wtf?
666 = _target addEventHandler
Everytime you kill a player, it adds a new respawn eventhandler and never removes it again.
removeEventHandler ["Respawn",666]; thats not at all how that works

#

That can very well cause such a out of memory situation if it goes on for long enough

Also on every hit it checks if ACE mod is loaded, what a waste of performance, it only needs to do that once

According to his comment

Ok, I've set the respawn event handler to only apply to players (when they are killed by another player). This should make it work better with AIs.
The respawn eventhandler previously was on every AI, which would make this ALOT more likely to cause your problem when this happens for every AI killed.

silk pewter
#

a lot
but yeah, and restricting the number of EHs is not the way to go

so, design error and f it? :)

whole cloud
#

ye

#

They already use CBA XEH for the other eventhandlers.
No reason not to also use that for Respawn.
Then they don't need to add EH's to units, and won't forget them

tawdry gazelle
#

@whole cloudAnother player reproduced the issue without the Hitmarker mod and Domination scenario.

#

Both RAM and VRAM are ok.

silk pewter
#

plz provide repro

rain moth
#

vanilla, GM, other mods?

tawdry gazelle
#

Why cant I send photos in this channel???

whole cloud
#

You could run profiling binary (instead of performance).
and once it gets bad run a diag_captureFrame 1
that will cause a memory report to be logged into RPT, which should be able to tell me if its a memory leak caused by a bad script

tawdry gazelle
#

vanilla, with many but totally different mods loaded.

#

the client is not profiling branch, only the server is.

whole cloud
#

the client is not profiling branch, only the server is.
huh? But you are talking about client crashes in the #perf_prof_branch channel?

tawdry gazelle
whole cloud
#

So the crash isn't caused by perf/prof then.
It also happens without it when playing domation..

tawdry gazelle
#

My client is performance branch, so I thought it was the performance branch issue, but that player does not use performance branch have the same issue...

#

It's not only domination anymore, he crashed it at Antistasi

whole cloud
#

Then its probably some bad script in a recent domination update

#

waaaat

whole cloud
tawdry gazelle
#

Ah, the player has killed the program...😵

#

I'll do that once I encounter the issue.

merry shuttle
whole cloud
#

I played with 20 people for 5 hours on weekend with no issues.
So would need a way to repro

merry shuttle
#

That's why I was asking if others have the problem too to find some common ground.

#

Not much time currently, work seminar

twin spear
#

I used to get 3FPS bug consistently on official GM warmachine server after 2.5-3h playing. IIRC it happened on many builds, stable and perfprof. It's been a while since I have played it.

tawdry gazelle
gritty wasp
#

I played with 20 people for 5 hours on weekend with no issues.
played 4 160+ TvT missions last weekend with lastest perf. No crashes.

twin spear
tawdry gazelle
#

Hi, Dedmen. A player on my server reproduced the 3fps issue on main branch. At that moment, Arma 3 takes 6026.3MB RAM of 16GB in total, while his VRAM Usage is really low, at about 400MB out of 2GB. I'm telling him to switch to profiling branch to run the command and send a rpt file to me.

#

This seems not happening before I upgrade the server to 2.04.141975. But when this happens to one player, other players are ok... I'm really confused...

whole cloud
#

yeah well the 3fps bug in general still exists if something uses too much memory.
But that can very well be caused by just a bad script.
If there is something really bad with perf/prof thats a big concern. But if its just a bad script in a mission and the same happens on stable and most players have absolutely no problems, then its not a concern

#

Though I guess I could see why 3fps emergency mode gets enabled so early even when you still have a bunch of memory left. Maybe I can move up the limit

tawdry gazelle
#

Just a question: I've never seen Arma 3 using RAM more than 8GB, is this intended, or just I'm not forcing it enough?

whole cloud
#

Yeah thats the question, I dunno

tawdry gazelle
#

🤣 🤣 🤣

cyan prairie
#

Unlimited power wen

tawdry gazelle
#

Hi, where can I find the result of diag_captureFrame 1

cyan prairie
#

I think possibly rpt?

whole cloud
#

it pops up on screen

#

but the memory report that I'm interested in is in RPT

tawdry gazelle
whole cloud
#

Eh

#

GameDataScalar maybe

tawdry gazelle
#

no luck...

silk pewter
#

empty your rpt then do it again, it will be faster 🙂

tawdry gazelle
#

my game client shows "Developer version" and version number at right bottom corner, it truely is Profiling branch...

#

I cant write to rpt file since arma holds it...

silk pewter
#

only if it currently writes in it, otherwise Arma releases it

whole cloud
#

It will be logged to end of RPT when you run the capture frame

tawdry gazelle
#

I use VSCode and it says cannot overwrite it... 😭

whole cloud
#

shouldn't need to search the whole file just look at end

tawdry gazelle
#

what does it looks like? I dont found anything that might be it...

