#perf_prof_branch

1 messages ยท Page 45 of 1

rain moth
full nova
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Performance_Profiling is the full name

autumn timber
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They contain patches and changes that may be released in an upcoming Arma update, ahead of time

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Since 2.08 has just been released, the current difference is minimal, but that will change over time

full nova
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see you guys on 2.10 in summer (rough estimate)

autumn timber
full nova
silk pewter
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wait, Steam says Cloud is up-to-date ๐Ÿ‘€
are save and settings synchronised now??

restive pilot
rain moth
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This app does not have Steam Auto-Cloud configured, which likely means save files are in [Steam Install]/userdata/{Steam3AccountID}/107410/ folder.

silk pewter
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at least on Profiling yeah!

rain moth
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it's there on public as well

silk pewter
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w00t w00t ๐Ÿ™‚ @rose moth the move was made?! :3

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(next up, userprofile & controls??)

rain moth
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the appid folder does not exist for me in userdata sadCat

silk pewter
#

what's up with SteamCloud all of a sudden?

restive pilot
whole cloud
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There was something because steam did some change for something something that broke something so we had to do that to something something fix something

silk pewter
empty goblet
silk pewter
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it's fine, the page has been created somewhere already

tawdry gazelle
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Hi I have encountered severe CPU usage after 2.08 update. 12% before on a 8/16 CPU, but now above 20%! Will give more tests tomorrow, gotta sleep now... Just asking...notlikemeowcry

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another player has the same problem, he has a 6/6 CPU, 68% utilization.

whole cloud
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if that corresponds with higher server fps, thats good ๐Ÿ˜„

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assuming you mean server

vivid rune
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I have a question: Is the 64bit linux version compiled with AVX flag?

whole cloud
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no

rain moth
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๐Ÿ˜„

warped rain
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:D

whole cloud
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These changes are not on stable tho, not even on prof now

vivid rune
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After this great new update I have some long standing bugs that annoys me and i would ask if there is channel here in discord where i can this post? Idk if there are redundant and well known. But maybe it is good to address it new?

silk pewter
vivid rune
silk pewter
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or wait tomorrow for Ded ๐Ÿ™‚

hexed gorge
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The clients performance improvement, when we don't use AI functions like knowsAbout, reveal, targets, etc, is in version 2.08?

tawdry gazelle
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My PC is sooo high end that I could not produce the stuttering on my side... meowfacepalm

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They says, "I feel much more stuttering when shooting and killing AIs than before." meowhuh

eager vault
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Steam does this weird thing now (only just started happening) where it tries to download/update workshop items while the game is running, fails because the game is running, but then repeatedly reattempts. This causes CPU resource usage of the game to skyrocket. If I manually disable workshop updates it goes back to normal levels.

uneven kernel
eager vault
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Ahh okay thank you

rose moth
whole cloud
hushed seal
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Am I doing something wrong, server is on perf branch, client is on perf branch, both are on Version: 2.08.148925-

whole cloud
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no youre not

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known issue. Already told probably a dozen people today to ignore it

hushed seal
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oh okay ๐Ÿ˜„

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thanks!

rain moth
hushed seal
rain moth
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avoid the 32bit server atm as well ๐Ÿ˜‰

whole cloud
#

2.08.148977 new PROFILING branch with PERFORMANCE binaries, v1, server and client, windows 32/64-bit, linux server 32/64-bit

