#perf_prof_branch

1 messages ยท Page 42 of 1

inland dew
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and look at his FPS (left upper corner) when he changes HDR to very high (32 bit) )))

quaint flame
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true

inland dew
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also pay attention to the GPU load (HDR normal 8 bit), it increases to almost 100% when he's shooting (probably due to smoke/particles), but when he stops shooting, GPU load goes back to like 40% (RTX 2070)

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but when he changes HDR from normal (8 bit) to HDR very high (32 bit), GPU load remains at 80-90+ % all the time, even when he doesn't shoot

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and when he starts shooting from ZU-23-2 with HDR very high (32 bit), GPU load is bottlenecking (100%)

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in A3, when you look at water, FPS goes down

autumn timber
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FPS difference when looking at water vs terrain/ground )))
That's rather "FPS difference when looking at water vs sky"

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Not saying water is not at fault here, but looking at the sky makes you render 0 objects so it's not a fair comparison

inland dew
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so you watched only few secs of the vid but already respond...

autumn timber
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I disagree. There is not enough time for the FPS to stabilize when he's turning

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And obviously, I watched the full video ๐Ÿ˜’

inland dew
whole cloud
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I wanted to do a minigun shooting test and see what i can do there, maybe

quaint flame
hasty steeple
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@whole cloud how do I run profiling branch in one of Arma 3 officical Vanilla server?

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How does one run profiling branch?

upper sierra
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here's a full video tutorial.

silk pewter
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good ol' "skip the first minute" rule funnily applies ๐Ÿ˜„

hasty steeple
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Will this work on vanilla servers will I be able to join Vanilla servers?

silk pewter
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yes

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wait, perhaps not

upper sierra
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yes, actually

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that's kind of the point

hasty steeple
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the I load the mod

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or no ??

upper sierra
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yes, it is part of the profiling branch

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that is specified in the video.

hasty steeple
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Thanks guys much appreciated

whole cloud
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baseline: 5-10fps
better sensorList multithreading: 5-15fps
Disable non-local AI visibility: 39-42fps
Better clutter multithreading: 40-43fps
pre-calculating interpolated renderposition multithreaded: 47-49fps

That is with 2300 AI units on the other side of the map.

silk pewter
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weeeeeeeeellโ€ฆ good job really!! ๐Ÿ‘ ๐Ÿ‘

pallid pebble
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๐Ÿ‘€ fancy

whole cloud
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and all in one neat script command.
giveMoreFPS 0-4

restive pilot
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lol plz don't tell me that'll be an actual command ๐Ÿคฃ

whole cloud
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Well it is an actual command for me right now ๐Ÿ˜„

silk pewter
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code fix
giveMoarFPS
also 0-4 can be directly written -4

๐Ÿ˜„

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this code review was provided to you by Lou Montana \ยฉ, free of charge

worldly badge
pallid pebble
plucky lichen
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Will there ever be a fix for tabbing out game freeze?

restive pilot
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what freezes? thonk

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I tab out of the game all the time. no freezes or crashes (for me at least)

shrewd moss
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It also happened to me and some friends a few times, I've also read on steam about a guy with similar problems. I think is because we ay in full screen and not borderless. I should some testing ๐Ÿค”

restive pilot
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I use fullscreen too thonk

restive pilot
night mulch
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It used to happen to me too on fullscreen, never happened after i switched borderless

whole cloud
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its a pretty low priority when you have a simple workaround by just switching to borderless

shrewd moss
whole cloud
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Ah I found why disableRemoteSensors doesn't do much.
It disables the sensors (sensors is a seperate system) but it doesn't disable AI targetting and visibility checks (the really expensive stuff).
Sensors is only the second most expensive thing

pallid pebble
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Yeah tab-crashing has been an off and on problem for me for a while too

whole cloud
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17:49:30 Tried to AccessTargetList for non-local AI group while non-local targetting is disabled!!!!
17:49:30 โžฅ Context: [] L1 ()
[] L1 ()
<- Trigger "Condition" name "166157: <no shape>" at [3742.488037,21.239992,7466.449219]
wobcat
script errors inside trigger code will now tell you which trigger

quaint flame
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Nice

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@pallid pebble What's the status of the Project Dedmen cloning project? We need to clone him asap. Don't tell me it's still not working, as the last time.

pallid pebble
quaint flame
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NOOOOO

pallid pebble
quaint flame
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Moves fundings for Enfusion to cloning project ๐Ÿ˜›

restive pilot
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he looked good to me blobdoggoshruggoogly

pallid pebble
quaint flame
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๐Ÿ˜ฎ

empty goblet
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... clearance 404 ... initiating ICE purge of unauthorized witnesses {3...2...1...}

pallid pebble
quaint flame
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Perhaps I am onto something:

dedmENFUSION ๐Ÿ˜ฎ

pallid pebble
empty goblet
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shortlib result ddmfzz

whole cloud
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Everyone spam my channel with offtopics

quaint flame
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Easy fix: Post results quicker, such as moar fps

whole cloud
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suffocates

empty goblet
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i can offer more work to check, like low FPS while looking at lot of players in MP whose are in the view frustrum

empty goblet
# whole cloud

let me guess, the oxygen check is active 24/7 even while on the ground not in water under sea level ?

quaint flame
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on a map without water

whole cloud
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If I remember right this was used for sound simulation.
Probably to make.. eh.. dunno actually.. I guess to play some sound on a unit if its on low oxygen.
But.. That check doesn't make much sense to run for a unit thats 7km away from you think

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Ahh its weekend now, stop making me think popcat

empty goblet
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while suffocating on the bottom of sea, nobody can hear your scream ๐Ÿคฃ

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hmm unless some gasp for air (the water surface short notice) ... or gurgling while suffocating w/o oxygen but that shall be near vicinity

whole cloud
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I thought about optimizing sound stuff. But I already got it down from 26% to 12%, thats good enuff for now

empty goblet
whole cloud
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my mind has been cleansed of these paranoical thoughts

silk pewter
restive pilot
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yeah he looked too good ๐Ÿคฃ

mellow lark
cyan prairie
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LouMontanaMode = 1;

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Fps 1,000

restive pilot
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I think you meant 1.000?

quaint flame
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LouMontanaMode = 1; // Prevent tanks from advancing. Disables forward gear

๐Ÿ˜„

silk pewter
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LouMontanaMode = intercepts Discord UI to send you read the wiki when you are about to ask a simple question ๐Ÿ˜„

cyan prairie
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Haha well that command needs to be super optimised to run at -1ms

whole cloud
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1ms? sweating

whole cloud
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dreams of multithreaded atomics and SSE vectorization

sees SQF script hiding behind a functor
wakes up bathed in sweat pepescared

restive pilot
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๐Ÿฅต

minor silo
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DLSS(Dedmen Learning Super Sampling) 3.0 when?

gritty wasp
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giveMoreFPS 0-4
for TvT games only 3-4 will have effect (because there is no AIs)?

gritty wasp
gritty wasp
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i can offer more work to check, like low FPS while looking at lot of players in MP whose are in the view frustrum
sweet dreams.
Also would be nice not to have "avalanche"(object syncing?) effect on mass building destruction. One bomb can cause 0 server fps until half of the players are disconnected due to ping threshold

plain trout
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@gritty wasp are you talking about 20-30 people? Try turning of shadows and look at your fps. At least when I see it is often a graficcards limit

shrewd moss
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If the new improvements regarding the optimization are proven stable and safe enough in the upcoming weeks, would you consider pushing a 2.08 earlier, even though with fewer fix and features than usual updates? My impression is that performance is one (if not "the") of the main complaints among the community. I think that seeing an update with those improvements, even if one smaller than usual, would make tons of people happy

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But I'll understand if you want to wait more, one thing that Arma taught me in these years is patience ๐Ÿ˜…

whole cloud
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would you consider pushing a 2.08 earlier
no

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If you want performance updates sooner, just run profiling branch. Like what this whole channel is about

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you don't need a game update for that

restive pilot
ripe escarp
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3.00 when

regal gulch
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God, if 3.00 ever comes out, I want highly improved flight physics, such to the point to allow better air-to-air refuelling mods, which instead of the plane model just being attached, you have fly up to the basket and keep the probe there to refuel

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also would love some ai update. The ai not being able to fly at a pretty constant height is annoying. Even I can stick to within 50m of 1000

restive pilot
pallid pebble
regal gulch
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I'm not complaining, I just think there's room for improvement. The flight model isn't amazing, and I think Bohemia have it in them to do better.

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And, of course, arma's an infantry combat game

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not like only infantry, but it seems to be majority infantry by a little bit

night mulch
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when arma4

quaint flame
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๐Ÿ˜ฉ

feral harness
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4rm4

cyan prairie
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One day gents..one day... that magnificent reveal will come. Hang in there ๐Ÿค“

regal gulch
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Honestly, I'm willing to wait if it's worth it. For instance, real world terrain like vbs4 would be worth it

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On second thought though, another 2 years might be a bit too much

upper sierra
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smh i'll wait for arma 5

fickle geyser
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Will we get 2.06 prof branch today or should I switch to stable for now?

cyan prairie
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I think dedmen said in the rc channel that it's still waiting to be pushed out to steam or something

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So I am assuming yes

whole cloud
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v0 today

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as soon as the thingies do their thing

rose moth
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We are working on it now, but due to our pipelines it cannot be done instantly. Optimistic ETA is 1h.

hexed verge
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typical dev ops doing, watching the build server build

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trust me, i do the same

whole cloud
restive pilot
whole cloud
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I don't expect one?

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Last one was last week, and there wasn't really anything new since then

restive pilot
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I want gibMoreRAM notlikemeowcry

whole cloud
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Thats not ready anyway

cyan prairie
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Are these real commands lol

whole cloud
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giveMoreFPS yes (depending on where you play Arma), gibMoreRAM no

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๐Ÿ‘€

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2.06.148230 new PROFILING branch with PERFORMANCE binaries, v0, server and client, windows 32/64-bit, linux server 32/64-bit

  • Sync with 2.06 main branch
  • Some profiling branch exclusive performance tweaks that were in 2.04 are still present
gritty wasp
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So no more fps for now?

whole cloud
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All the previous performance improvements are still present

quaint flame
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So I guess we should run some benchmarks pre v2.06 perf and after?

