#perf_prof_branch
1 messages · Page 41 of 1
reviewing things doesn't help much if you can't implement it
that shows up for me, but under a weird category..
Because it was saved in a modded category
but dang placing that down freezes the game big time 😄 so many objects 
Yeah, that's an issue
well actually.. most of the freeze is not placing the composition.
Its selecting all the placed entities in the treeview 
like 30+ second freeze for marking all the objects as selected in the "all objects" tree
well its 1681 objects afterall..
Who builds a composition with 1600 entries.
well most of the compositions that I've been sent above seem to be quite... large
Guess I lack this sort of motivation to build something that large then 😄
I recently downloaded a composition with like 1000 objects placed it and totally freezed my editor for a minute .D
its still frozen ahhhh
might also be because of debug build but dang.. now about a minute game freeze placing one composition
@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
Aaaaand fixed. or atleast down to 20 seconds
dang
and after that you get like 0.0000001fps because its trying to draw the bounding boxes for 1600 selected objects 
Maybe I'll just add a limit, if more than 256 objects, don't select them after placement.
But even rendering all the icons 
is that composition an entire mission or something?

Could be, but also in fairness i tested this on the official servers before they got updated to this version of the profiling branch.
servers don't need an update for this feature
only if they want to change that config option away from default
Then I guess it could be the reason.
Rendering the icons is a huge pain in Eden Editor. Could that be sped up? Or perhaps a setting to limit the number of displayed icons / range?
the servers still dont work for me atleast
well, hope that will be fixed some time around, always wanted to be able to put custom compositions into public zeus
From about 2:44m game freeze followed by <1fps, down to 4 seconds freeze and 29fps :wob:
When placing that big space elevator thing
By limiting the icon drawing?
no by caching which elements in the entities tree are selected
instead of O(N²) iterating through all of them multiple times every frame
Thanks. Now I spend 10 minutes reading up on what O(N) is 😄
How many objects do you need to have in Eden that icon rendering is so bad that it becomes relevant?
Dwarden will have to update them to new version once he has the time, after that they'll work again
alr
Depends on the hardware, but generally not a lot
Let me check
as long as its above 20-30 fps its probably not worth the time investment
huuuuuuh
The official servers are updated now with fix so you can join without using profiling branch again
atleast the servers work now
is zeusCompositionScriptLevel an attribute that admins can change?
Most likely no
got it, thanks
server.cfg entry afaik
only the 4 ones where it's been tested ofc
yes, server.cfg and description.ext
But for that to work server and client need to be running profiling branch
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
one thing I recognized with the compositions, that you can a pop-up for every arsenal/crate/note that is included in the composition,
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
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"
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
"with a cage" ?
slat armor
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?
follow terrain is disabled by default
in v12 can be enabled by holding CTRL
currently all objects are relative to center, ignoring wherever terrain is
I mean after importing
some of them spawn to high and then I think it is not possible to drag them below the ground
they should spawn exactly as the composition says
dragging/moving things under ground after you placed them won't be done
ok. It is already amazing as it is
I get an ctd without error message when I try to rapidly delete things while zeus has not finished "selecting" the object
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)
lol I just wanted that while flying in Eden.
#arma3_feedback_tracker <-
@upper sierra the last update fixed performance issues when placing big compositions. Can you recheck if you still have your desync issue after this?
can you send me the mdmp of that crash?
yes, just recreated it with a vanilla version
@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 ^^
I just spammed the delete button... 8)
Controls are different between Zeus, Spectator, Splendid Cam and Eden editor iirc
Never understood why 😄
because... Arma?
Arma, most likely 😄
is this the new ~4 mb update? edit: it's 81 mb
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?
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)
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
if you're getting the Dev build prompt you're running the dev binary, not the performance binary. arma3.exe in perf branch --> profiling exe
arma3profiling.exe --> dev eve
so all you need to do is switch the branch in steam and thats it
why do you want profiling? People usually don't want that
performance is the default.
Never.
Yeah right. My bad.
oh okay I thought you needed to change the executables somehow
doing another testing on pub zeus EU #0D and desync still happens, even when placing things like the USS Freedom / USS Liberty.
bizarre situation happening where player on the ground can't get in a vehicle whilst on my screen he is in the vehicle.
both of us with profiling branch.
seems like the server is lagging to crap as a result of the compositions.
after a restart, trying to place down a police station composition( https://steamcommunity.com/sharedfiles/filedetails/?id=2384122410 ) has caused the server to go into a weird desync state, where players are getting stuck in or out of vehicles and #missions nor any modules seem to work on the zeus' side.
actually, it seems most of the desync is on the zeus' side, but the zeus can still use VON despite not being able to do anything else.
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.
even with fairly simple compositions like a Tempest with a SAM on the back( https://steamcommunity.com/sharedfiles/filedetails/?id=2291971480 ) seem to cause desync between zeus and players.
https://cdn.discordapp.com/attachments/614867900419014671/865409595803828264/Untitled2.png screenshot to showcase a particular desync case.
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 ^^