#

Ah shit, "20:31:51 Scripting function 'bis_fnc_debugconsoleexec' is not allowed to be remotely executed"

whole cloud
#

it should be a dump of types and numbers.
String, Scalar, Object, Group, Array etc. And numbers behind it

tawdry gazelle
#

I run the command and rpt generates "20:31:51 Scripting function 'bis_fnc_debugconsoleexec' is not allowed to be remotely executed"...

whole cloud
#

well I guess the command doesn't actually run then

#

you can try putting it in debug console watch field at the bottom

#

to see if it fires there

tawdry gazelle
#

Ah, it finally runs!

#

I get this for normal status

feral harness
whole cloud
#

debug console does remoteExec even for local execute I think

kindred radish
#

Found a funny bug. Probably a RHS problem since its not happening with the Vanilla Hummingbird, still interesting tho 🤔

If you land a MELB like in this screenshot there is a 25~ FPS drop.
Surface is a "Land_AirstripPlatform_01_F" elevated above the ground (Many other objects nearby ~900)

MELB landed: 25 FPS - > https://gyazo.com/7ef3975991fceecbb4a6c550565ad0ea
MELB deleted: 51 FPS -> https://gyazo.com/9862e9a7441cc0fd940fea4a1045c0cd

Edit: Looks like its unrelated to the object i landed on, parked it nearby on the ground and same huge FPS drop meowhuh

MELB landed: 20 FPS -> https://gyazo.com/31e4061074d2b46941314273e8683c6b
MELB deleted: 47 FPS -> https://gyazo.com/592172fea68b05d7f71c486c18ed436b

Looks like its only happening close to the MELB while many objects are nearby. And the closer you get the higher the FPS impact.
51 FPS: https://gyazo.com/956c0ef62cc7ba23f7ba36c1e825f3fa
30 FPS: https://gyazo.com/33daee594e58f7f7d1e42f166c7d9f9a
25 FPS: https://gyazo.com/d2e0ce141f93ff1cc5975ee8dd7e6afb

gritty wasp
#

Does it happen in air? May be just 1000000000000000 faces model?

kindred radish
# gritty wasp Does it happen in air? May be just 1000000000000000 faces model?

Hmhmh maybe. Plus the fact i placed "a couple" of rocks nearby to make an "underground" structrure 🤔

https://gyazo.com/1e6047ccbc594c8b2fcae95e733d344f

Still funny then that the MELB causes the "tipping point" and not the 820 objects nearby (117 simulated and the rest is simple objects)
24 FPS: https://gyazo.com/b2e76105b36b949d641645537172447f
60 FPS (Vsync) as soon as the MELB is gone: https://gyazo.com/4424de3d89c28704250c79d794904a4c

silk pewter
kindred radish
whole cloud
#

I have an idea how to optimize that a bit further think_turtle
But it would just increase the distance before fps drop a bit

kindred radish
whole cloud
#

it needs to check collision everytime, objects around it can move into it too

whole cloud
#

2.04.148090 new PROFILING branch with PERFORMANCE binaries, v16, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Instigator parameter to setHitPointDamage/setHit/setHitIndex script commands
  • Added: Number of channels and frequency for audio output to RPT log
  • Fixed: Preprocessor error when using #if after a #else, #endif - https://feedback.bistudio.com/T160173
  • Fixed: Crash if objNull is passed to enableSimulationGlobal
  • Fixed: Crash when moving ViV cargo back into a vehicle and when its position is not available anymore
  • Fixed: Debriefing stats not rendering if its on the first visible debriefing page
  • Fixed: hideObjectGlobal could cause crashes if objNull is passed as parameter
  • Fixed: Number plate font was set incorrectly - https://feedback.bistudio.com/T159583
  • Fixed: Corrupt Config entry was causing a crash - https://feedback.bistudio.com/T160224
grand remnant
#

any plans to make the static ships zeus compatible?

silk pewter
#

no and not related to the channel

worldly badge
#

I guess he meant USS Freedom and USS Liberty

#

Which is similar to the “composition” thing

whole cloud
#

no, its labeled as #NotSupported

marble mason
#

Dedmen, can you confirm if your keybind rewrite will fix the issue with sfm and analogue throttle cutting out when there is a GUI overlay displayed? Happens with vanilla helis as well. https://youtu.be/DAMpoRuYTQE

whole cloud
#

what keybind rewrite?

#

there is no keybind rewrite

marble mason
#

arnt you messing with the addon options system to allow controller inputs

whole cloud
#

I added mod keybinding

#

nothing else

marble mason
#

I was hoping it may have magically fixed this but I guess its totally unrelated.

upper sierra
lost knoll
#

Had a weird glitch on Invade and Annex that's related to perf branch

#

Basically I can't mount any helicopters unless someone has already been in it for me

#

Has something to do with the helicopters being frozen/immune

whole cloud
#

I heard of that before. If I remember right that was determined to not be perf branches fault

lost knoll
#

Well I turned it off and tried in main branch

#

Worked fine

whole cloud
#

Basically I can't mount
What does that mean?

lost knoll
#

It means I can't get in it

whole cloud
#

How?