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What would be a good one to test these changes?

whole cloud
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2.06 v0 will probably be on par with 2.04 v17

quaint flame
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So the big changes are not yet in it?

whole cloud
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v0 is always just sync with main version

gritty wasp
whole cloud
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I don't understand that?

gritty wasp
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Never mind. That is what I expected as answer

v0 is always just sync with main version

empty goblet
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yes but also contains usually some updates from previous main profiling, which weren't transferred to new stable (it was always like that)

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it depends how many left-overs were there from previous profiling but generally you better with v0 than on main branch

mossy anchor
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I was testing out my compositions and it would appear that the Y-32 and Taru camo isn't working anymore when you place them with the chosen camo does anyone else have the same issues?

whole cloud
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yes someone else reported camo issue with composition

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I'll look at it tomorrow

whole cloud
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Btw the v0 changelog

  • Some profiling branch exclusive performance tweaks that were in 2.04 are still present
    Was wrong, its more than some and also some non performance tweaks and stuff, I looked at the wrong thing when I wrote that, and now I don't want to fix it anymore :u
    Everything that was in 2.04 profiling changelogs but didn't appear in 2.06 main changelog is still present
snow rapids
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I see there is a new error in town Units data acquisition timed out. Unit information will be unavailable - no further info in RPT though

18:06:03 Connected to Steam servers
18:06:03 Download of the list of servers has failed: https://www.bistudio.com/export/servers/official -> /var/steam/.local/share/Arma 3\OfficialServersCache\tmp.json
18:06:41 Kozak uses modified data file
18:06:42 Player Kozak connecting.
18:06:42 Player Kozak connected (id=76561198006048027).
18:08:02 Roles assigned.
18:08:02 Reading mission ...
18:08:02 Starting mission:
18:08:02  Mission file: dynamic_operations (__cur_mp)
18:08:02  Mission world: altis
18:08:02  Mission directory: mpmissions\__cur_mp.altis\
quaint flame
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Yeah I think before that it would freeze the game or something. Now it just times out after a certain time that can be adjusted in server config.

whole cloud
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its not an error

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Before you would get stuck and be unable to connect to your server, now it times out and lets you in

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Prof v1 ETA tomorrow.
I had to move some things to v2 to not hit the 2000 char discord message limit meowsweats

restive pilot
empty goblet
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or ... run it thru minify

whole cloud
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refuse

kindred radish
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Ill just leave half the fixes out of my changelogs ๐Ÿคทโ€โ™‚๏ธ

whole cloud
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Fixes are the essence of profiling branch, the bone under the meat, the distilled highly concentrated sweat of community and developers combined into one magnificent cocktail of desire and licentiousness, I cannot leave them out

snow rapids
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Does not matter though, just curious

whole cloud
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Timeout means it waited long enough for the data and instead of preventing you from joining the server, it just gives up and lets you join the server without your units data

feral harness
whole cloud
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Yes QA confirmed it only happened with the same specific vehicles

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We could test that in profiling branch companion mod

astral raptor
whole cloud
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Thanks noted down, but probably not gonna get to that soon

whole cloud
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2.06.148309 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Instigator parameter to setHitPointDamage/setHit/setHitIndex script commands
  • Added: Log context for trigger scripts (script errors in a trigger will tell you which trigger they were for)
  • Tweaked: regexFind now does not print an error when startOffset is bigger than the string length (it will now fail silently)
  • Tweaked: Mission/Object Event Handlers are no longer recompiled when added
  • Tweaked: Steam download priorities when downloading Compositions / Scenarios
  • Tweaked: AI now do not check if units have their gunlights enabled (for visibility checks) during bright daytime
  • Fixed: Number plate fonts were set incorrectly - https://feedback.bistudio.com/T159583
  • Fixed: Debriefing stats not rendering if they were the first visible debriefing panel
  • Fixed: Crash on listbox drag-and-drop operations - https://feedback.bistudio.com/T160277
  • Fixed: When a UAV was disassembled with its rotors spinning, the engine sound would remain active - https://feedback.bistudio.com/T80507
  • Fixed: SQF Bytecode crash when trying to read an empty file
  • Fixed: Helicopter sound could get stuck and continue playing while the helicopter was gone
  • Fixed: createDialog was not working on a briefing screen - https://feedback.bistudio.com/T160422
  • Fixed: MDF of the Mora was showing the vision mode incorrectly - https://feedback.bistudio.com/T127823
  • Fixed: Various potential audio-related game crashes and audio glitches
  • Fixed: MDMP files sometimes not being written to disk when the game crashes
  • Fixed: TrackIR head rotation during infantry movement was greatly amplified
  • Fixed: AI could see units emitting IR flashlights even without nightvision
  • Fixed: Picture-in-Picture textures not always properly updating their resolution when PiP quality is changed
  • Fixed: The irLight property was not working in CfgLights
whole cloud
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And a ping dump for people who are interested in this
@leaden herald @vagrant zodiac @clever roost @rain hazel @median cipher

fickle geyser
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Do we have commands for PiP view distance? thomp

whole cloud
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no

fickle geyser
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2.08 ๐Ÿ™?

whole cloud
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FT ticket

whole cloud
vale shoal
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  • Fixed: Helicopter sound could get stuck and continue playing while the helicopter was gone finally!

this also removed the rotor blades in the sky? they were still there when the helicopter got deleted and the sound was present

whole cloud
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yes

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Thats the thing thats meant

vagrant zodiac
leaden herald
vagrant zodiac
# whole cloud And a ping dump for people who are interested in this <@!216558902769221632> <@!...

OK - running this update with the Profiling companion mod. (Wasn't sure if this was necessary for these updates/tests so used it just to be sure.)
All IR lights I've played about with seem to behave exactly as expected now. AI don't react to players that have IR lights on if they don't have NVGs themselves.

One note is that AI with NVGs don't necessarily react instantly to players turning on IR lights depending on distance, stance etc. But I think this is basically like pre-2.06 behaviour with normal lights so this is to be expected. (Just a note for players that are interested in this kind of thing.)

Track IR motion for infantry I don't think has gone back to exactly how it was pre 2.06. But range of motion now seems to be a much more sensible 165ish deg. (It might have been a touch over this pre 2.06?) Sensitivity feels a touch higher than pre 2.06 from what I can remember but I've not back to backed it and I don't think is particularly significant if it is different.

Great work on these fixes. Are they likely to stay only as part of the Performance Branch or is there likely to be a hotfix to the main branch?

rose moth
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We'll decide after the weekend whether a critical hotfix is needed, or we'll cover by having Profiling Branch available until the next main branch update. There's a chance we'll do a smaller update relatively sooner than 2.04>2.06, so that is a factor in our planning. Every update - no matter how small - has not insignificant overhead.

vagrant zodiac
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Understood. Just trying to workout how much persuading I have to do with the guy that runs our server to persuade him to run the profiling version on the server so the AI respond correctly to IR lights!

Once again, HUGE thanks to all you guys (and girls?) that are still tweaking away at the game we all love and making it even better.

whole cloud
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profiling branch also has some experimental server performance improvements, and more are coming soon. So its always good to run it ๐Ÿ‘€

mossy anchor
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I tried out the vehicle appearances with the Y-32 and Taru seems to work in 3DEN when editing them but when attempting to place them as a compositions it returns them to their original appearance.

fervent chasm
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why have i never noticed this channel?

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anyway thanks dwarden

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but i guess since the change cna no longer be traced, its not fixable

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all i know is that change was added to the last arma 3 update

whole cloud
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You can download old 2.04 profiling branch builds from google drive.
If you can find out which build that issue was introduced in, we can maybe narrow it down to half a dozen or so changes

spiral pond
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  • Fixed: Helicopter sound could get stuck and continue playing while the helicopter was gone
    is this limited to helicopter or also potentially fixes it for tanks?
whole cloud
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That issue exists for tanks?

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No it was a helicopter simulation specific fix

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but tanks might have the same issue

leaden herald
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Installed & using the performance branch, still experiencing the composition stutters

upper sierra
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Drones had the engine sound issue if you pick them up before you let their engines completely shut down.

spiral pond
leaden herald
whole cloud
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Steam branch always has latest version

leaden herald
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I can link the steamworkshop logs and make video demonstration again, but it's identical to before

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Checking right now to see if it takes the same amount of time too

whole cloud
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No need then. But if you recheck the log files, it should no longer abort old downloads

leaden herald
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It's not the aborting of downloads that was the issue - that happened 2 times for the 400+ compositions I had

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The issue seems to come from constant queuing on steam

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Also - even that still seems to happen
[2021-10-08 17:52:27] [AppID 107410] Download item 2324079786 requested by app
[2021-10-08 17:52:27] [AppID 107410] Starting Workshop download job (requested item 2324079786 )
[2021-10-08 17:52:27] [AppID 107410] Download item 2324081632 requested by app
[2021-10-08 17:52:27] [AppID 107410] Update canceled: Priority (Suspended)

autumn timber
leaden herald
whole cloud
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yes

leaden herald
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Just making sure it's not my error

patent dome
#

What is the build version, just to be sure you have v1?

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148309 should be v1

leaden herald
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How do I check?

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Never used perf branch before

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ah, nv

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m

patent dome
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Launcher, top right corner is a settings dropdown menu

leaden herald
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Bottom right, its 148309

patent dome
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Ah, okay

leaden herald
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2.06.148309

patent dome
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Yea, that is the latest

leaden herald
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First [2021-10-08 17:52:27] [AppID 107410] Download item 2341004195 requested by app
Last [2021-10-08 18:01:29] [AppID 107410] Finished Workshop download job : No Error

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I have 323 Compositions unlike last time, so 542 / 323 = 1.678

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1.7 seconds of lag per composition (no change)

fervent chasm
fervent chasm
#

ty

empty goblet
#

those official servers runs now #perf_prof_branch build 2.06.148309 server
Warlords 48 players
5.62.127.2:2302
5.62.127.2:2402
Warlords 44 players
85.190.155.163:2302
85.190.159.15:2302
85.190.157.230:2302
Warlords Redux
85.190.155.161:2302
Zeus with zeusCompositionScriptLevel=1
37.10.126.70:2302
Zeus with zeusCompositionScriptLevel=2
5.101.164.123:2302
5.101.164.123:2402
5.101.164.123:2502
5.101.164.123:2602
37.10.126.70:2402
more servers will be added after missiondEnd cycle e.g.:
85.190.155.53:2302

gentle atlas
#

The TrackIR issue seems to be fixed. 90ยฐ movement in the TrackIR app preview correlates to 90ยฐ in game movement again.

vagrant zodiac
vagrant zodiac
#

I take it there should be no issues with with the number of headless clients 2.06.148309 server can run?
We normally run 3 but don't seem to be able to connect more than 1 since updating to this perf build. Not sure this is the cause or whether there's something else gone wrong but thought I'd report it in case it is related.

whole cloud
#

Shouldn't

autumn timber
#

Hey! So since the Profiling Branch Companion Mod looks like it's here to stay, could the launcher be modified to stop marking it as a "mod not allowed on server"?
It's a tad annoying to have to select "keep loaded" each time you want to connect to a server

whole cloud
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unlikely

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the launcher should detect that its using the a3 bikey, and that the server allows the a3 bikey

autumn timber
#

So maybe there's a bug somewhere? Unless I misunderstood what you said

whole cloud
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yes, should but doesn't

autumn timber
#

Ticket?

boreal wigeon
meager flare
#

i'm not very well versed in arma development
what purpose does the profiling branch serve exactly?

autumn timber
autumn timber
meager flare
#

is the stuff that gets added to it expected to be added to the main branch?

autumn timber
#

One day, yes. Not necessarily to the next release, so you may sometimes have to wait for months for them to be released.
The performance binaries are compatible with the main branch though, so you get these performance improvements (and sometimes also bugfixes) "for free"

meager flare
#

will public servers allow me to use the prof branch?

autumn timber
#

Yes, that's why I said they are compatible. They probably won't even know that you do

meager flare
#

oh nice

vagrant zodiac
#

Discovered another Track IR bug with 2.06

  • As an infantry player, once a bipod is deployed, head rotation is hugely restricted - it seems Track IR head rotation results in a head translation from side to side in game
  • Alt Mouse still gives normal head rotation.
whole cloud
#

Maybe I should just go for the ugly duct-tape fix instead of trying to fix this properly ๐Ÿ˜„

clever roost
#

here's the fix, don't bipod

rain moth
#

Will profiling branches be updated with today's CDLC hotfix as well? ๐Ÿ™‚

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Looks like game client is actually updated but not server

civic palm
#

Hello, server files were updated along with the client. There should be an update available.
Other branches will get the update shortly.