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
oops. Goof found 😄
But i didn't experience any desync yet, though it could be caused by this
Though I guess if other players see two independent objects, where you only see one, that could be considered desync?
yes 😛
camouflage by duplicates 😁 fix soon?
fix next week
fix nao!
@whole cloud i love you so much man
great work on the new stuff I'm really looking forward to it
if you need playtesting DM me
is this known that the direction arrow is not aligned with vehicle's front?
It happens if the coordinate space is changed.
Noticed it yesterday too, it wasn't happening earlier, at least not so frequently.
happens to me with both (in perf)
Never said it only happens with one of the both, but switching between the two triggers it for me.
okido
I just happened to shift+drag something, without ever changing it so IDK
Dedmeeeeeeeeen!
@whole cloud Does collect3DENHistory behave differently when it comes to texture paths?
["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]];
};
This works
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]];
};
doesn't
Both times fileExists returns true.
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
as you already found out by yourself, yes
Good. Gonna add that to the wiki then
5 months later and here we are... soon we will find out why dedmen's eyes were shaking 😳
he did fix a typo in stringtable
soon is relative
2.06 #dedmenhype #buzzingeyes
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
Nice dedmen 🤓 top job as always
@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.
@upper sierra perfect, nice seeing ya here lol
👋 
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
loading the companion mod works fine with public servers if that's your question.
and it is specifically for the profiling branch.
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
ily man this is awesome
@empty goblet when can we expect the branch update to arrive on the pub zeus servers for testing? sorry to bother
it already works
no desync issues?
not tested live, just on an empty official zeus server
with another person?
that's the key point.
it "worked" when i tried solo but with another player you can notice the desync issues.
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.
all 4 test ones are on the 147926
should work fine with the new profiling version?
i have been testing stuff with ~2-14 other players on pub zeus and it works
no complaints from people about desync and stuff
a retest with this composition on the same pub zeus server(zeus+ EU #0D) shows that the desync's gone but there's some issues, specifically that on the zeus' side objects seem to hide correctly but on the players' side they'll still see things despite them supposed to be invisible.
https://cdn.discordapp.com/attachments/253601969527062528/867555886897168404/20210722025220_1.jpg
there was 1 very bizarre bug (?) involving a marshall losing its camo and slat armor in a collision but that's it
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
not sure if it's an attack or just ... bohemia's servers being weird
the question is, are those clients with same profiling build or older / main branch ?
same profiling build.
hmm, guess we need ask @whole cloud what he thinks about that
So is this part of a big update for Zeus or is this mostly relegated to saving comps from editor? @empty goblet
we'll see when the update releases, but I wouldnt expect a big zeus update
I am not, but hey, just was wondering if there's any extra info floating around
I was told to look at the dev branch changelog to get an idea
Not sure if it's a zeus rewrite though just some additions like composition stuff
the big ships are officially "unsupported" in zeus compositions they do weird spawning, can't be deleted. blerp.
Not viable to fix
despite them supposed to be invisible.
How did you configure that? is that hideObject attribute? or some virtual garage stuff? Can you upload example composition
Its a feature that I wanted to do for a while, and then I had free time and just did it.
I don't know of any other zeus changes on my list that are not related to better compositions support
Thanks so much
I replied to the message with the workshop item
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
felt like Zeus became an afterthought
Priorities have changed, like they always do
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
Eden editor is bloody terrific
We always make our missions through that then zeus them
Eden is certainly excellent.
@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
never checked
Ok thx
The table and HEMTT Rack are attached via attachTo script.
Which will only work correctly on script enabled servers
Here is the difference between no scripts allowed (left), and all scripts allowed (right)
but the earthquake device just not showing up in MP should be unrelated to that 
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
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?
okey so the S-750 doesn't switch to attached mode where the supports and part at the front are hidden
@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 🙃
Yeah I thought so, i talked with a friend over it but wanted to see what you think to be fair 😅
I tested a silly wheelchair composition and seeing that working just fine made me realize something was wrong with this tempest one.
in the meantime, Dedmen could have improved FPS by 300%. I hope you are proud of you 👀
I thought multithreading the renderer was cancelled :p
The real magic trick would be multithreading the Dedmen 🤔 🤓
still waiting for the cloning process to finish...
Multithread the cloning process.
we tried that and it didnt go well, dont you remember
?
Wait what? Are you teasing me just before my birthday
yep
the cake is a lie
@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?
Going back to Eden and overwriting the slat cage again doesn't seem to work, they still spawn in without them.
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
how do you make the changes to slat? are they in eden attributes?
@fathom ocean I have just had that problem too doesn't normal happen.
keep in mind if you are on official servers, some servers have attributes disabled
virtual garage, no?
dont think they also exist as 3den attributes, might be wrong though
I don't build missions I don't know how do things
I thought virtual garage was only a look at how things could be thing, not a "make things look like that in mission" thing