#

Exactly

#

What exactly happens

#

Why can't you get in?

lost knoll
#

As in I'm using the interaction menu and nothing happens

whole cloud
#

you are selecting "get in" in action menu, but when you activate it "nothing" happens? what is "nothing"?
Action menu closes (hides itself) but you don't start the get in animation?

lost knoll
#

Action menu stays open

#

Inventory works fine

#

Nothing else happens

#

I've left it for a few days and still happens

#

Servers restarted

#

My games restarted

whole cloud
#

I guess they disable simulation on the vehicles to save performance.
And only enable it again when a player got in.
in 2.06 there was a change to stop players from getting into disabled vehicles (because they would get stuck inside)
Thats a feature, not a bug in that case

lost knoll
#

Disabling simulation sounds about right

#

So do main branch players still get stuck if they get into a disabled vehicle?

whole cloud
#

if simulation stays disabled yes

lost knoll
whole cloud
#

yes, in a few weeks

neon harbor
#

hmm so I assume the mission maker is disabling animation for the vehicle but detecting a GetIn EH to enable it again? is that a concern for backwards compat?

whole cloud
#

yeah same guess.
I would consider being able to get into a sim disabled vehicle to be a bug

neon harbor
#

how about checking with a delay if the vehicle is disabled and moving out again?

whole cloud
#

too much effort

feral harness
#

btw you could still use scripted menu to get it, this is the reason actions are not disabled for sim disabled vehicle

pallid pebble
gritty wasp
#

Why you need to get in disabled vehicle? Why?

whole cloud
#

read above

silk pewter
#

I would say "make a fake getin action that enables simulation"

whole cloud
#

add a fake action with a condition that always returns false.
If you look at the vehicle the condition will execute, activate simulation inside the condition.

Bam automatic sim enablement when you just look at a vehicle

feral harness
pallid pebble
#

Huh? When did I complain?

#

You asked a question, I answered it

feral harness
#

about backward compatibility

pallid pebble
#

Yes?

feral harness
#

you are not happy you can’t get stuck any more?

pallid pebble
#

ConfusedDog Why are you twisting what I said?

#

I said that I'd rather have an implementation in a way that keeps more backwards compatability, not that I love being stuck and dont want the fix at all

feral harness
#

explain backward compatibility problem that this change brought

fickle geyser
#

Someone could have a system in a mission that disables sim of vehicles far from player for optimization

#

and enable them on get in.

fickle geyser
#

It took me 5s to think about use case.

feral harness
fickle geyser
#

You can't get in the disabled sim vehicle, you won't trigger get in eh, system won't work.

pallid pebble
#

^

fickle geyser
feral harness
#

You can, just not via engine menu

fickle geyser
#

Well then the change is not backwards compatible.

#

If some missions had system like I described and It's not updated anymore it's broken.

feral harness
#

so you rather get stuck?

pallid pebble
fickle geyser
#

No because in the said mission it will work fine.

#

IDK why you get so defensive when someone points out an issue in the change.

feral harness
#

and other 99.9% of user base will get stuck

fickle geyser
#

¯_(ツ)_/¯

pallid pebble
fickle geyser
#

Personally I would rather not have backward incompatible changes in 7 years old game.

silk pewter
#

regarding people troubled vs people saved, I believe we are on the safe side here

fickle geyser
#

Yeah I agree on that.

feral harness
#

this is really silly, there was no benefit of getting into sim disabled vehicle, only aggravation of getting stuck not knowing if vehicle was disabled which required restart of the game. You can’t enter more. I don’t wish to discuss this silliness further

silk pewter
#

well, as usual, a modding community turned this flaw into a strength
so fixing something breaks their system, of course

pallid pebble
#

there was no benefit of getting into sim disabled vehicle,
The benefit was that some systems used it to improve performance?

silk pewter
#

now, is it really important… if they are still around, they can update their script, that's it 😉

pallid pebble
#

I don’t wish to discuss this silliness further
my man, you're the one that pinged me at 1am to have an argument over this

silk pewter
#

yeah well, let's close the chapter 🙃 pros and cons have been said

pallid pebble
#

ablobshrug ok then

silk pewter
#

hmm I still have that problem in profiling, is it known?

quaint flame
minor silo
#

What about a pop-up "error" message that would tell you the reason?

merry shuttle
whole cloud
#

:u

#

Any other important issues that you will just casually mention exactly when its too late? 😄

silk pewter
#

let me dig, 5 min 😄

whole cloud
#

2.04.148121 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: Zeus composition markers being placed at wrong position
  • Fixed: Zeus composition not rendering preview for markers
  • Fixed: Zeus could not edit markers after they were placed from composition
  • Fixed: Zeus compositions placed at wrong position if placed via map screen
  • Fixed: Unable to move whole group into vehicle in Eden
  • Tweaked: Zeus composition now generates unique name for map marker if desired name already existed
restive pilot
#

are showing us the bug? or is that supposed to be a new feature?

whole cloud
#

that the bug

restive pilot
# whole cloud that the bug

ok. btw what coordinate does the game use for rotation directions?
I created two objects, and in attributes, set the rotations as x = 45 y = 45 z = 275 for one, and x = 45 y = 45 z = 10 for the other, and the rotation was not what I expected meowsweats

#

one was banking to the left, the other to the right

silk pewter
#

it's a rotation in world coordinates, no model's

restive pilot
#

then it's broken meowsweats

silk pewter
#

how so?

restive pilot
#

nvm meowsweats

restive pilot
#

it's not broken

#

but it's wrong

#

rotations are CW meowsweats

silk pewter
#

Cold War?