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Profiling branches have been updated @rain moth

rain moth
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Can confirm I got the new SOG PF depot manifest for client profiling branch

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Need to verify server profiling branch manifest references

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nvm, that branch shouldn't have a reference to the SOG PF depot ๐Ÿ˜„

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All good ๐Ÿ‘Œ

whole cloud
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2.06.148349 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Steam Rich Presence
  • Added: GPU driver version logging to RPT
  • Added: Server config option to dump log when a player has an excessively large message queue size (AdvancedOptions >> queueSizeLogG)
  • Added: Log context for which scenario had a description.ext parsing warning
  • Added: Log message with context for when a script tries to create a group when the group limit was reached
  • Added: Debug log message with context for when a script tries to getVariable on objNull/grpNull
  • Tweaked: Performance improvement (sound positions)
  • Tweaked: Performance improvement (grass clutter flattening)
  • Tweaked: Performance improvement (AI flashlight checking)
  • Tweaked: Performance improvement (AI sensor updating)
  • Fixed: Game not generating freeze reports on freezes
  • Fixed: Map outside color was dark blue on terrains that have outside terrain synthesis disabled
  • Fixed: Crash when getSensorTargets is performed on an empty vehicle - https://feedback.bistudio.com/T161282
  • Fixed: TrackIR head movement

if you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

rain moth
#

๐ŸŽ‰

#

Tested rich presence, works great ๐Ÿ™‚

plain trout
#

will the improvements work of I join a non-perf server?

restive pilot
#

no (some of them will tho)

plain trout
#

isn't AI calculated client side..?

#

I mean the Zeus AI

restive pilot
#

they can be server-side too

plain trout
#

if they were client side, the changes should work?

restive pilot
#

I guess

#

ยฏ_(ใƒ„)_/ยฏ

#

Dedmen knows better than me

whole cloud
plain trout
#

so not on our own modded one I guess

whole cloud
#

I just told you they work

plain trout
#

/o\

elder torrent
# whole cloud > baseline: 5-10fps > better sensorList multithreading: 5-15fps > Disable non-lo...

So I gave it a quick test, and unfortunately I'm not really seeing any performance improvement. I tried to loosely approximate what you did in this post by putting just under 2000 guys on the salt lake on Altis and putting my player on the opposite side of the map and both on stable and performance I'm getting a wildly fluctuating 5-15fps. It looks like the "Disable non-local AI visibility" you mentioned isn't in the latest branch but it looks like most of the other improvements you mentioned are in so I expected some difference.

Granted, I can do logging to be absolutely sure, but the frametime spikes i'm seeing in my realtime graph are so wild it'd be hard to parse through the data.

Would there be a better way to test for these improvements?

whole cloud
#

It looks like the "Disable non-local AI visibility" you mentioned isn't in the latest branch
Correct

In your test the AI was non-local, so you tested on a dedicated server.
And you compared the prof build to non-prof?

#

The major thing was the non-local AI visibility. That one wasn't done in the build.
The other fixes were everything that became apparent after that

elder torrent
#

I was comparing prof to non prof, although only done singleplayer, i can quickly do dedicated, but I figured the other performance improvments like the AI flashlight and AI sensor would work on singleplayer or is that not the case?

whole cloud
#

They work on singleplayer

#

but the impact of all the other general AI code that runs for local AI is way too high

#

the non-local AI visibility also doesn't have any effect in singleplayer because all AI's are local.

elder torrent
#

Makes sense. What is the "Disable non-local AI visibility" anyways? Is it something like this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2565965887 But more efficient and in engine?

I've been running it for a while now and I've found it to be very useful, and while there is the annoying issue of AI popping in and there is an impact to server framerate, at least with my hardware I've found that in cases with lot's of AI on the client I can go from 30fps to 50fps and sometimes even higher, and the impact to server framerate isn't enough to affect gameplay (usually goes from 60 down to as low as 40ish depending on the situation).

whole cloud
#

Is it something like this mod
Yes, with way less problems than that mod causes and way more efficient

elder torrent
#

Does it still have the AI popping in? To me that seems like the biggest issue.

restive pilot
#

no

#

that mod hides the AI

gritty wasp
#

Can I get more info about logging option. Is it boolean?

whole cloud
#

What logging option, -debug?

whole cloud
gritty wasp
#

Queue size G

whole cloud
#

Its a number in bytes

#

if message queue size of a player (or whole server, don't remember) is bigger than it, it dumps it all out to file

gritty wasp
#

Ok. And I assume it is not human readable without bi tools. Or just hex editor?

whole cloud
#

its normal text, but you won't understand it

#

BI can read it if you report some bug where some excessive queue was caused

gritty wasp
#

Ok thanks

charred lava
#

- Added: GPU driver version logging to RPT
Is it the server logging this on player connect?

whole cloud
#

wuht

rain moth
#

it's logged on client start

empty goblet
# whole cloud wuht

he probably wants to kick all the players with obsolete drivers, manually ๐Ÿ˜

rain moth
#

maybe he hates nvidia

#
17:32:35 DX11 - Initializing DX11 engine.
17:32:35 DX11 - Using DXGI adapter 0 (detected in config).
17:32:35 DX11 - Using DXGI adapter 0.
17:32:35     - adapter description : NVIDIA GeForce RTX 3080
17:32:35     - adapter vendor ID : 4318
17:32:35     - adapter device ID : 8710
17:32:35     - adapter subsys ID : 2276462659
17:32:35     - adapter revision  : 161
17:32:35     - dedicated video memory : 1977614336
17:32:35     - dedicated system memory : 0
17:32:35     - shared system memory : 4249665536
17:32:35     - driver version : 47212/r470_00
charred lava
#

Those AMD drivers

rain moth
#

you could force ATOC to be disabled for clients ๐Ÿ˜›

charred lava
#

#TeamGreen

whole cloud
#

We are waiting till AMD has a properly fixed driver

rain moth
#

its been released?

whole cloud
#

Yeah we know

empty goblet
#

or blacklisting all those onboard gpus ... oh wait... that's all you can buy those days ๐Ÿ˜†

charred lava
silk summit
# whole cloud but the impact of all the other general AI code that runs for local AI is way to...

Regarding that and also: "- Tweaked: Performance improvement (AI sensor updating)", would a command to reduce the distance Ai units perform that "Sensor Updating" or perhaps just a GVAR like "this setAiSensorMaxRange 500;". And that command/GVAR sets the max distance for the Ai unit view/hearing/radar/radio etc sensors. I don't know the current max range of each individual sensor but if I make a close quarter scenario maybe I don't need the full range and I gain some frames in the mean time?

whole cloud
#

No, No.

silk summit
# whole cloud No, No.

Just to clarify, the proposed command can only lower the value, not set it higher than what they are currently.

#

Another option is for you to set the sensor updating based on current FPS, so it is dynamic and if the FPS is low it starts toning down the sensors capabilities... just brainstorming a little bit, every frame counts in Arma

whole cloud
#

Sensors are not updated every frame.
Sensors already have distance checks in them.
All your ideas don't make sense to do

restive pilot
whole cloud
#

No

silk summit
restive pilot
#

mods yes

whole cloud
#

No, and there is no reason to do so

#

And it wouldn't bring you more fps

silk summit
whole cloud
#

use disableAI if you want AI units to not spot things

silk summit
#

Some other games have a AiViewDistance and AiViewConeAngle param that is why I was asking, If I make a metal gear scenario then the enemies should be almost blind and also have a 30 degrees view angle ๐Ÿคฃ

#

There are hacky workaround ways to achieve what I am saying in A3, it is just that an engine way is always better and sometimes it is just a matter for making a local variable global and available/modificable ๐Ÿ˜‰

elder torrent
#

Tried to do some more tests of the latest performance improvements, but couldn't get a meaningful performance difference on my system, either with 56 AI or 8 AI. I'm guessing I would need a different situation for it to show, but I tried to go for repeatability of results.

Got a couple screenshots for anyone curious, just AI in a field, and it is running on local multiplayer so when I paused it to show the version number it's still running simulations.

https://imgur.com/a/LV6x9oK

#

Can't wait to test the "Disable non-local AI visibility" though. Looks like it could be one of the biggest performance improvements to Arma in years.

whole cloud
#

either with 56 AI or 8 AI
It won't be noticable below ~200 AI's
Some of the improvements only run with >512 vehicles because under that it doesn't make sense.

and it is running on local multiplayer
When you are simulating all the AI's (as you are in local MP) that will already pull your FPS down so far that you won't be able to notice the improvements

elder torrent
#

512 vehicles that's pretty insane, can't imagine a scenario with that many that doesn't run in the single digits.

whole cloud
#

I get past that threshold on every mission I play every weekend ยฏ_(ใƒ„)_/ยฏ

elder torrent
#

on the field simultaneously? I'm guessing some kind of huge whole map mission with like 100 players and a few hundred ai or something.

whole cloud
#

Nah just a normal 30 player coop mission

patent dome
#

I assume by vehicles you mean anything from CfgVehicles?

whole cloud
#

Vehicles yes.

#

so everything spawned in editor/zeus thats not simple object
Ammoboxes, coke cans, AI units, triggers, modules

elder torrent
#

Ok that makes a hell of a lot more sense then.

restive pilot
#

Some of the improvements only run with >512 vehicles
which ones?

elder torrent
#

I was thinking you guys were doing a slightly scaled down battle of kursk or something lol

whole cloud
restive pilot
#

btw what does it even do?