nop, you can set it up in the virtual garage and then it is like that in mission too
I plop the vehicle down empty in Eden, right click --> change appearance, and click the slat cage options then press Ok and save it. It worked fine yesterday for both me and the steam bud which is what is so weird .
@charred blaze gotcha...
on official server?
maybe you just landed on one of the few that has attributes disabled. That would probably cause that
Ah really? Ok interesting, do you have any clue if there's a way to check that?
dwarden posted...... eh
#perf_prof_branch message There it is
So there's just one server thats on 0
would be cool if you can confirm that you can still repro it now, then I'll check it on monday
I know I tried on US 02W
Trying again now
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?
I'm gonna un-load profile beta then reload it with a block exception for it
Trying to reproduce now on same server
Testing on the same server will have to wait, someone took it and I don't feel like kicking them just for this
unlikely.
If you can reproduce it wherever still, then its probably something I should look at
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
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
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
pylons I specifically tested
but general garage customization I didn't
And i forgot to tell our QA that too 😄
Ah I see
Yeah that seems to be the issue
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
RIP, gotcha
How about LOD update to the HMS Proteus so we can walk on it 🙂
How about we give everyone a million dollars 🙂
means there is just one with 2 and two with 1 and rest is with 0
Assuming also that since catapults don't work the boat racks for the Liberty are also a bust, tried testing just now?
@whole cloud
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
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
unless the players can handle it
Done, check your balance
All components added to vehicles in a composition will not appear when loaded outside of eden editor
what does that mean
what "components"
hiddenselections i think
like bags on vehicles, camo nets, slat cages, etc.
having the virtual garage as a zeus module would prove much more useful tho
👀
as eden already has it
yes would be cool
both 3den and zeus could use a lot more modules 
Modules ftw
The vehicle garage has a “Components” menu so you can make variations to existing vehicles. if you made a change on Thursday, it may be the cause for them to no longer load in on Zues
ah, but I thought Slats are also that
I'll try all that out on monday, maybe I'll find something
thank you 👍
lol sorry, in my original comment i meant i like having camo-nets and slat cages, not that they are working. they are in the components menu aswell
Bug with vehicle compositions. Vehicles spawned with no ai inside them can't be driven by ai if they are grouped with another unit.
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
can you give me repro steps on what to do?
Why would all units except driver exit a tank once it changes locality
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 😄
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.
If you give them a getin waypoint though, they don't repeat that getout on locality change
createVehicleCrew probably misses to set some flag or smth
Just seems to not work in the official servers.
I'll just blame disabled attribute scripts on some servers for the problem and ignore the rest 😄
😦 it was working on all servers previously, it doesnt have anything to do with attributes
The vehicles I spawned have no crew in them so when I put crewmen all grouped into one vehicle they just won't move in till I ungroup them
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
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
placed them into the vehicle
how? Drag&drop?
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?
Yeah it's only the compositions that has this issue
@whole cloud hey any news on the weird garage bugs?
no repro, tried today
on an official server...? I just did it now
but it was working on official servers before 🙂 so is that going to be just dismissed and not fixed then?
it'd be unfortunate considering how it was working fine last week :[
But its working on my servers so it should be fine, generally :u
I'm thinking you are hitting one of the servers with attributes disabled
because if attributes are disabled it most definitely will not work
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?
Or is this what we were talking about earlier where only 1-2 servers have it disabled
I think the best way would be to use something like vehicle customization, which would be script based 😄
If it doesn't work == disabled
I cannot join official servers with my dev setup and cannot debug problems if they really only happen there
but if it works on my server, it should also work when the feature releases later
Hmmm does the server you're using have attributes disabled or enabled then...?
all enabled
next prof branch update might be tomorrow, maybe that changes something again
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?
I can try to do that yeah, but I would expect it to not work then
Ok. I'm just throwing out suggestions to see what we can find out about the issue
BTW, there's no way to find out if certain official servers have attributes disabled right? @whole cloud
besides seeing them not working, correct
Ok... if you get around to disabling attributes and testing at all I'd love to hear what you find, sorry for being stubborn~
Since attributes are the case, all the servers had them enabled for a short period of time. Can we please go back to that 🙂
So before the update last week, public servers were running attributes and now they aren't? Is that true?
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?
no
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.
veteran diff best diff
not git diff?
i'd agree if it weren't for the fact that squad indicators are off
incredibly hard to figure out who's who in a public setting, esp with vanilla comms + lack of face or equipment variety.
@upper sierra so 0 = disabled 1= partially enabled I suppose? And 2 = full enabled? I'll try testing the =2 one
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
yes because 0 means no perms.
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
yep, which i pinged dwarden about.
you need to play on servers that allow it
Which servers allow what will likely be adjusted later
for now its just test phase
Yeah no worries dedmen, thanks for all the patience lol 🙂
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
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
alright thanks man
Only other thing is the mod "Arma 3 profiling branch compatibility mod" i think
does the performance branch add call to every code in triggers now?
Yeah i noticed that too
No thats cba
They fixed an issue and removed the code now since its fixed in vanilla. Just ignore the call
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
could i ask a silly question?
is there a noticeable difference in server performance on profiling vs stable?
no/depends
There is a significant performance fix on serverside networking code yes
Oh okay that sold it for me 👍
The more objects the higher the impact. But you usually have lots of objects
allMissionObjects is broken sometimes because the code runs too fast sometimes and I forgot to check against that.
Hotfix is WIP
suffering from success
did you add 40s sleep? 😉
That's reserved for tools 
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
CTRL+ALT+DEL should work, if you really need a full PC restart its probably not Arma's fault
gotchya
also be sure to enable the 'always on top' option for the task manager @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
"...now possible to load ammo boxes and other generic objects into vehicle cargo"
How, exactly? Inventory?
Does it work like ace cargo?
Oh nice!
could be related to the known bug thats waiting for hotfix
Vehicle in Vehicle. Same as you could before with other vehicles like Quads
@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?
thanks for this
btw what are considered "generic objects"? and thats a cool features thanks
Ctrl + Shift + Esc