#

oh, clock-wise

whole cloud
#

uv. Input parameter was actually target angle, I thought it was delta angle

silk pewter
#

fixyfix?? :3

restive pilot
whole cloud
#

no its world rotation not model

gritty wasp
whole cloud
#

If a bug that was "discussed and experienced very often" but not mentioned at all for over a month is still not fixed when we release a release candidate, then it needs to be reminded meowsweats

silk pewter
#

it's not fixed

#

it's not fixed

#

it's not fixed

#

😄

cyan prairie
#

Bob the builder over here

inland dew
# whole cloud Any other important issues that you will just casually mention exactly when its ...

in our mission, there is a side mission, where one can find ammo box among other things and take different stuff from it or even lift the box with heli and take it to the base, to sell all the stuff that's inside the box.
but now, after a certain perf patch, players can access the inventory of the box, but can't take anything from it and also they can attach ropes to the box, but it's impossible to lift it - it's glued to the ground

#

maybe this box with ammo is part of a composition

whole cloud
#

but can't take anything from it
before attaching any ropes?
maybe this box with ammo is part of a composition
maybe?

inland dew
#

no, simply when you go as infantry to the box, you select inventory and can see what's inside it, but you can't take anything from it

#

it worked for several years to take stuff from it, but now it's not working anymore

#

can't take stuff from the box and can't lift it with heli, using standard Arma lifting (no additional scripts)

#

and I think it's part of a composition

#

but not sure

whole cloud
#

think_turtle
Well I did touch rope attach, could break taking items out of inventory. But won't make inventory empty and also won't glue box to the ground

inland dew
#

can't take weapons/ammo etc from its inventory, despite being able to access the inventory

whole cloud
#

simulation disabled maybe?

inland dew
#

don't know

#

not me scripting the mission

inland dew
#

I checked and it was already reported as problem by somebody in our Discord already on 26 of July, but it might not have been working even longer than that

#

the problem appeared exactly starting from 2.04.147927 on 21.07.21
one can access the inventory of the box with ammo as infantry standing near it, but can't take anything from it
one also can't lift the box as well

all of this worked before for years

whole cloud
#

That update only had zeus compositions stuff tho

inland dew
#

I'm only assuming it's starting from exactly this updated, since it was released on 21.07 and the first problem to report such problem, reported it on 26.07

#

can't tell if it's maybe due to some older perf update

whole cloud
#

Is your server running profiling?

inland dew
#

always running perf

#

so no profiling, only perf

kindred radish
inland dew
kindred radish
inland dew
#

@whole cloud with current build, I was driving Quilin AT in 3rd person, then stopped, switched to the gunner in 3rd person, fired missiles, then switched back to the driver and continued driving.
and while driving, I had the sound of engine when driving + still the sound of engine when idling that stayed, despite me starting to drive.
and even when I switched off the engine, the sound of idling engine was still playing

fickle geyser
#

Happens sometimes in stable too, rare bug.

whole cloud
#

yeah I know that bug, but specifically with helicopter engine sounds.
Or I think thats the same, helicopter sound that stays even after disconnecting and being in main menu

inland dew
#

I could also observe a bug, when you fly your UAV to another player's position, then he looks at it and selects to disassemble it, and when the UAV becomes a backpack, the sound of it stays

#

something like this

silk pewter
gritty wasp
tawdry gazelle
whole cloud
#

Tons of script instructions, but that can be normal if running tons of mods.
These LODShapeRoad's are interesting, what terrain are you on?

GameDataCode also seems very excessive. That is script variables of type code
I'm pretty sure you don't intend to have over 300k script functions...
I would say probably a bad mod there

restive pilot
tawdry gazelle
#

I'm on Altis. The script issue could be caused by a mod called indiCam, it runs a loop and capture players' scene.

whole cloud
#

Actually the real number is 78.117 code type values allocated

#

still a bit excessive

#

and 32.526 roads
I don't think Altis should have that many roads? not sure

restive pilot
#

it does notlikemeow

#

stratis has a few K roads

whole cloud
#

uff

#

19:29:31 Heap - Geometries allocated 43 GiB
thonk

restive pilot
silk pewter
restive pilot
#

ROAD, MAIN ROAD, etc.

silk pewter
#

arf yes, didn't see them on page quickscope meowfacepalm

#

but still, far from your 34.6k

#

TRACK

restive pilot
silk pewter
#

TRACK + ROAD + MAIN ROAD
26823 + 4849 + 2061 = 33733

#

TRAIL has not been processed in the table

#

nvm, it's just that there are none

silk summit
#

Guys, when the much awaited patch 2.06 releases, where in the forums will we be able to see the changelog?

restive pilot
silk summit
#

@restive pilot Thank you, I will be refreshing that page quite often 😉

rain moth
# silk summit Guys, when the much awaited patch 2.06 releases, where in the forums will we be ...
restive pilot
rain moth
#

yes, it's just the main updates. dev can have changes which are not part of (next) release

silk summit
#

v2.06 is supposed to be kinda big right? I remember some devs advertising it as the version with the "noticeable" improvements...