#

I don't remember you mentioning it meowsweats

whole cloud
#

Engine stuff related to sounds and positions

#

or alternatively
multithreading the render visual state interpolation before sounds are processed

elder torrent
#

Gave a retest with 256 AI. I'm not really any difference on a local host or dedicated when comparing between branches, and I do have headroom in my hardware, so I'm not sure what's going on.

https://imgur.com/a/foAYGQq

What kind of performance differences have you guys been seeing at BI between vanilla and this perf branch?

whole cloud
#

In my last coop playtest last week I had a +5fps with ~150 AI's and including the non-local visibility thing
42 to 48 when enabling all tweaks mid game

elder torrent
#

Looks like the non-local visibility is really the bottleneck then. I'm guessing these tweaks can't do much without it. I'm curious, what hardware do you run Arma on? I run on a I7-6700K@4.6GHz/GTX 1080/32 GB DDR4@3466Mhz and a 2TB SATA ssd

empty goblet
#

44 players warlords, with several hundreds AI oscillating between 50 and 150 fps

hexed hound
#

So far on USE01 Warlords server, I didn't got any issue with vehicle despawning. Getting 50 fps gameplay and its smooth so far.

empty goblet
#

ye, well, we need to get it full and long running ... then then we will see

#

the best for such testing are UK servers, they don't restart after everyone leaves

#

also they got way more free cores so that's why they on 48 players

#

anyway on next restart cycle i will set everywhere FT to owned-sectors only

whole cloud
#

Looks like the non-local visibility is really the bottleneck then.
Yes. As I said its the biggest thing.
The other were the next biggest after that was done

elder torrent
#

Right, yeah I just wanted to do some testing and get some hard numbers for comparison. Figured I'd share my results here.

gritty wasp
#

Will this sound and position improvements boost fps on tvt games when you can define where are most of enemies by fps drop?

whole cloud
#

sound stuff scales with number of objects.
More objects, more impact

#

in every game

#

grass clutter scales with number of things that flatten grass.
Maybe only Units? In my test it was only units (2000 AI's :D) but I think it wasn't only units there was something else, dunno what and dunno if that had much impact before this tweak
The AI stuff obv scales with number of AI units

silk summit
whole cloud
#

Stutters?

#

reproducible low fps yes

silk summit
# whole cloud Stutters?

You know when the game freezes for half a second or more... could also be called sudded FPS loss I guess

whole cloud
#

Ah yes.
Yes, I would call that a "freeze" and not a stutter.
Stutter is more like, 30 milliseconds to maybe 200ms

silk summit
#

Remember when I asked if you had any reports of stutterings/freezing when hitting Ai units, well it is related to the famous big stones "Objects", I have a repo mission uploaded to the last comment here: https://feedback.bistudio.com/T160213

whole cloud
#

This is still present yes? there was a AI pathfinding related freeze that I fixed half a year ago

silk summit
#

In the demo mission all you need is to shoot any Ai and you will get the freezes 100% of the time each time you hit a bodypart

whole cloud
#

I've put the ticket on my todo

silk summit
whole cloud
#

Make sure all the info you just told me is also in the ticket, I won't find this discord convo when I get to it

silk summit
pale mica
#

Was there anything added to the server .exe in this last Arma3 update that could increase rubber banding?

#

I'm getting constant rubber banding with less than 100 AI on the server

feral harness
#

Is your question for perf prof branch specifically? @pale mica

pale mica
#

Yes, I'm using the perf branch

feral harness
#

So between previous perf and last you suddenly developed constant rubber banding? @whole cloud

pale mica
#

I can't pinpoint exactly when it started. It was after the 2.06 update

#

And yeah, I'm now not exactly sure it's related to the perf .exe

#

It happens when there is like a handful of AI local to the server. Then all AI local to it AND players will rubber band. AI on the HC are fine

#

This is basically what's going on. Those choppers are server local

#

Server FPS is 30+

empty goblet
#

actually that is just like air vehicles issues with A2 and A2OA, you got such stutter rubber banding while e.g. flying (your or formation) over the southern basin

#

it was combination of 3 factors, zero optimized models of the reed, too many objects and failure to properly update position transit

#

the last one problem was everywhere and caused the usual รณh your plane all of sudden skipped ahead and back 150m and collide with teammates and we all die

#

the faster the object moved (yay jets) the worse

#

can you try formation of jets flying ?

pale mica
#

It's not just with helis. AI that's local to the server also has the same issue. And players...
I have managed to produce a version of the same mission without the issue. Right now I'm going by process of elimination to find out what is causing this.

Another clue is the stutters you see on the video. I'm having those stutters on my PC, and I suppose the same is happening on the server, and this is what is causing the rubberbanding. This other version of the same mission has no stutters on my end.

The real interesting thing is that we played this same mission before with no issues like this.

#

@empty goblet

fickle geyser
#

is this stuff going to be fixed in BI scripts? Otherwise -debug is kinda unusable due to log spam sweating

#

EG Spectator is generating a lot of this.

feral harness
#

fixed in scriptsโ€ฆunlikely, it it not a bug, maybe this particular logging can be reduced @whole cloud

fickle geyser
#

as clearly it's considered abnormal usage as it's logged ;)

whole cloud
#

It was introduced to help troubleshoot a warlords issue, didn't expect such major spammyness but yeah offskies.
Will just remove the variant that already has a default value then.

The non-default value returns nil which can be unexpected

empty goblet
whole cloud
#

Not as easy with context, context is only evaluated when the logging is done, it isn't available previously.
So without doing the logging, you don't really know whats inside it.
And you would want to log different contexts, seperately. Because they are seperate errors

empty goblet
#

q, anyone get random client crashes (when sounds of firefight / explosions and hit effects (including particles) are happening in your vicinity ?

mellow lark
#

iirc, it was often the things you described causing X client to suffer immense performance loss (regardless of hardware), then game freezing seconds later

empty goblet
#

ye i get it from time to time, so good to know i might be not only one ...
if anyone else gets it, please remember, we need the mdmp, bidmp, rpt files from the moment of crash, for analysis

deft raptor
#

so, how do i actually run the profiling commands on a multiplayer server?

#

like as a client?

#

do i have to use zeus or something to run the command on myself?

#

is there a way to trigger them somehow without needing admin / zeus access?

#

i mean i guess i could make a mod to add a cba keybind to the profiling commands rooThink

#

i think a better way to word this question would be: is there an alternative to executing the sqf commands to trigger the profiling?

restive pilot
deft raptor
#

so, i tried a mod which enables the debug console, but when i execute the commands nothing happens

restive pilot
#

do they even work in MP?

deft raptor
#

debug console? i have no idea, the mod makes the debug console physically appear

#

however even simple sqf like hint "hi"; does nothing

#

idk if debug console needs to be enabled serverside or something?

restive pilot
deft raptor
#
#include "BIS_AddonInfo.hpp"
class CfgPatches
{
    class Enable_Debug_Console_2
    {
        units[]={};
        weapons[]={};
        requiredAddons[]={};
        requiredVersion=0.1;
        author[]={"M9-SD"};
    };
};
//delete enableDebugConsole;
enableDebugConsole = 2;
#

its the worlds simplest mod

#

and it does make the console appear

restive pilot
deft raptor
#

but it doesnt appear to actually let me execute sqf

#

because i'm trying to debug "real" server performance issues which only occur with lots of people on

#

i.e while playing an actual mission

restive pilot
deft raptor
#

i probably do, there are a lot of mods

restive pilot
deft raptor
#

we've historically had playable 30~ fps, with 60~ big mods, but something recently is causing periodic huge fps drops

#

i'm trying to use the profiling branch to narrow down whats causing the fps drops, so i can alter the modlist / inform zeuses on what not to use, etc

#

i'll try that mod instead, thanks

#

if this doesn't work i guess i could try making a "profiling UI" mod that gives you simple buttons to execute the commands

#

that doesn't seem to be working either rooThink

#

diag_captureFrame 1; is supposed to pop up the diag window right?

restive pilot
deft raptor
#

it does

restive pilot
#

but not sure if it works in MP

#

according to the wiki it seems it should

deft raptor
#
hint "Executing Profiling";
diag_captureFrame 1;
diag_captureFrameToFile 2;
#

so i ran this in the advanced dev tools thing

#

i saw the hint

#

but no diag popup

#

and i dont see a file in my %localappdata%\Arma 3 folder that looks... profile-y

restive pilot
#

ยฏ_(ใƒ„)_/ยฏ

deft raptor
#

maybe the server needs to be on the profiling branch or something?

restive pilot
#

dunno. maybe. wait for Dedmen to respond. he should know

deft raptor
#

yeah apologies for phrasing the question such that it sounds like i have no idea what sqf is lol vvLUL i've used the profiling branch a bunch for working on singleplayer code optimization of my mod

#

but i've never been able to use it "in a real scenario" to diagnose an entire modpack / gameplay experience

restive pilot
deft raptor
#

like the commands work in editor

#

i see all da profiling info

#

but when i go join a server it just does nothing

#

i can only guess its some kind of protection

#

and that i need either admin access or like, the server needs to be on the profiling branch

#

idk

whole cloud
#

so you say you want to just write to file, so it doesn't popup the ingame UI

whole cloud
#

even if its visible to you, command executions are still piped through the server, and if you are not authorized, you cannot use it

deft raptor
whole cloud
#

You need permission to use debug console

#

both by your client and by the server

deft raptor
#

but the hint worked?

whole cloud
#

then it should work I guess maybe

#

I think it might be a good idea to use the new modded keybinding to add profiling keybinds to profiling branch via the companion mod think_turtle

deft raptor
#

you mean make a mod?

#

yeah i was considering that

#

just a cba keybind to log to file

#

with a cba setting to set the parameters like n frame and slow frame time

#

tho, using the advanced dev tools mod

#

i can locally execute sqf, the hint works

edgy comet
#

Are you actually running the profiling .exe?

deft raptor
#

but running single commands like diag_captureFrame 1; does nothing

#

yes

#

i both see the "profiling" green banner on the launcher

#

and i can run the commands singleplayer

#

well, they work singleplayer

#

afaik i'm successfully executing the sqf, its just nothing happens when im on a mp server

whole cloud
deft raptor
#

oh?

#

theres bis functionality to do that? neato

deft raptor
#

tho i'm doubtful it'd solve my issue, because:
in singleplayer, using this adv dev tools mod, i run hint "test"; diag_captureFrame 1; and it both does the hint and shows me the diag
in multiplayer, using the exact same method, i see the hint confirming that sqf is executing, but i see no profiling info

#

i've tried captureFrame, captureSlowFrame, and the capture to file one

#

copy pasting the examples from the wiki, setting the time to 0.01

#

but nothing seems to work while in mp

#

ooooh analog event handlers?