😄
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.
compositions are seperate, yeah compositions support ViV
@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
Did you try driving the hemmt
It definitely does fly off the flatbed if I turn too much but there's no armaing going on for me
anyone of the vics with an interior will freak
offroad (covered) blackfish(vehicles) van (cargo
lemme see
It should be attached like with normal ViV
by that do you mean scroll wheel "load vehicle" ? because that didn't seem possible to me... @fickle geyser
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
It was always possible with https://community.bistudio.com/wiki/setVehicleCargo
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.
I wonder if the compat mod just didn't update, since I know I'm on the right patch
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
same behavior for me, can load stuff in eden but when i drive the flatbed everything flies off
Turns out the new update just broke VCOM AI I believe, disabling it we haven't had a crash since.

Profiling also caused my game to randomly hang whilst loading scenario
Dedmen commented that it could be related to something that is waiting a hotfix their end
same, lots of crashes with profiling/performance build ^^
Thanks dedmen be derping big time
I found why non-vehicles didn't work in mission
Thank you mr dedmen 😃
Whats the Eden issue? So I don't come back and report it 👀
Oh the freezing?
the vehicle in vehicle loading not working properly
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
ye 2.04.147970 replaced bugged previous one on the servers where it was
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.
Since when can one drag anything on it? Oo
Oh nice
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
@whole cloud Is there a common issue with The profiling branch on servers and getting stuck on loading core configs on startup?
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
most of official servers is on this build now, feel free to report anomalies
Ooh, definitely gonna go see in a bit
@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.
all zeus servers are set to 0 except the #0B and #0D being =2 and #0C being =1 (see #perf_prof_branch message )
Ah ok thanks ^^
Thought that was changed along with the servers being updated, my fault
will see if i set it to 1 , depends on demand and amount of bugs or issues 🤣
Gotcha lol
Hey, a question- what is the Performance/Profiling build?
Dedmen's playground
Gotcha, thanks
Basically a dev branch, but compatible with the normal version and normal servers.
Gets new features (as possible), performance improvements and bugfixes early
But is occasionally broken when I F up. Basically beta/early access game updates
If you want to know examples of what profiling branch does. All changelogs of current version are in pinned messages
its basically the middleground between dev-branch and release candidate
dev-branch and *stable
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?
sounds like another save issue... 🤔
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
@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?
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
all those servers're on 2.04.147975
@whole cloud
Gotcha, thanks to you both...
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.
now limited to 5km/s
No space programs anymore.
well that's Mach 15, still not achieved yet!
is the engine itself limiting such velocity? that might limit catapulting rocks' space program
catapulting ppl with bad dad jokes program*
It does exactly what it says in the changelog.
setVelocity* script commands
yes, I get that part
so the engine itself doesn't limit anything, unlike with positions
Positions afaik also only script commands
nope, I tried being @ [15k 15k 0] and couldn't swim any further
all the #arma3_official_servers servers're on 2.04.148049
TYVM for server crash map marker fix!
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.
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
can't it happen with mem leak, driver crash, etc.?
I have the similar problem (dxgi error) while playing Domination 4.55 on a multiplayer server.
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.
GM as well?
FPS suddenly dropping to 3/5/8 and model visual quality degrading and units going into t-pose is called the "3fps" bug, its a "out of memory" emergency mode of the engine.
Is that what you're observing? Can you check how the memory usage looks in task manager?
Yes, that is the exact problem! I membered the RAM is still free enough at that moment (I have 32GB in total), VRAM not sure (I got 8GB in total). This happens when I play the Domination scenario with Atlas' Hitmarkers mod (https://steamcommunity.com/sharedfiles/filedetails/?id=772802287) loaded. I'll keep trying to find the problem
(You can see my comments on the mod page.)
question is how much Ram is Arma using.
more than 8gb?
oof that mod, completely butchered CBA style with defining functions in xeh_prep 
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.
a lot
but yeah, and restricting the number of EHs is not the way to go
so, design error and f it? :)
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
@whole cloudAnother player reproduced the issue without the Hitmarker mod and Domination scenario.
Both RAM and VRAM are ok.
plz provide repro
vanilla, GM, other mods?
Why cant I send photos in this channel???
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
vanilla, with many but totally different mods loaded.
the client is not profiling branch, only the server is.
the client is not profiling branch, only the server is.
huh? But you are talking about client crashes in the #perf_prof_branch channel?
Player is running main branch, while server is running performance branch.