#

Hoping there are performance improvements in there as well 😉

knotty moth
#

Same, I might be wrong but i heard the next Ace update should follow soon after

whole cloud
gritty wasp
#

It is just bigger than 2.04.

silk pewter
#

2.06 > 2.04
it checks out

upper sierra
#

Doesn't profiling branch have a lot of performance improvements that have yet to make it to main branch?

whole cloud
#

yeah

#

not sure if lot, but some

upper sierra
#

Why's that, instability or inconsistency?

gritty wasp
#

perf branch is mostly dev with abbility to play on stable servers

whole cloud
#

Because there was no main branch release since these improvements were done

upper sierra
#

Ah, alright

silk summit
# whole cloud I don't remember that no

Are the fixes that 1) enabled more light sources shown simultaneously and 2) Light flares working during daytime for properly configured light sources included in 2.06?

restive pilot
#

yes

silk summit
restive pilot
#

yeah

#

(pseudo-changelog)

#

it's not the full changelog

silk summit
weak panther
#

or was it the max thing could do with this fix?

whole cloud
#

we just made it better, not fixed it

#

setting the shadow offset too large will cause problems

weak panther
#

got it

quaint flame
whole cloud
#

one is automatically updated, one was manually updated by Dwarden but Dwarden didn't have time to do that for a long time already

#

Thanks to mister I don't know if he wants to be named ¯_(ツ)_/¯, Go say hi!

quaint flame
#

hi!

patent dome
#

Hi!

silk pewter
#

Caramba!

vale shoal
#

I don't know if this is really a perf branch bug, but I got this error when logging in to my server:

2:02:33 Warning Message: No entry 'bin\config.bin/CfgWeapons.muzzleflash_tma'.

I really don't use this item on the server, so idk what this should be

whole cloud
#

its a mod

vale shoal
vale shoal
#

ah, yeah.. not sure which one, there were no mod updates in the past

restive pilot
silk summit
#

"For advanced mod teams, we've introduced a method to pre-compile SQF scripts and to store the resulting bytecode SQFC files in addons. It allows heavily scripted mods to shorten their start-up time and load faster. Several popular mods, such as CBA and ACE, already use this in their latest releases. We may still do so also for (parts of) our vanilla Functions Library, but that's not yet confirmed."

#

SQFC only improves loading times or does it also helps with slightly with FPS/Stutter in game?

restive pilot
#

it does improve the exec time of scripts in some cases, but not in a noticeable way

quaint flame
#

I am still waiting for the sqfc documentation 😄

hexed verge
#

what even is documentation

silk pewter
#

¯\_(ツ)_/¯

feral harness
#

good things come to those who wait

hexed verge
#

i am already using it so i could not wait.

silk pewter
#

takes SQFC away from @hexed verge, who could not wait

hexed verge
#

NOOOOO

charred estuary
#

Was there some sort of change to Zeus in the Prof Branch recently? I’m unable to click and drag, then edit multiple units.

whole cloud
#

Not recently, the last update was about a month ago

#

then edit multiple units.
What do you mean by edit

charred estuary
#

So, previously you could highlight two groups, click the group icon for one, enter the group settings page, and change side. When you clicked okay, both groups would now be on the same side. As it is now, only one is.

#

So for instance, I place down two BLU helicopters, side by side. I decide I’ll give them to IND. I click and drag over both, and with both highlighted, double click the diamond for one. I then click Side, and set it to IND. When I return to the main Zeus view, one helicopter is BLU, the other remains IND, and they start shooting each other.

violet elbow
#

Are you sure that's not a mod feature? I don't remember that happening with Zeus ever, only Eden.

restive pilot
#

yeah it's not

whole cloud
#

I don't remember that being a thing.
But I don't know if vanilla has a different doubleclick menu

whole cloud
#

/remind me about that tomorrow

#

dang, need bot

silk pewter
#

quit slacking 😄

restive pilot
#

I tested

whole cloud
#

I wrote tomorrow, bad bot

restive pilot
#

@frozen tundra he means you 😛

frozen tundraBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
hexed verge
#

bad bot

charred estuary
#

Absolutely it is - maybe I just didn’t explain it well. You know how you can select multiple units, and when you click into them modify all of their appearance in the garage for vehicles - I think it says “apply to all”

#

Or for units, when you have multiple selected, clicking in and modifying the skill or rank of one does it for all?