#

i'm getting side tracked but does that mean we could use sqf to assign an axis to vtol axis rooPog

whole cloud
#

I haven't tried profiling branch in a while, but it would be weird if its broke in MP

restive pilot
#

I'm not sure if the action allows analog input? thonk

#

nope, it's incremental, so you can't make it analog

deft raptor
#

idk why but i now cant even get it to work in single player

#

with no mods loaded, in a "play in multiplayer" eden editor session, diag_captureFrame 1; in the debug console, local execute, diag_captureFrame [#]1; Error Missing ;

#

can i not use the launcher to start the profiling build?

#

ah okay idk how that happened but my binary got put back, i had renamed the profiling binary so that the launcher would use it but it undid

#

oooooooooooooh thats why it... okay i'm just being trolled by steam

#

it works in mp now..

#

steam put my renamed file back so it was launching the non profiling binary

#

i wish there was just an option in the launcher to select the profiling exe

#

is there documentation anywhere on what the "abbreviated names" translate to in the profiling window? i'm not sure what some of them are

whole cloud
#

no

#

most things can be guesstimated

night mulch
#

Really like the steam rich presence, however would there be a way to turn it off?

fickle geyser
#

Streamer mode in game settings

night mulch
fickle geyser
#

Arma

night mulch
#

Ok thank you

snow rapids
#

Current profiling branch - Zeus modules which spawn a menu (e.g. "Gun run" fire support) do not spawn it and consequently are broken. Reproduced in MP, server - arma3serverprofiling_x64 on Linux, client - "regular" binary from profiling branch

spiral pond
#
getVariable called on null object
 โžฅ Context:     [] L578 (A3\functions_f\initFunctions.sqf)
    [] L53 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L58 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L63 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L64 (A3\functions_f\Modules\fn_initModules.sqf)
    [] L64 (A3\functions_f\Modules\fn_initModules.sqf)
#

what to make of this ?

restive pilot
spiral pond
#

yep i am aware - but what to make of that case here

#

fn_initModules runs automatically, doesnt it?

feral harness
#

it is not final, patience

spiral pond
#

copy

empty goblet
#

anyway it might be true that some fnc might miss sanity checks on variable or object existance

fathom ocean
#

anyone else having issues making the taru spawn black with compositions? ive tried with eden enhanced inits on one of the script lvl 2 servers as well as other servers

whole cloud
#

There is an issue with modified vehicle camo and zeus compositions yes

whole cloud
#

2.06.148373 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Potential performance improvement (non-local AI targeting)
  • Fixed: Rich Presence flag did not work in mod configs
  • Fixed: Weapons of the same kind with a different ammo count got counted as the same weapon in a container in getUnitLoadout - https://feedback.bistudio.com/T127850
  • Fixed: Crash when creating rope between a vehicle and itself - https://feedback.bistudio.com/T161256
  • Fixed: Potential crash caused by a performance improvement
  • Removed: getVariable on null object/group debug logging if a default value was provided or if unscheduled

if you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

#

ping @iron saddle @fiery meteor

hexed verge
#

i once agian need to ask if linux x86 version if fine if it is one build number below 2.06.148373

patent dome
#

What do you mean? Is it revision 148372?

hexed verge
#

posted one is 148374 my server reports 148373

patent dome
#

148373 is the correct one, I guess Dedmen made a typo

whole cloud
#

I blame Neil

patent dome
#

I blame the build pipeline

feral quiver
#

Is there a way to run performance binaries on the server along side the creatorDLC branch, through steam?

I can manually download the binaries and put it inside the server install, but doing it automatically would be nice.

violet elbow
#

If you have a license for the base game, you can set the game to profiling branch and simlink the server .exe to the server install

feral quiver
#

The server is in a separate machine, and I use steamcmd to get the server updates. My current workaround is downloading both branches separately and then copy over the binaries into the server folder. But, if there was a branch that did both it would be super cool. I was just wondering if there was a way to run both creatordlc and that long string of letters for performance together?

violet elbow
#

AFAIK no, you can't checkout two branches with steam at the same time.

#

Binaries are being uploaded separately again, though. See the Drive link above with the changelog.

rain moth
#

You can fetch and apply the profiling depot on top of cdlc branch

hexed verge
#

how may i ask?

rain moth
#

Windows client: download_depot 107410 249503
Windows server: download_depot 233780 233784
Linux server: download_depot 233780 233785

whole cloud
#

Manually is probably the easiest way ๐Ÿ˜„

#

Btw we found out that all previous linux profiling builds, had all the profiling branch exclusive performance improvements disabled. ๐Ÿฅณ
But thats fixed now with v3

tawdry gazelle
#

I thought we wont have linux server updated anymore...

empty goblet
whole cloud
feral harness
#

Linux server is love, Linux server is life

silk pewter
#

clients, on the other handโ€ฆ meowtrash

whole cloud
#

The Profiling branch Companion mod has been updated!

Fixed Editor init script setObjectTexture being overwritten by the 2.06 postInit changes.
So you can again use setObjectTexture normally without manually adding a delay.

You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2419451036
You can also run it without Profiling branch.

leaden herald
#

Any news on the compositions workshop-download lag?

whole cloud
#

no

#

A bit of lag in the main menu is also not the highest of priorities. Especially not when I cannot reproduce and trying to get a repro going is alot of effort

obsidian relic
#

it also happens in editor and while playing so i wouldnt call it "a bit of lag in main menu" but thankfully it disappears after few minutes so its not that important

whole cloud
#

Btw profiling now has all the AI improvements.
The last one will detect when it might cause problems and disable itself, it will log in RPT if it disabled itself.
If anyone notices any unusual AI issues on profiling branch then do tell.
Also if you notice better performance (Coop vs AI)

spiral pond
#

"AI improvements" ? i guess you mean your performance tweaks with remote AI?

whole cloud
#

ye

#

missed a word there

leaden herald
feral quiver
#

Having an issue with the performance branch arma3server_x64.exe when opening 2 HC one after another in quick succession. Tried giving it a minute gap between one opening and the other starting using a batch file (.bat), When I reverted back to the release version of the server exe, it works just fine.

#

If I close the 1st HC, then the second one continues to boot up. So, when one instance is open, the second instance is unable to start.

hushed seal
#

You need to give them different profile directories

feral quiver
#

never needed to before today. From what I could see it takes the name of the HC client placed on the map, but its not even starting now, when it used to before.

pallid island
#

Performance boost on server or local (or both)?

feral quiver
#

the performance binary on the dedicated server the one obtained by using that long string as beta code.

hushed seal
#

If you go through my messages in here I've explained the solution a bit more in depth

whole cloud
#

You shouldn't need that on profiling branch actually, because the signature checking cache (which is whats causing the problem for you probably) should be disabled there

hushed seal
#

Been the exact opposite in my experience, I can run multiple HCs with the same command line on the main branch but can't on prof branch.

feral quiver
#

Same

white dock
#

Hi, have been playing around with High Command & it seems to cause a number of errors. It had worked as of the 26/09/21 but now it reports the below errors. https://imgur.com/Lsa67EA . This happens in both modded and vanilla Arma 3. In game, it has been set up as per the wiki ; https://community.bistudio.com/wiki/Arma_3:_High_Command
Error only occurs during multiplayer mission when selecting a character not the High commander player.

As soon as the feedback tracker site lets me log in, will report it there.

glad nexus
spiral pond
#

Tried to AccessTargetList for non-local AI group while non-local targeting was disabled! Engine will now enable non-local targeting which will hurt clientside performance.

#

is this some debug from the new remote AI optimizations?

whole cloud
#

Yes as I mentioned before, this "feature" disables itself if it detects that its needed to be running

#

things like knowsAbout or nearTargets script commands do that

restive pilot
trim ether
#

I'm experiencing an odd issue with the sync of overcast between the server (running the perf build) and clients. A couple of weeks ago the server and client were in perfect sync, but now the client seems to lag significant behind the server, taking approx twice as long to execute any changes. So a 20 min overcast change on the server, is seen on the client as 40 mins. Changes to the rain are still perfectly in sync.

maiden sequoia
#

What i need to do, or not do, to keep AI performance improvements allways on?

#

You say it can turn it self off.

upper sierra
#

If a script calls for a check on any of the features the performance improvements disables.

maiden sequoia
#

I hope i don't use any of those features, and if i use i hope i can remove it. There is a list of what i can't use to keep it on?

whole cloud
#

knowsAbout, nearTargets and similar script commands

#

and some engine things may also require it, though I think I got most of them out. Mainly the script commands.

The script commands can be used, just not used incorrectly (argument needs to be local)

maiden sequoia
#

Thanks, i understand. I'm ok them.

#

@whole cloud there is any way to know if the improvements are on or off?

whole cloud
#

default on.
If you get

Engine will now enable non-local targeting which will hurt clientside performance.
in RPT, then its off till game restart

maiden sequoia
#

reveal function is allowed?

#

non-local reveal

violet elbow
maiden sequoia
#

Great if more improvements like that can be done: "Don't use this unusual stuff and get more performance".

maiden sequoia
#

After client join the server it get imediatly the message: "Tried to AccessTargetList for non-local AI group while non-local targeting was disabled! Engine will now enable non-local targeting which will hurt clientside performance.".

elder torrent
#

Is it in client rpt or server rpt, or both?

merry shuttle
#

I only have it in the client RPT, shows up shortly after mission start. Seems it only makes sense for missions without AI.

spiral pond
whole cloud
whole cloud
whole cloud
whole cloud
merry shuttle
#

Well, then it can only be for quite simple AI handling. Means missions with AI groups and simple waypoints and nothing else. As soon as you you do a target check (players only) it's over.

restive pilot
whole cloud
# merry shuttle Well, then it can only be for quite simple AI handling. Means missions with AI g...

As soon as you you do a target check (players only) it's over.
Not if you do the target check where AI is local.

knowsAbout already says its local only, but many people use it non-local and it just so happens to work, because of this huge performance issue with clients re-doing all the AI calculations that only the server should be needing.
It certainly works in my modset and my missions, if you run mods that do "bad" things, it will not work. Thats why I added the automatic disabling, to not break these mods.

feral harness
feral harness
#

no, time similar to daytime

#

0..1 time of the year

#

can target season, month , day or even hour

restive pilot
#

so you meant yearTime then?

maiden sequoia
#

@whole cloud since the server have all AI info, i can use knowsAbout in the server even non-localy?