So the crash isn't caused by perf/prof then.
It also happens without it when playing domation..
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
see this
Can you try that maybe?
Before I spend a couple hours standing around in domination and hoping that something might happen?
Ah, the player has killed the program...😵
I'll do that once I encounter the issue.
I was playing the Tanks mission which is part of the Global Mobilization CDLC when it happened. Nothing to do with a specific mission.
All clients without the normal 2.04 patch didn't have any problems.
I played with 20 people for 5 hours on weekend with no issues.
So would need a way to repro
That's why I was asking if others have the problem too to find some common ground.
Not much time currently, work seminar
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.
What's your hardware? Mine is AMD 5800X + 32GB RAM + RTX3070 8G VRAM with driver 471.41. I wonder if it's related to hardware spec and/or drivers.
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.
AMD 3900X, 32GB and RTX2070Super 8GB. Used several driver versions too.
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.
Imgur of task manager is here: https://imgur.com/a/xgkkev9
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...
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
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?
Yeah thats the question, I dunno
🤣 🤣 🤣
Unlimited power wen
Hi, where can I find the result of diag_captureFrame 1
I think possibly rpt?
what should I search? I'd like to know if it's really generated.
no luck...
empty your rpt then do it again, it will be faster 🙂
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...
only if it currently writes in it, otherwise Arma releases it
It will be logged to end of RPT when you run the capture frame
I use VSCode and it says cannot overwrite it... 😭
shouldn't need to search the whole file just look at end
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"
it should be a dump of types and numbers.
String, Scalar, Object, Group, Array etc. And numbers behind it
I run the command and rpt generates "20:31:51 Scripting function 'bis_fnc_debugconsoleexec' is not allowed to be remotely executed"...
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
Why would you want to remote exec this??????
debug console does remoteExec even for local execute I think
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 
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
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
yeah but does it do that in stable… that's the point
oh yea we are in the #perf_prof_branch channel 👀 i will check.
No we are in #perf_prof_branch channel..
yeah well its checking collision with the stones, which are very complex objects geometry wise
I have an idea how to optimize that a bit further 
But it would just increase the distance before fps drop a bit
same behaviour in stable. Guess ill spam the RHS feedbacktracker then instead of this channel 
Would already help if it wouldn't do it if there is no pilot.
https://gyazo.com/c3dad2751adb3b1e7bb9d6934fa173fd
it needs to check collision everytime, objects around it can move into it too
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
any plans to make the static ships zeus compatible?
no and not related to the channel
I guess he meant USS Freedom and USS Liberty
Which is similar to the “composition” thing
no, its labeled as #NotSupported
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
arnt you messing with the addon options system to allow controller inputs
I was hoping it may have magically fixed this but I guess its totally unrelated.
this is just a general arma thing so long as you don't use a throttle of any sort
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
I heard of that before. If I remember right that was determined to not be perf branches fault
Basically I can't mount
What does that mean?
It means I can't get in it
As in I'm using the interaction menu and nothing happens
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?
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
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
Disabling simulation sounds about right
So do main branch players still get stuck if they get into a disabled vehicle?
if simulation stays disabled yes
I'm assuming at some point it will be patched on main as well?
yes, in a few weeks
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?
yeah same guess.
I would consider being able to get into a sim disabled vehicle to be a bug
how about checking with a delay if the vehicle is disabled and moving out again?
too much effort
Why? you want to see black screen for a few seconds?
btw you could still use scripted menu to get it, this is the reason actions are not disabled for sim disabled vehicle
If I'm understanding the change correctly, I'd prefer a few seconds of black screen over any possible backwards compat problems of not being able to get in at all
this. just a thought though
Why you need to get in disabled vehicle? Why?
read above
I would say "make a fake getin action that enables simulation"
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
you are complaining that you cannot get stuck in disabled vehicle any more and have to restart arma as a result?
about backward compatibility
Yes?
you are not happy you can’t get stuck any more?
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
explain backward compatibility problem that this change brought
Someone could have a system in a mission that disables sim of vehicles far from player for optimization
and enable them on get in.
It took me 5s to think about use case.
and? how this is different now?
You can't get in the disabled sim vehicle, you won't trigger get in eh, system won't work.
^