#

With groups you could highlight multiple groups so that you could change their skill, or slide, by going through the dialog for one

#

Unless this was a ZEN feature, I have been doing this for ages until the past little while

patent dome
#

Did it start happening today? Because there was a ZEN update.

charred estuary
#

It had been the last week at least, but prior to that I hadn’t played for a while - I got back into it when the GM update came out

#

Modlist is the same - CBA, ACE, CUP, ZEN

violet elbow
#

The double click for opening the edit dialog clears the selection.

whole cloud
#

Dedmen be looking at performance bottlenecks during his weekend mission.
Dedmen see this code like this

int count = 0;
auto iterator = _objects.begin();
while (iterator.index < _objects.Size()) {
  iterator++;
  count++;
};

Dedmen be thinking...

auto count = _objects.Size();

ThonkSpin

Dedmen see code like this:

for (int j=0; j<objectsPerTask; j++) 
{
  iterator++;
}

Dedmen be thinking...

iterator += objectsPerTask;

ThonkSpin

_objects here is list of all networked objects on serverside, so hundreds to thousands of objects, and this stuff runs every frame antiwob
Potentially neat stuff coming in next performance branch build

whole cloud
#

I also looked a bit into what I think is the bug that this "Arma performance fix" workshop mod is workarounding.
And confirmed what I thought, 740 AI's, 17% of frametime goes into stuff that I think doesn't need to be done.

So now see if I just disable this and play with 17% more fps (actually less frametime not more fps but numbeers) will just break everything or if I'm lucky and this works studywob
If this works in my playtests then you can be my testers on perf branch to tell me if this really is safe and be rewarded with better fps for your inconveniences wobcat
And if its not safe you'll get better fps but have to look at broken AI and broken scripts and complain about it wobcat

But for now.. Back to playing Arma sweating

pallid pebble
#

what is using those 17%?

quaint flame
#

Simulating tankX space program 😛

whole cloud
#

AI visibility/targetting checks.
I thought it might be needed for things like knowsAbout, but according to wiki knowsAbout is already arg local.
And the other script commands that would be impacted by it are not documented on wiki if they are arg local or global

quaint flame
#

Perhaps that's the issue I had a few month ago. Where we suffered pretty bad fps even though AI was not even close by

feral harness
shrewd moss
#

If everything works out, is there any hope to see these performance improvements in 2.06? Or 2.08 is a more realistic expectation?

worldly badge
#

2.06 is almost ready to launch. I'd say 2.08

shrewd moss
#

Understood! Tnx

jagged minnow
whole cloud
whole cloud
fickle geyser
#

wasn't that fixed? (the rotation arrow being offset depending on object rotation)

whole cloud
#

yes

whole cloud
#

That moment when your server runs at 3fps, and spends 14% of its time checking if units have their gun flashlights enabled (even though no placed down units even have a gun flashlight, and even though it doesn't matter AT ALL because its mid-day and everything is in bright daylight anyway so a gunlight wouldn't make any difference)
wobcat

#

And that moment when your client is running at 10 fps, because its doing exactly the same checks for AI units that are simulated on the server and not the client wobcat

restive pilot
rain moth
#

🔦

silk pewter
#

I smell IMPROVEMENTS 👀

fickle geyser
# whole cloud yes

was it not fixed on profiling branch then? Because my screen was from current profiling branch.

whole cloud
#

does this also apply to single player?
Yes, the more AI the worse.

There is even a comment in code

//during the day, there is no need to compute light from lamps
Right above the code that checks if the AI unit has its gunlights on, which is big expensive check.
Though maybe it shouldn't be expensive to check if a unit has his gunlights on..

whole cloud
#

The commit date for the fix was 25th august

#

Last prof update was... 25th august

#

😄

fickle geyser
#

xD okay, was just bit worried it will be bugged in 2.06 ;d

whole cloud
#

But I didn't mention it in the changelog, so the fix probably was done juuuuust after profiling was built

#

If you have time you could retest on RC weheartdedmenwob

fickle geyser
#

I don't hide

whole cloud
#

Maybe QA has time to recheck it

#

Well I have 2300 AI units 🤣

But I now have a 14% performance improvement while you're playing with 2300 AI Units during daytime wobcat

fickle geyser
#

1fps => 1.14fps? bloblurkinglenny

whole cloud
#

5fps -> 5.81fps 😄

#

Though maybe it shouldn't be expensive to check if a unit has his gunlights on..

Yeah...

Get current weapon index
Get current weapon type by index
Get current weapon instance by type
Check Arma 2 backwards compat whether weapon has builtin flashlight (not attachment)
Get weapon instance flashlight attachment
return _unitWantsFlashlight && flashLightAttachment.IsOn()
Mh... How about....

if (!_unitWantsFlashlight) return false;

Get current weapon index
Get current weapon type by index
Get current weapon instance by type
Check Arma 2 backwards compat whether weapon has builtin flashlight (not attachment)
Get weapon instance flashlight attachment
return flashLightAttachment.IsOn()
wobcat

That would be about 98% improvement for checking if unit has flashlight on while it actually wants it off (which is the normal case)

whole cloud
# fickle geyser wasn't that fixed? (the rotation arrow being offset depending on object rotation...

QA retested on RC, its still a bit wonky specifically when objects are slightly/almost upside down, or like 91° rotated on X/Y axis so that their top basically points at the horizon (The arrow direction is decided by where their front faces and is then projected down onto the ground, if their front faces basically straight into the sky..... yeah)
But all the normal use cases where the unit still mostly faces upwards/downwards and is not right at the edge seem to be fine

whole cloud
#

Server fps
Before: 5-6
After: 7-8

wobcat Man what a difference!