#

dedicated server

whole cloud
#

since the server have all AI info
It doesn't. Only the machine that owns the AI unit has it

maiden sequoia
#

I understand, but i have all ai in the dedicated server, so i'm ok to use non-local knowsAbout on server?

whole cloud
#

That doesn't make sense

#

if the AI is local to the server, and you use knowsAbout on server. Then its local...

maiden sequoia
#

I mean, the server don't have the performance gain, right?

whole cloud
#

it does, if there is also AI running on non-server, like a HC or a Zeus player

maiden sequoia
#

Ah, thanks.

maiden sequoia
whole cloud
#

Ah. Only the AI that you ask whether it "knows", needs to be local

#

When you walk up to a person and ask them "do you know X" you don't need X to be standing beside you, you only need the person you are asking

maiden sequoia
#

๐Ÿ‘

maiden sequoia
#

No message on server.

#

I don't use any of those:
knowsAbout
nearTargets
reveal
targetKnowledge
targetsAggregate
targetsQuery
forgetTarget
findNearestEnemy
getHideFrom

whole cloud
#

I don't use any of those:
Also not in any mods?

maiden sequoia
#

I use no mods.

#

@whole cloud โ˜๏ธ

whole cloud
#

notlikemeow
Then I need to re-check it I guess.

Do you have AI's in your players group at mission start?

maiden sequoia
#

No

whole cloud
#

Ok I'll retest it next week maybe

maiden sequoia
#

Player + AI groups never happens. Also players machine never host AI, but they can host agents.

#

Thanks.

feral harness
hushed seal
#

launching multiple HCs with the same command line isn't working on perf branch, it works on main.

whole cloud
#

You're supposed to give them different profiles.
That way their profileNamespace also won't conflict

hushed seal
whole cloud
#

Enabled is the default state. If I remember I'll check tomorrow

trim ether
#

This is a follow-up to my previous post re desync of Overcast. I've now tested this on a server/client (perf builds) with no mods, a mission that has no assets (only a single player) and default mission settings (overcast set at 0.2). The only non default setting is permitting access to the debug console.
Running the following on the server via the console