You can, just not via engine menu
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.
so you rather get stuck?

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.
and other 99.9% of user base will get stuck
¯_(ツ)_/¯
Yes they will get stuck, and then auto-ejected after a few seconds if a system like the black screen was implemented?
Personally I would rather not have backward incompatible changes in 7 years old game.
regarding people troubled vs people saved, I believe we are on the safe side here
Yeah I agree on that.
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
well, as usual, a modding community turned this flaw into a strength
so fixing something breaks their system, of course
there was no benefit of getting into sim disabled vehicle,
The benefit was that some systems used it to improve performance?
now, is it really important… if they are still around, they can update their script, that's it 😉
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
yeah well, let's close the chapter 🙃 pros and cons have been said
ok then
hmm I still have that problem in profiling, is it known?
I would hate that. Getting ejected out of a vehicle withouz knowing why.
What about a pop-up "error" message that would tell you the reason?
It's also in the RC, that really needs to be fixed for the 2.06 release. Changing the direction of an object or marker or whatever in the editor is completely broken.
:u
Any other important issues that you will just casually mention exactly when its too late? 😄
let me dig, 5 min 😄

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
ummm, wat?
are showing us the bug? or is that supposed to be a new feature?
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 
one was banking to the left, the other to the right

it's a rotation in world coordinates, no model's
then it's broken 
how so?
nvm 
looks like I was right
it's not broken
but it's wrong
rotations are CW 
fixyfix?? :3
shouldn't the rotation widget have rotated with that? 
Rotation bug was known, discussed and experienced very often. Did not know that this need to be reminded
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 
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
but can't take anything from it
before attaching any ropes?
maybe this box with ammo is part of a composition
maybe?
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