#

Time spent for AI per frame down from 55.4% to 46.3% what a shocker.
Still isn't that comfortable with 2300 AI's at 8 fps on server and 12 on client, need more fps sad

#

//take grass bonus from surface under left foot (random choice beetwen left and right)
Here some fun in-beween entertainment

The random choice has been made by a programmer flipping a coin while writing this code 😄

restive pilot
autumn timber
#

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 2.06

CHANGELOG
ENGINE

• Tweaked: changed grass bonus from surface from left to right foot (re-threw the coin)

silk pewter
whole cloud
#

Before

movss xmm0, dword ptr [rdx+0x8]
movss xmm1, dword ptr [rdx]
movss xmm2, dword ptr [rdx+0x4]
subss xmm2, dword ptr [r9+0x4]
subss xmm0, dword ptr [r9+0x8]
subss xmm1, dword ptr [r9]        
mulss xmm0, xmm0
mulss xmm2, xmm2
mulss xmm1, xmm1
addss xmm2, xmm1
addss xmm2, xmm0
movaps xmm0, xmm7
mulss xmm0, xmm7
comiss xmm2, xmm0

After

movups xmm0, xmmword ptr [r9]
movups xmm1, xmmword ptr [rdx]
subps xmm1, xmm0
dpps xmm1, xmm1, 0x71
comiss xmm1, xmm7

Performance difference: 0
sad

jagged minnow
autumn timber
#

Don't say it! I'm halfway through and if you explain it, I will have wasted my last 15 minutes 😛

autumn timber
#

Looks like a dot product over 96 bits performed either using three 128 bit registers* (above) or using one 128 bit register that should fit 96 bits anyway (below)

[* actually a difference between two memory pointers]
🤓

#

So basically digging 3 small holes with a small shovel turned out to be no slower than using a big shovel once (if I understood correctly)

silk pewter
#

there is a typo, it's comics*

restive pilot
#

^ ur compiler ist broken 😛

whole cloud
#

its distance between two 3D vectors

#

and checking if its below a max value

autumn timber
#

The distance between two points in a three dimensional - 3D - coordinate system can be calculated as. d = ((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)^1/2
Yup, checks out with the differences and squares sum (dot product)

#

What did you change to make it use one register? 🤔

whole cloud
#

const float maxDist2 = maxDist*maxDist;
for (...)
if (distance < maxDist2)

instead of

for (...)
if (distance < maxDist*maxDist)

quaint flame
#

How old is that code? 😄

whole cloud
#

Too much effort to check :u

silk pewter
quaint flame
#

I guessed that much 😄

silk pewter
#

// TODO: check DOS compatooooooh I think I get a date range here 😄

#

(j/k, not an actual extract ofc)

hasty steeple
#

So I was directed here after I commented this in Zeus Discussion

hasty steeple
#

So I have Zeus-ed a couple times in the official Arma servers and realized that I can't customize Vehicle with Camouflage netting and other things, Like Cages ETC, can be an option implemented for this. Also for Livonia map I understand the Spentnaz are CSAT, but when placing Tanks suck as the T14 Armata I get Iranian Csat crew, which kinda breaks some immersion, I wish at least they had woodland camouflage, uniform like Pacific CSAT forces , and the vehicles had also woodland camouflage with Russian solders and crewmen. (edited)

violet elbow
#

You were directed to use custom compositions for what you've asked for, not to ask for it here.

#

You can build what you want yourself in Eden Editor and save it as a composition. So long as you're using perf/prof branch, you'll be able to spawn that same composition in Zeus.

hasty steeple
#

How do you do that?

#

I never knew that existed

restive pilot
restive pilot
whole cloud
#
  1. 5 fps.
  2. Flick switch
  3. 15 fps
  4. Profit?... or hell on earth and burning kittens raining from the sky. Either one of these.
kindred radish
#

While you at it,i always asked myself. Why does the FPS drops so hard in big cities like Kavala or Cherno 👀
Pls fix blobcloseenjoy

silk pewter
#

nice try but we have a contract with Intel to push people to buy moar CPUs!

empty goblet
#

{arma 2 veterans might get the hidden meaning of that}

inland dew
empty goblet
#

you forgot the sky on fire theworldburns

inland dew
empty goblet
jagged minnow
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Will there be another perf_build or will the changes just be merged with 2.06 Release build?

whole cloud
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Same as with every update

#

most of the changes get merged into the next update, and profiling branch will continue with new improvements

ripe escarp
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loving what I am seeing, some extra FPS can never hurt (unless we lose a feature or something to achieve that FPS that is)

whole cloud
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Well you might loose the feature of AI seeing flashlights during bright daytime when they wouldn't be able to see flashlights anyway because its already too bright outside wobcat

violet elbow
#

That's a downside?

whole cloud
gritty wasp
silk pewter
gritty wasp
#

May be

empty goblet
whole cloud
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There is, but it still checks whether gun lights are on no matter that check

empty goblet
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hmpf, well i can't wait to see next profiling then ... 😁

silk summit
hasty steeple
#

So I made my Custom Composition units how do I add them to my Zeus profile as Custom units So I can add them In Vanilla Zeus or also called Offical Zeus Server

whole cloud
whole cloud
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wtf I don't know what happened but my 2300 AI benchmark now runs at 43fps... It was at 3-5 fps yesterday notlikemeow
I must've broken something and its messing up all my results

fickle geyser
#

have you lobotomised them? ;D

whole cloud
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Oh... If I enable my one AI tweak mid game it just pushes fps from 5->20
If I leave it enabled right at game start I run 40-45fps

fickle geyser
#

sounds too good, something is fishy.