[] spawn {
   while {true} do {
      sleep 1;
      missionNamespace setVariable["server_overcast", overcast, true];
   };
};```
and observing `overcast` and `server_overcast` in the watch window.
When I issue the following on the server
```sqf
1200 setOvercast 1;

The client and server overcast values diverge rapidly. Both climb but at different rates.
I get the same result if I issue the setOvercast command globally.
As I mentioned in my original post, this was not the behaviour 3-4 weeks ago.

feral harness
#

hosted or dedicated?

trim ether
#

dedicated

feral harness
#

I will check tomo

trim ether
#

thx ๐Ÿ™‚

feral harness
#

is dedicated server on the same machine?

trim ether
#

nope

feral harness
#

I cannot check that but I will set up dedi environment on one PC

trim ether
#

I get exactly the same result if its a dedi on the same subnet and one in central europe (with a 20ms ping), so I doubt its net related

feral harness
#

Have you tesed it on the same PC?

trim ether
#

nope, because the problem did not exist on a remote server 3-4 weeks ago, so I was trying to replicate the problem as close as possible to my previous known condition

feral harness
#

OK

trim ether
#

It looks like the issue is with the client, as the rate of change of the value on the server looks approx correct to make the value of 1 after 1200 secs. The client's climb rate is far to slow.
Incidentally the rain and fog change rates appear to be ok.

elder torrent
#

I was always under the impression that weather changes didn't apply that quickly with setovercast. At least one of the comments on the wiki says it, but it's very time consuming to test for sure. https://community.bistudio.com/wiki/setOvercast

empty goblet
trim ether
#

@elder torrent that is correct, but this is a different condition. With the bug the desync is so extreme that if you set a change of overcast from 0% to 100% over an 1-2 hour period, the players will experience rain from a total clear sky. Once the server gets to 50%+ there is a chance of rain, but the players are likely still only around 5% overcast.

empty goblet
#

but ofc you need to keep in mind the forceWeatherChange;

#

also there is problem of the cloud system, which may desync vs setOvercast, especially when setTimeMultiplier is used

#

i discussed it with dd and kk and we will look into that next week, about the simulWeatherSync usage (serverside or must be invoked on each client)

#

and there is another problem, you need either wait for the 5m time sync tick or force serverTime sync cause that overcast/cloud cover relate to it

#

because atm. it feels to me like this

  1. server-side setTimeMultiplier https://community.bistudio.com/wiki/setTimeMultiplier
  2. setOvercast (before or after) https://community.bistudio.com/wiki/setOvercast (don't forget to adjust the overcast timeTo with the actual TimeMultiplier )
    may causes desync on the simulWeather cloud vs serverTime https://community.bistudio.com/wiki/serverTime vs client's time (which is periodically synced to client, afaik each 5m)
  3. so there is way to force the ServerTime-sync from server to client via estimatedTimeLeft https://community.bistudio.com/wiki/estimatedTimeLeft
  4. then invoke the simulWeatherSync (at each client) https://community.bistudio.com/wiki/simulWeatherSync
#

atm. it seems the simulWeatherSync is localEffect but maybe it would be worthwhile to make it server global to invoke the sync similar to eTL and fWch

#

would make it easier to ensure proper cloud state instead of crafting script functions to keep it in sync

#

thus if now the (set overcast) overcastForecast values are changing differently on client and server, we got even more headache to deal with

trim ether
#

One of the concerns for me (even prior to the latest issue) is ensuring that the weather is sync'd reasonably well across all players, particularly if one or more are JIP. We have had occasions where a mission with some extreme weather conditions, is seen very differently by each client. So any work on improving the potential de-sync would be very welcomed. Thanks.

empty goblet
#

in short, the complexity is mp proper sync of [overcast, fog/fogparams), rain, wind (strength, force, direction, gusts), waves, lightings, rainbow,humidity,ambientTemperature] all those as actual and theirs forecast and then also cloud cover (simulWeather)

#

and i'm sure i forgot something ๐Ÿ˜

#

generally i would prefer that any change to anything-weather-related server side would invoke appropriate sync with all clients (actual and ofc always on jip)

whole cloud
#

is this weather desync overcast stuff actually new in a recent profiling branch build?

trim ether
#

@whole cloud Overcast was working correctly 3-4 weeks ago. I cannot give you the exact perf version. But could narrow it down, if it would help ?

whole cloud
#

It would help.
I assume its already bad in perf v0 then?

#

We had a big game update inbetween so... that wouldn't narrow it down by much

trim ether
#

@whole cloud I've checked the server logs and believe that overcast was working in a mission we ran on the 9th Oct. The server was using the perf build. I hope that helps narrow down the search space.

whole cloud
#

When did we release the update? I don't remember :D

patent dome
#

That week, if I remember correctly, on the 8th.

#

Or was it 6th

fickle spade
#

8.10 and the next 12.10

patent dome
#

8.10 was v1, I guess.

fickle spade
whole cloud
#

That's a good sign then.
Ill try to remember to check it tomorrow

#

Just realized I could just look at pinned messages

fickle spade
maiden sequoia
#

Dedmen, will you look at the AI optimization on the next week?

whole cloud
#

maybe

mossy anchor
#

Seems to be a issue with the grey camouflage for the Y-32 as it unable to be saved as a composition though the Hex is working normally.

whole cloud
#

do you load the profiling branch companion mod? it has a fix for camouflage

mossy anchor
#

Yes

#

Arma 3: Fix bugs and new bugs arrive

silk summit
mossy anchor
mossy anchor
#

Also unsure if this issue related to the perf branch but it would seem trying to spawn a unarmed prowler in both Zeus and the Editor will instead spawn a Prowler HMG (This goes for NATO, NATO Pacific and CTRG prowlers)

whole cloud
#

are you using the profiling branch companion mod?

#

can you check if the same doesn't happen without the mod?

mossy anchor
#

Will do and now I seen the same with the Qilin

#

Seems like it's the mod as they are now spawning normally

feral harness
#

Well, technically the Prowler and Qilin postInit params are wrong, the hide turret animation should be part of bis_fnc_initVehicle call, so I just reverted the nice animation check I added, in case there is community content that also copied bad config.

maiden sequoia
#

Dedmen, take a big breath.

#

Too much problems.

whole cloud
#

too many problems but your mum ain't one

knotty moth
#

๐Ÿคจ

obsidian relic
#

i know its kinda dumb question but do i have to change start line from common\Arma 3 Server\arma3server_x64.exe" to "arma3serverprofiling_x64"?

whole cloud
#

just start the other one?

#

I don't understand that question

hushed seal
maiden sequoia
#

@obsidian relic you can rename arma3serverprofiling_x64.exe to arma3server_x64.exe

empty goblet
patent dome
feral harness
#

some battles cannot be won

maiden sequoia
#

The future possible AI optimization is marginal, like +1 or +2 fps on clients, or is more significative than that? For a server with 300 AI units, for example.

#

๐Ÿ‘€

maiden sequoia
#

I can't wait to test that... ๐Ÿฆง

restive pilot
#

I don't think the difference was huge for 300 AI thonk

maiden sequoia
tawdry gazelle
#

I personally never dreamt anything about greatly performance gain... ๐Ÿฅฒ

#

I always tell my people: to get over 30 fps, go and get a better PC; to get over 60 fps, go to bed and have a good dream. ๐Ÿ˜…

whole cloud
maiden sequoia
#

I thought 300 AI was too much!

silk pewter
#

Dedmen using NASA computer confirmed

maiden sequoia
#

Alder Lake i9 12th

#

May be i can set a new target of 500 or 600 AI units.

violet elbow
#

More AI = More FPS obviously

maiden sequoia
#

lol

#

If clients keeps the same fps, it's a gain.

vagrant zodiac
#

Discovered a rather odd bug with the Arma 3 Profiling Branch Companion.
(Running this with the Performance binary.)

If you go into the editor and try to place down an unarmed Prowler, you always get the armed variant.
Not sure how many other vehicles it seems to upset the Turret layout on. Only just discovered this a few minutes ago having suspected it was something else in our modpack doing this and eventually traced it down to this!

random isle
#
    [
        _vehicle,
        nil, //variant
        [] //animations
    ] call BIS_fnc_initVehicle;
vagrant zodiac
#

Sorry - not 100% sure I follow what you mean with that. Running that in the debug console just returns False.

For info, this bug affects the Qilin as well but I've not found any other vehicles yet that it affects.

random isle
#

that functions turns off randomization run it after you create the veh

vagrant zodiac
#

Ah - ok.

#

Seems to make no difference. Still get the armed variants being spawned when placing the unarmed variants

hushed seal
#

Not sure how many other vehicles it seems to upset the Turret layout on. Only just discovered this a few minutes ago having suspected it was something else in our modpack doing this and eventually traced it down to this!
I had this happen with the Turkish faction mod!

patent dome
#

Correction, will be on this weeks dev branch, which will likely be ready tomorrow.

whole cloud
#

wanted to update that today but didn't have time, maybe tomorrow

stark falcon
#

Tried to AccessTargetList for non-local AI group while non-local targeting was disabled! Engine will now enable non-local targeting which will hurt clientside performance.
is this something new to profiling branch? (I can't find anything about it)

fickle geyser
#

yeah

#

When you're trying to access sensors on AI of non local AI it will re-enable remote sensors.

stark falcon
#

hmm, it happend 4 minutes into the mission, right after someone put a dog down, lol

fickle geyser
#

This is perf branch optimization. So you're just loosing the optimization. It's not getting worse than it is by default on stable.

stark falcon
whole cloud
#

Does it say which line?
I didn't test Agents

charred holly
charred holly
whole cloud
#

if you have no alternative, then just do that and not get the performance improvement.
I will try to change it up and make it per-group, so if it disables itself it will only disable for groups at a time, instead of outright everything.

hushed seal
whole cloud
#

While I already do that for my unit.. thats probably a bad idea notlikemeow
Don't want to deal with all the "its broke"

hushed seal
#

If you keep the startup param only in this channel ๐Ÿ‘€
Everyone in here should know the risk. But I can see why that would produce to much work.

mossy anchor
# whole cloud fixed now

Just checked seems like it works but editing the camo then saving it as a composition then placing it doesn't

whole cloud
#

Zeus compositions right?

mossy anchor
#

I believe so

random isle
maiden sequoia
#

Thanks Godus i just use reveal here and there, i don't use any AI mod and mostly let Arma do everything about AI behaviour.

mossy anchor
#

Just did a double check on the Prowler and Qilin unarmed showing weapons seems like they all work with all camos in zeus, working no matter what they looked like in the Eden Editor though that still shows the wrong versions.

iron saddle
#

I had different freeze since two days (I am on the last perf since the date of release of the v2). First I thought it was my computer but I have notice today :

  • during 1h no freeze
  • starting to freeze randomly and it become slowly unplayable
  • I switch back to main branch and no lag appear on the same server, sadly it was mainly during the briefing
    But I notice that my arma was stuck at 2.5Go of RAM on perf and then when I switched to main branch the RAM used go to 6Go
whole cloud
#

rpt's are useless. If freeze then need freezedump

iron saddle
#

I know and already checked and no freezedump was generated

#

I am still not sure if it is a problem coming from the perf

#

Just give a feedback in case somebody see the same behaviour

iron saddle
whole cloud
#

18:10 frozen0 was during setUnitLoadout, creating new items, loading models and textures and animations for the whole loadout
frozen1 same, frozen2 also loading data from disk, but terrain textures this time.
18:32 frozen0 createVehicle, loading model from disk
frozen1 waiting for disk processing, frozen2/3 same.

So all disk access related issues, a simple read from disk shouldn't cause a long freeze think_turtle

restive pilot
#

it's AV's fault... think_turtle

empty goblet
#

or the i/o threading on reads has some issues

#

i wonder, what OS, which branch of the OS (e.g. LTS, stable or insider) and what CPU

maiden sequoia
#

His HD/SSD is in trouble?

iron saddle
#

I will try to play for one week with main branch and then one week with perf. If nothing happen on both it may be just a temporary hardware issue

#

Does frozen are generated even if you close A3 by killing the process?

whole cloud
#

no

iron saddle
#

I need to close A3 by exiting it?

whole cloud
#

you need to wait ~30 seconds (I don't remember the actual time, I think it was 30) for it to create freeze dump, and then kill it manually

maiden sequoia
#

How can i open a mdmp file?

restive pilot
#

you should send it to the devs

autumn timber
#

๐Ÿ‘† but, technically, the answer to your question would be "with Visual Studio", if you really want to know

maiden sequoia
#

๐Ÿ‘

#

We have a crash for years in our mission, on the map. No mods, just a mission. We tried many things: from writing a syntax check code to check everything show on map to redoing all the map icons system. No problem was found, and keep crashing on map sometimes. Most of the times it freeze everything and don't generate a crash dump, some players need to force restart their computer.

#

Eventually it generate a crash dump.

restive pilot
empty goblet
maiden sequoia
#

ok

#

๐Ÿ‘

whole cloud
#

2.06.148478 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Log network message type on "message * is pending"
  • Tweaked: Don't render volumetric flashlight cone in first person
  • Fixed: Crash if vehicle gets deleted during Slingload Waypoint
  • Fixed: Mine being instantly armed if the closest vehicle to it is another mine
  • Fixed: Editor script fields not displaying errors correctly
  • Fixed: playSound disableAttenuation parameter not working properly
  • Fixed: When too many IR Lasers were in the scene, only the furthest would be rendered instead of the nearest
  • Fixed: Potential crash caused by a performance improvement

if you don't want to use the Steam branch, the files are also available for alternative download here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh

spiral pond
#

Tweaked: Log network message type on "message * is๏ปฟ pending"

#

what does this mean?

whole cloud
#

it now logs the type of the network message that is pending, previously it would log a message ID but thats useless

spiral pond
#

ty

empty goblet
#

it's useful cause you got those RPT entries of network message pending + increasing # each second but not exactly what message it was

whole cloud
#

I don't know if knowing what message type is really useful though, but atleast more useful than literally nothing

full nova
#

how big is the new prof_branch update?

random isle
#

250 mb is what my steam client said last time

whole cloud
#

Its only one or two exe files, so should be about 140MB I think? think_turtle

mossy anchor
#

Just wondering what the situation on the grey camouflage issue with the Y-32?

whole cloud
#

Zeus compositions or editor general, I keep forgetting what you mean

#

if zeus composition then no work done

mossy anchor
#

In the editor it displays the green hex inside of the grey camo when placing down a saved composition.

restive pilot
#

I think it's caused by the recent changes to object init... think_turtle
(you have to wait a frame or two before applying camo and stuff to an object)

mossy anchor
#

Nope just did a check on public zeus hex works normally while the grey camo doesn't

whole cloud
#

That should already been fixed in profiling branch companion mod

#

And that same fix will land in next game update

mossy anchor
#

I currently using the mod

whole cloud
#

Ah so not a difference between editor and editor preview, but using eden compositions inside eden?

mossy anchor
#

It applies the camo when you select it in the Editor when using the vehicle appearance but once saved then replacing it returns it to the Green Hex and attempting to put back on the grey camo appearance doesn't work and when in Zeus server is the same result with it returning to the Green Hex camo.