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
can't take weapons/ammo etc from its inventory, despite being able to access the inventory
simulation disabled maybe?
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
That update only had zeus compositions stuff tho
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
Is your server running profiling?
i know this behaviour. pretty sure ^"simulation disabled" was the reason ^^
but it worked before for years and the mission wasn't updated for so many months
hmhm not sure then, i can only tell you that i had the same problem with inventory (you can even drop something inside but can't take anything).
It was for these small ammo containers ontop of the lockers.
https://gyazo.com/745b28ffdc2811d9f2d9472d3d92e6f2
This solved the problem ^^
https://gyazo.com/d02a7848718bc5abb25cc5a6a15454ab
@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
Happens sometimes in stable too, rare bug.
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
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
yeah, you can do it too in singleplayer
If you can get into inventory and drag n drop items to ground tab. Then it is 100% disabled simulation.
Also you can check that error of mission or perf in seconds. Why not to check on stable?
3 fps happens on my machine again, and here's the client's diag_captureFrame 1 report.
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
how can one even create 300k functions? 
I'm on Altis. The script issue could be caused by a mod called indiCam, it runs a loop and capture players' scene.
If you are intrested, here's the indiCam's repo link: https://github.com/woofer808/indiCam
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
I got 34625 from count ([worldSize/2, worldSize/2] nearRoads (worldSize/sqrt 2))
and Stratis was 2635
https://community.bistudio.com/wiki/nearestTerrainObjects
Altis
ROAD: 4849
funny, some must not be considered (like dirt tracks and such)
there are different types of roads
ROAD, MAIN ROAD, etc.
did you use : "ROAD", "MAIN ROAD", "TRACK", "TRAIL"?
TRACK + ROAD + MAIN ROAD
26823 + 4849 + 2061 = 33733
TRAIL has not been processed in the table
nvm, it's just that there are none
Guys, when the much awaited patch 2.06 releases, where in the forums will we be able to see the changelog?
probably within the next two weeks. my guess is next week
from this comment backward are v2.06 changelog:
https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3444500
@restive pilot Thank you, I will be refreshing that page quite often 😉
RC testing of a hotfix to update 1.96 has wrapped up - cheers! Steam branch access code: Arma3Hotfix196 Arma 3: ~60.7 MB / Arma 3 Server: ~17.9 MB Areas of focus (pseudo-changelog) Fixed: createVehicleLocal behavior restored to its prior state Fixed: Un-escaping double quotes in parseSimpleArray ...
The v2.06 changelog won't be posted there 
It's for the dev branch
You'll see the changelog in dev.arma3.com
This one's incomplete 
yes, it's just the main updates. dev can have changes which are not part of (next) release
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 😉
Same, I might be wrong but i heard the next Ace update should follow soon after
nowhere? Update changelogs get posted on dev.arma3.com
I don't remember that no
It is just bigger than 2.04.
2.06 > 2.04
it checks out
Doesn't profiling branch have a lot of performance improvements that have yet to make it to main branch?
Why's that, instability or inconsistency?
perf branch is mostly dev with abbility to play on stable servers
Because there was no main branch release since these improvements were done
Ah, alright
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?
yes
I guess lots of other new stuff coming with 2.06 are not even mentioned here: https://forums.bohemia.net/forums/topic/183855-release-candidate-branch-announcements/?do=findComment&comment=3444753
Was about to comment that, you beat me due to your hyper developed brain
from https://dev.arma3.com/post/spotrep-00096
Tweaked: Increased default shadow offset to mitigate the shadow banding effect
In some objects it still occurs in 2.04
https://ibb.co/L80YNdj
Although it disappeared from some buildings, but if you move away from this building, then banding effect back, but the distance between bands is quite large
https://youtu.be/ELKpeMIfPAA
or was it the max thing could do with this fix?
we just made it better, not fixed it
setting the shadow offset too large will cause problems
got it
I've just noticed that there are two repositories for perf binaries now:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
I guess the latter is the one that's going to have the latest versions from now on?
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!
hi!
Hi!
Caramba!
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
its a mod
are you sure? its listed in https://community.bistudio.com/wiki/Arma_3:_CfgPatches_CfgWeapons for A3_Weapons_F_Contact_Acc
A mod could've broken it
ah, yeah.. not sure which one, there were no mod updates in the past
Keep unloading your mods to find the culprit
"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?
FPS and stutter issues are generally not caused by scripts
it does improve the exec time of scripts in some cases, but not in a noticeable way
I am still waiting for the sqfc documentation 😄
what even is documentation
¯\_(ツ)_/¯
good things come to those who wait
i am already using it so i could not wait.
takes SQFC away from @hexed verge, who could not wait
NOOOOO
Was there some sort of change to Zeus in the Prof Branch recently? I’m unable to click and drag, then edit multiple units.
Not recently, the last update was about a month ago
then edit multiple units.
What do you mean by edit
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.
Are you sure that's not a mod feature? I don't remember that happening with Zeus ever, only Eden.
is that even a vanilla feature?
yeah it's not
I don't remember that being a thing.
But I don't know if vanilla has a different doubleclick menu
quit slacking 😄
I wrote tomorrow, bad bot
@frozen tundra he means you 😛
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
bad bot
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
Did it start happening today? Because there was a ZEN update.
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
I am 90% sure that's never been a thing outside of when Achilles was still relevant as this was a feature of that, and I remember being annoyed upon switching to ZEN that it wasn't carried over.
The double click for opening the edit dialog clears the selection.
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();

Dedmen see code like this:
for (int j=0; j<objectsPerTask; j++)
{
iterator++;
}
Dedmen be thinking...
iterator += objectsPerTask;

_objects here is list of all networked objects on serverside, so hundreds to thousands of objects, and this stuff runs every frame 
Potentially neat stuff coming in next performance branch build
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 
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 
And if its not safe you'll get better fps but have to look at broken AI and broken scripts and complain about it 
But for now.. Back to playing Arma 
what is using those 17%?
Simulating tankX space program 😛
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
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
iterator = _objects.end(); ??
If everything works out, is there any hope to see these performance improvements in 2.06? Or 2.08 is a more realistic expectation?
2.06 is almost ready to launch. I'd say 2.08
Understood! Tnx
Very impressive find! Keep us all informed if you find further code fragments from the category "Dedmen see code" 🙂
Nono its for splitting the list up into objectsPerTask sized chunks
2.06 is already closed, but as usual profiling branch in 2.06 will launch together with it, and improvements on there as usual.
wasn't that fixed? (the rotation arrow being offset depending on object rotation)
yes
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)