#

inb4 || due to dedmen changes arma3 runs so well that enfusion is canceled pepe_laugh ||

whole cloud
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Oh I think I got it.
my tweak is disabling AI target calculations for non-local AI on client

I think if it runs once, it registers sensors.
And the biggest bottleneck after the AI targeting stuff is the sensor updating.

So if its disabled right at start, the sensors are not registered so sensor updating bottleneck doesn't appear 💡
Thats.. nice to know

silk pewter
#

"OK guys, we know you are waiting for the next entry in Arma series… so here it is, Arma 3: Operation Ardedmen! Patch v2.50"
🔥 *pitchfork noises intensify* 🔥

whole cloud
#

I'll add a "giveMoreFPS true" script command for my weekend playtest and we'll see if this works 🤣

fickle geyser
#

maybe tie it to disableRemoteSensors ?

silk pewter
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can your improvement also prevent that sensor bottleneck after having been updated? IDK if it is worth it, as e.g some clients can have AI too?

whole cloud
silk pewter
#

oh noice :3

whole cloud
#

https://community.bistudio.com/wiki/disableRemoteSensors

There are cases where you do require these raycasts, for example in stealth scenarios. Without them, commands like knowsAbout, nearTargets and targetKnowledge will only function for local units!
Eh... Wiki already says knowsAbout needs arg local..

silk pewter
#

so why keep those remote sensors?

whole cloud
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Yeah why spend 30+% of frametime (with loots of AI) calculating things that aren't used/needed in most missions.

Could always dynamically enable it if knowsAbout/nearTargets/targetKnowledge is used on a non-local unit
Along with a big warning in RPT, and providing the calltrace of what script or mod just severely degraded your performance so you can blame them wobcat

fickle geyser
#

My unitsis playing with disableRemoteSensors for quite a while and we had no issues. However it does not give much performance.

hushed seal
#

You probably don't play with 2000 AI on the map :D

fickle geyser
#

2000? No, but 200-300, quite often.

whole cloud
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Replacing the multithreaded sensorlist thing with the new multithreading stuff I made for multithreaded script commands.

Old:
20-23 fps
38.3% Sensor updating
25.2% Waiting for other threads to finish their work, sleeping and doing nothing.

New:
26-29 fps
20.7% Sensor updating
0.2% Waiting for other threads to finish their work, sleeping and doing nothing.

No actual change in what work is done, just changed how the multithreading distribution is done

worldly badge
#

Arma 3 Performance DLC is on its way? 😄

silk pewter
#

10€ 😁

cyan prairie
#

Take my money!!!!

whole cloud
#

Disabled all my tweaks
5-10fps

disableRemoteSensors true
5-10fps

So... What my main tweak does is disable AI targeting and sensors (which is what that script command says it should do)
but that command doesn't seem to be doing much...

whole cloud
silk pewter
#

giveMoreFPS 10e10

restive pilot
#

giveMoreRAM wen?

fickle geyser
empty goblet
# silk pewter 10€ 😁

i protest ... it needs to be subscription based and the cost is per EUR/USD == 1% (or 10% if we generous) evil

#

just crushed A$ in the MilkshakeGood monetizing

quaint flame
#

With so many nice improvements coming I just have to ask: Is there a way to reduce the fps drop when shooting? Seems to be super extreme.

inland dew
restive pilot
#

for me what's worse is when you turn and the game wants to load the objects into view

#

especially when the objects are big I get a huge FPS drop

inland dew
#

in A2, when you selected the highest HDR setting and was shooting from ZU-23-2 for example, FPS dropped dramatically

#

reducing HDR quality improved FPS a lot

quaint flame
#

Maybe it renders the light caused by the muzzle flash in bright daylight as well 🤣

inland dew
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the higher HDR quality is, the more bits of colors are dispayed

#

colors variety

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in A2 it was 8, 16 and 32 bit

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in A3 I don't know. you can only chose 1 of 2 options in video settings

quaint flame
#

Looking at some of the color gradients probably 8 and 16 bit 😄

inland dew
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at first he has HDR quality normal (8 bit) and then at 01:00 he changes it to very high (32 bit) and boom no FPS when shooting ZU-23-2 )))

quaint flame
#

I thought it was already bad before he changed the setting xD

inland dew
#

it already was, indeed

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but color gradients can really be observed when looking at the sky early morning or evening

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otherwise you won't really notice the difference in bit