maiden sequoia
# maiden sequoia We have a crash for **years** in our mission, on the map. No mods, just a missio...

I was running the game in a window and the crash generated a dump, i have 2 dumps. Like i say above, we are having that for years in a mission, no mods. It happens on map when it is drawing the textures first time:
https://drive.google.com/file/d/1tyheB3flZNQ96v9dUnZgbKyjNuSFdNIi/view?usp=sharing
https://drive.google.com/file/d/11WyDfJSqwHSpLKdslJRPKIeQBB9KJ5w2/view?usp=sharing
Can a dev take a look please?

empty goblet
#

ye i got some crash too but i forgot i was running the previous profiling at my client

whole cloud
#

I'll try to remember tomorrow

maiden sequoia
#

Thanks a lot! But... i was using stable branch on the crash, sorry. Anyway, this is happening for years.

whole cloud
#

if anyone has a AMD gpu and has issues on latest profiling, please ping me right away

whole cloud
mellow lark
#

This is seperate from the atoc issue fixed a while ago

maiden sequoia
#

@whole cloud i have a NVidia. I noticed those crash dump was really small, but i got the files from the Arma 3 crash windows. Something went wrong on generating them.

#

Thanks for looking at it.

maiden sequoia
#

i believe not, but just to make sure: there is any change on V4 about the AI optimization?

whole cloud
#

no

empty goblet
#

AI oddities i'm observing so far (client at 148478, server at 148478):

  • (random) detection issues e.g. local AI (under control of player) vs remote AI (server-side control)
  • (random) for AT soldiers ignoring self / orders to fire at server-side AI vehicle
  • (random) AI ordered to mount weapons ignoring enemy server-side AI next to them even at < 15m range
  • (random) AI knows about player (not AI he leads) even thru terrain/object geometry (including tree viewblocking volumes on the treetop and bushes)
  • (random) server-side AI knows about other server-side AI, players and players (but not player'ss AI) even thru terrain/object geometry (including tree viewblocking volumes on the treetop and bushes)
  • (random) instant reaction time (AI has no delays on recognize source / target type / threat level and returns fire directly on player)
  • (random but most likely always) when player fires AT launcher at AI vehicle (server-side AI)
    e.g. at vehicle which is e.g. APC just driving on road, never encountered before, from hideout,
    the APC REACTs instantly before the rocket hit it (<150m) and instant snap-in at player the the turret and fire, killing the player before the rocket hit kill the vehicle
  • (random) prolly just same as the one above it, all units in vicinity of fired launcher become aware (knowsabout) about the shooter precious position no matter where is it in relation to them (e.g. inside bushes&trees, behind building or on other side of hill/terrain geometry) and keep the awareness even if the shooter breaks los with them and hide elsewhere and lay down
#

not saying those all new / related bugs ... it's just more ... obvious to encounter

maiden sequoia
#

๐Ÿฆง

maiden sequoia
whole cloud
#

๐Ÿ˜

#

Thats a old bug that I already fixed twice and thought the last fix was finally good....
Well....

whole cloud
#

Can someone confirm to me that TrackIR head movement works correctly ingame? after i fixed it in october?
Its still broken on 2.06 stable

maiden sequoia
whole cloud
#

maybe

maiden sequoia
#

Dedmen, can i avoid some function or situation to don't have this crash?

#

Players says they never had that crash on some servers, may be those servers don't "trigger" the bug.

whole cloud
#

I think it's related to too many markers/symbols on map

#

To many different types of symbols

maiden sequoia
#

I made the mission draw everything on map with drawIcon, even circular areas, this was my try to fix the problem.
Indeed on this mission there are MANY icons (drawIcon different images) on the map... An admin that sees everything can have more than 1000 icons.

maiden sequoia
#

Dedmen, i already win the day, but just asking. It's possible to increase the number of setFeatureType 2 objects? I'm using it to dynamically show important players stuff above viewObjectDistance, like bases, but i'm doing magic to not go over the 200 objects limitation. And worse is that the original buildings on map that have feature 2 count as part of those 200 objects, leaving less than 100 to me.

gritty wasp
#

If limit is shared between config and script applied features I think this will lead to situation when more objects will be displayed at terrain view distance even if you don't want and FPS will die. Maybe separate limit will help

whole cloud
#

everything is possible, doesn't mean it will be done

tawdry gazelle
#

Hi, does Perf Prof branch update wtih yesterday's Main barnch update? I got no updates on server and my players cant join with their client in main branch, says a vanilla pbo signature mismatch.

hollow shadow
tawdry gazelle
maiden sequoia
#

Players, including me, had a ...marks_f... pbo signature problem, but i updated the server and everything was ok then.

#

...marks_f... may be the map crash fix?

feral harness
#

no

tawdry gazelle
random isle
#

that fixed it

tawdry gazelle
#

So we can draw the conclusion that performance profiling branch is not updated with the main branch, right?

random isle
tawdry gazelle
random isle
#

ya but not for this kind of updates

tawdry gazelle
#

yep they may literally changed something...๐Ÿ‘€

rain moth
#

Most branches got updated yesterday

random isle
#

is there any notification system when update scheduled, might help server owners be ready

tawdry gazelle
#

In most cases it will goes to rc branch first, and before pushing it to main branch, dwarden and dedmen may talking about it at the discord channel, but not this time. meowsweats

fossil stirrup
#

Hiii

#

I'm new to Arma 3 ๐Ÿ˜…

silk pewter
#

Hi new, I'm dad!

whole cloud
snow rapids
rose moth
gritty wasp
#

I hope โ€œsnowโ€ features of 2.08 will be available during calendar winter meowsweats

trim ether
#

I'm curious if anything came of the investigation into the weather system, and the broken overcast sync between client/server ?

whole cloud
#

Afaik there was no investigation

empty goblet
#

ye just me with 'workaround' solution but afaik you already seen it

trim ether
#

I did not see a workaround solution, that worked. As far as I can tell the overcast sync broke in Sept, regardless of how long you wait at mission start

kindred radish
#

Anyone experiences worse server perf than before the last update ? (highly modded, high player scenarios) ๐Ÿค”

patent dome
#

You mean you are experiencing worse performance with v4 than with v3?

versed yoke
#

After the last update, with many mods loaded and owning the profiling branch companion mod, i crash always after like 30 or 40 seconds after getting on the scenario

#

actually, disregard, it's not because of the profiling branch

#

as far as i think?

maiden sequoia
#

Do you made some test to find if it's a specific mod?

whole cloud
#

If you have crashdump (mdmp) then make ticket on FT or send to me directly and I can tell whats crashing

maiden sequoia
#

Dedmen, about crash dump, you was able to take a look on the map crash bug?

whole cloud
#

don't know what you mean

maiden sequoia
#

Oh my...

maiden sequoia
#

You really told nothing.

whole cloud
#

I think it's related to too many markers/symbols on map
To many different types of symbols

random isle
#

@whole cloud getting hc crashes on pref, want me to pm you the dump file ?

whole cloud
#

ye

maiden sequoia
whole cloud
#

"not that much".
No very much, much.

random isle
nocturne obsidian
#

i would assume locally would impact has once a players trys to reloads them individually everytime they open a map

random isle
#

nah they get synced all the time, doesn't matter if map open or not

maiden sequoia
#

Most of the markers used on the map, in the image i posted, if not all, are local. I'm getting the crash for years.

random isle
#

we probably have 200-300 markers no crashes

maiden sequoia
#

This is a lot of marks.

random isle
#

80% of them dont move just change color

silk pewter
random isle
#

oh eww his using addon for markers ....

#

i use all vanilla

maiden sequoia
#

I use 100% images located on the mission.

silk pewter
maiden sequoia
#

I used most of the marks with createMark stuff

#

Now i use 100% with drawIcon

silk pewter
#

ta-daaaaaa

#

so that's not a marker, that's a drawIcon

random isle
#

oneachframe as well ๐Ÿ˜„

maiden sequoia
#

Yes, but i told this more than one time above.

#

It's a mark done with drawIcon

random isle
#

Description:
Draws an icon on the map. This command needs to be called every frame, preferably using the onDraw UI Event Handler. Some useful icons can be found in configfile >> "CfgVehicleIcons".
Problems:
Since command has to be drawn on each frame, performance can be degrade!
#

Says all there ......

silk pewter
#

so I would say, yes, it's a lot for drawIcon but Dedmen may tell you better what is to be expected

random isle
#

i dont even use that for showing player icons

maiden sequoia
#

I have the crash for years, before and after using drawIcon.

random isle
#

get rid of drawicon

silk pewter
maiden sequoia
random isle
#

i use createMarkerLocal no issue for 200-300 markers

maiden sequoia
#

May be just a few drawIcons already cause the problem.

#

Add the icons to a mod instead of getting then from the mission can help?

maiden sequoia
#

Ok. Thanks for all the help.

maiden sequoia
#

60 fps on map

#

Also low performance <> crash

random isle
#

my best guess is you spamming scheduled environment with updates that run on each frame for ton of markers

silk pewter
maiden sequoia
#

I will make a ccooffee ๐Ÿ˜‚

whole cloud
whole cloud
#

2.06.148560 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Script warning messages when trying to add/remove a Music Event Handler and providing an invalid event name
  • Removed: Ability to load mines into Vehicle-in-Vehicle cargo in Eden Editor
  • Tweaked: Improved Vehicle-in-Vehicle loading/unloading performance especially when many objects are in the cargo space
  • Tweaked: Potential performance optimization when attaching static objects
  • Fixed: Mission, 3DEN, Music, UserAction Event Handlers could skip some handlers when handlers are deleted while executing - https://feedback.bistudio.com/T161871
  • Fixed: Config Entity Event Handlers were ignoring their returned value
  • Fixed: Mission Event Handler arguments were not stored in savegames
  • Fixed: Possible game freeze when running inside Proton
  • Fixed: Control and Display Event Handlers could execute the handler code twice when handlers are deleted while executing
  • Fixed: Music Event Handlers were not saved in savegames
  • Fixed: allowedHTMLLoadURIs was not working if the provided URI was not lowercased - https://feedback.bistudio.com/T161958
  • Fixed: Sound simulation did not stop when entity simulation was disabled - https://feedback.bistudio.com/T161266
  • Fixed: The tooltip did not show for custom listboxes created over the gear display - https://feedback.bistudio.com/T162052
  • Fixed: Modded keybinding category sorting issue if a mod is loaded before the base game

Note: Due to the config entity Event Handler fix, it is possible that there are broken mods which return faulty values in their Config Event Handlers, but never noticed that because they were ignored.
For example the Intercept Mod always returns true on all Config Event Handlers. This caused the player to be unable to open the Inventory. Intercept has been fixed now. If you notice other such issues please tell me immediately.

gritty wasp
whole cloud
fickle geyser
#

What caused the issue? Config EHs now respecting the return values?

whole cloud
#

Files on google drive were updated now to the new version 148560 fix is only relevant for clients, server doesn't matter.

whole cloud
whole cloud
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No, that was a mistake in "Fixed: The tooltip did not show for custom listboxes created over the gear display"

#

The campaign mission list managed to delete itself while trying to load ๐Ÿ˜„
Because we have a ctrlDelete in a script, that normally doesn't do anything/is ignored because its invalid.
But a bug introduced in that fix made it actually delete stuff..

So now that script is back to trying to delete controls that it shouldn't delete, and its deletion request being ignored. All is well now :thisisfine:

naive osprey
#

Would there be a reason for the new Profiling update to add a Draw3D event handler as well as a (display #46) KeyUp a few seconds into a mission?

I made a custom variable/event handler/whatever scanner as an anticheat and people who use the new build keep flagging for it.

whole cloud
#

no prof doesn't do that

#

but prof rewrote all of eventhandlers, how are you detecting the new handler?

naive osprey
#

I basically just add an event handler then remove it, and use the return number as a comparative number to check in a few seconds to see if it matches. I do this for a bunch of different events. Would rather not go into too many details about it in a public chat, but I've never had an issue with it, only with the new build unfortunately.

whole cloud
#

I'm not sure if it was mission or object...
One of the eventhandler types would reset the id to 0 if you clear all handlers. That was fixed it now keeps the nextID intact

naive osprey
#

I've completely disabled the use of clearing all event handlers

#

Cheaters LOVE to use it so

whole cloud
#

Yeah mission and ctrl/display eventhandlers were affected by that, if you cleared them the ID would reset to 0.
so add, clear, add -> before 1, now 2

#

If you just detect the number incrementing, then something is adding some EH inbetween

#

Ah well that doesn't work if the EH already removed itself

#

Well we don't add any new EH's, just rewrote the EH processing internally. If the EH id increments, something did add a handler

naive osprey
#

Hm.

naive osprey
#

I figured out the issue. If I remember correctly, Arma never used to increment the event handler if the code was set as {false} (which is what I was using). Now that this behaviour was fixed/changed, it increments properly.

I'm not entirely sure what is actually happening behind the scenes, but running

_draw = addMissionEventHandler ["Draw3D", {false}];
removeMissionEventHandler ["Draw3D",_draw];

via script would (seemingly) return 0 if there was not a previous event handler on the main branch. Now it seems to uniformly increment itself regardless.

Completely my oversight, and thank you for the help @whole cloud

whole cloud
#

huh. interesting

#

Well that behaviour doesn't make sense so good that its fixed now ๐Ÿ˜„

naive osprey
#

I figured out what ACTUALLY was happening. If you remove all the previous event handlers, the index of the event handler would revert back to 0. Not sure why, but I tested it with Draw3D. Doesnt seem to happen on profiling, so that makes me happy atleast :D

whole cloud
#

I figured out what ACTUALLY was happening. If you remove all the previous event handlers, the index of the event handler would revert back to 0
Thats what I told you above, twice ๐Ÿ˜„

#

or tried to atleast

naive osprey
#

Yeah... I just uhhh.... Didnt understand that

#

To be fair though, you were referencing removeAllDisplayEventHandlers and removeAllMissionEventHandlers where I was selectively removing them with different commands. I guess I just misunderstood, my bad and thank you for fixing it :D

whole cloud
#

I'll try to make that more obvious in the changelog

maiden sequoia
#

FNC_mapDrawEH is the function that have all the drawIcon calls.

thorny pumice
#

got a bug, objNull setVehicleCargo cargo is broken on profiling. Still returns true as if it succeeded but nothing happens. vehicle setVehicleCargo objNull still works as intended

thorny pumice
feral harness
#

@thorny pumice Thanks for reporting, should be fixed in the next update

strange badge
#

Had an issue last night on a Linux server with people connecting, 2/17 people were unable to connect. The RPT had ... is connecting but never the connected message. Other people joined before and after them, I disconnected and was unable to reconnect. Nothing in RPT about it.

whole cloud
#

set up arma units timeout?

#

between connecting -> connected, Arma does steam verification and squad info downloads.
If arma units is offline and it timeouts.. it doesn't let players in until the timeout elapsed (default 30 seconds)

restive pilot
whole cloud
#

ye

strange badge
silk pewter
#

funny
I seem to be able to crash the game on a singleplayer editor save operation
digging

whole cloud
#

crashdump tomorrow

maiden sequoia