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 
does this also apply to single player?
🔦
I smell IMPROVEMENTS 👀
was it not fixed on profiling branch then? Because my screen was from current profiling branch.
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..
Last prof update was end of august, yeah might very well be
The commit date for the fix was 25th august
Last prof update was... 25th august
😄
xD okay, was just bit worried it will be bugged in 2.06 ;d
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 
I don't 
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 
1fps => 1.14fps? 
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()
That would be about 98% improvement for checking if unit has flashlight on while it actually wants it off (which is the normal case)
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
Server fps
Before: 5-6
After: 7-8
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 
//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 😄
I think because when the soldier is standing still left foot is ahead?
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)
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

What purpose does the code for fill?
Don't say it! I'm halfway through and if you explain it, I will have wasted my last 15 minutes 😛
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)
there is a typo, it's comics*
^ ur compiler ist broken 😛
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? 🤔
const float maxDist2 = maxDist*maxDist;
for (...)
if (distance < maxDist2)
instead of
for (...)
if (distance < maxDist*maxDist)
How old is that code? 😄
Too much effort to check :u
pre version control system = super old
I guessed that much 😄
// TODO: check DOS compatooooooh I think I get a date range here 😄
(j/k, not an actual extract ofc)
So I was directed here after I commented this in Zeus Discussion
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)
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.
read that ^
- 5 fps.
- Flick switch
- 15 fps
- Profit?... or hell on earth and burning kittens raining from the sky. Either one of these.
While you at it,i always asked myself. Why does the FPS drops so hard in big cities like Kavala or Cherno 👀
Pls fix 
nice try but we have a contract with Intel to push people to buy moar CPUs!
no kittens in Arma 3 so the hell and burning sky remains
{arma 2 veterans might get the hidden meaning of that}
cows raining from the sky and not only, from cheaters, when there was A2 Free )))
you forgot the sky on fire 
mostly fixed, but not 100% )
ye it was annoying bug
Will there be another perf_build or will the changes just be merged with 2.06 Release build?
Same as with every update
most of the changes get merged into the next update, and profiling branch will continue with new improvements
loving what I am seeing, some extra FPS can never hurt (unless we lose a feature or something to achieve that FPS that is)
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 
That's a downside?

Can you ask when 12 will hit market?😉
12 FPS you mean? 😄
May be
afaik there was some check for the amount of light (based on sun/moon position)
not sure if overcast (full clouds) / moon phase were taken into it,
so maybe that can be somewhat usable for early dawn, late dusk and dark nights
There is, but it still checks whether gun lights are on no matter that check
hmpf, well i can't wait to see next profiling then ... 😁
Has any tester reported a minor 0.5 seconds stutter that happens when you kill Ai units? I am getting those lately, no mods (only CBA), no "killed" eventHandler nor any scrips running on the mission. It doesn't happen all the time and happens at the exact moment of death (before the bodies fall to the ground even). PS: Gunshot kills.
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
no
run profiling branch, the compositions will show up under Groups->Empty
wtf I don't know what happened but my 2300 AI benchmark now runs at 43fps... It was at 3-5 fps yesterday 
I must've broken something and its messing up all my results
have you lobotomised them? ;D
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
sounds too good, something is fishy.
inb4 || due to dedmen changes arma3 runs so well that enfusion is canceled
||
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
that's the actual balance to find, make it good but not too much 😂
"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* 🔥
I'll add a "giveMoreFPS true" script command for my weekend playtest and we'll see if this works 🤣
maybe tie it to disableRemoteSensors ?
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?
I'm working on the sensor bottleneck too, thats what ^ was referring to
oh noice :3
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..
so why keep those remote sensors?
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 
My unitsis playing with disableRemoteSensors for quite a while and we had no issues. However it does not give much performance.
You probably don't play with 2000 AI on the map :D
2000? No, but 200-300, quite often.
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
Arma 3 Performance DLC is on its way? 😄
10€ 😁
Take my money!!!!
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...
giveMoreFPS 10e10
giveMoreRAM wen?
DownloadMoreRAM.com - CloudRAM 2.0

i protest ... it needs to be subscription based and the cost is per EUR/USD == 1% (or 10% if we generous) 
just crushed A$ in the
monetizing
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.
yes, like in A2, you have to have your HDR setting as low as possible
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
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
Maybe it renders the light caused by the muzzle flash in bright daylight as well 🤣
the higher HDR quality is, the more bits of colors are dispayed
colors variety
in A2 it was 8, 16 and 32 bit
in A3 I don't know. you can only chose 1 of 2 options in video settings
Looking at some of the color gradients probably 8 and 16 bit 😄
check this vid
https://www.youtube.com/watch?v=1wcLOrI17xg
Влияние включенного HDR в настройках игры ARMA2 (i7-7700K RTX2070 DDR4 3333MHZ 16-18-18-18 cr1).
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 )))
I thought it was already bad before he changed the setting xD