  • Added: Automatically add Creator DLC tags to compositions that contain CDLC objects
  • Added: New -noPauseAudio start parameter to keep audio running while the game is not in focus - https://feedback.bistudio.com/T163147
  • Tweaked: Limited length of script errors so that on-screen error messages are always shown completely
  • Tweaked: Improved multithreaded code performance and fixed bottleneck on Dedicated Servers (Thanks Kohbrax)
  • Tweaked: Very experimental multithreading improvement on Linux
  • Tweaked: Minor performance improvement if there are many vehicles on the map
  • Tweaked: Improved networking performance (update checking for players/objects is now spread over multiple frames)
  • Tweaked: skipTime script command is now limited to max +/-1000 hours per skip - https://feedback.bistudio.com/T68952
  • Fixed: File reading errors when there are multiple PBOs with the same prefix loaded
  • Fixed: It was possible to see illegal game dates before 1970 - https://feedback.bistudio.com/T163269
  • Fixed: More stray entities bugs in addItemCargo and setUnitLoadout - https://feedback.bistudio.com/T163205
  • Fixed: Incoming missile warnings were played through the radio instead of the effects channel - https://feedback.bistudio.com/T163245
  • Fixed: 32-bit executables crashing
  • Fixed: Servers falsely shown as "incompatible version" in the game server browser (needs this update to be running server-side)
  • Removed: Network reports (networkDiagInterval, NetStrStatsExport) (still available in Profiling build)

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
#

time to update all servers again then sweating

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nice with the -noPauseAudio!

whole cloud
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There is also a issue with network compression. If you regularly send large variables, the compression takes time and might cause server fps issues

kindred radish
whole cloud
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like 10+KB size variables via pubVar or through remoteExec

rain moth
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like that reported bug to ACE about 2GB strings? ๐Ÿ˜„

empty goblet
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prepares โ˜• and sips it silently while waiting for v2

whole cloud
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v2 tomorrow, v3 monday :gottagofast:

silk pewter
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any hotfix planned for the server-client mismatch? (& some stutter issues perhaps?)

whole cloud
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version display thing was fixed in v1

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second line from bottom

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stutter issues will be next week. Stutter issues seems to only happ... like I wrote above.
so most normal gameplay not affected too much

silk pewter
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I mean will it be ported to stable?

whole cloud
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yes sure

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if someone encounters issues on v1 please tell

empty goblet
whole cloud
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Dwarden be spamming again ๐Ÿ›ƒ

empty goblet
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desparate times demand actions, not passivity ๐Ÿ˜

whole cloud
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goes to bed

kindred radish
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joined a bit on the Koth server and while watching the tower with a sniper it still looks the loads of desync (the towers were notorious for that tho)

vivid rune
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For me on ground look at Jets they moved laggy/rubberband

plain trout
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descyn is very bad

gritty wasp
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is this 208 or only perf issue? Should I revert server to main branch?

fickle geyser
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framerate also seems to be pretty bad during firefights, both stable and profling.

#

Seems weird that it got worse with 2.08 as all of the perf changes were supposed to be in 2.06 perf binary too, right?

whole cloud
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both are bad

fickle geyser
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Ah, so the network messages for bullets firing is the reason for frame drops?

whole cloud
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I was running compression on my server for 3 months and didn't have any issues.
But now I have two people who had extreme issues,and they are mostly gone when switching to a non-compression build

whole cloud
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Scripts and stuff are sending large stuff over network like remoteExec or pubVar.
And the compression of that uses too much cpu time

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v1's

Removed: Network reports (networkDiagInterval, NetStrStatsExport) (still available in Profiling build)
Should help quite a bit tho

fickle geyser
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I'm on profiling and still dropping to 30fps

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where I usually run 60fps

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and it feels like a stutter and framerate jumps a lot.

whole cloud
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yush

whole cloud
fickle geyser
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I guess you will disable compression in hotfix?

whole cloud
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yes

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and in v3, tomorrow afternoon or friday

rain moth
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Cross ๐Ÿ—œ๏ธ

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We'll be participating in large event on Saturday so will be interesting how that fares with 2.08

vivid rune
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maybe a not so aggressive compression tech with less overhead is the solution?

whole cloud
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Maybe.
For now just disable and maybe try again some day

rain moth
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could it be opt in via server.cfg? ๐Ÿค”

whole cloud
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Doesn't help that Arma is stupid about it. Each message gets compressed atleast twice.
And if you send a copy of the same message to many players, its repacked/recompressed for each player, even though it stays the same message

rain moth
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oops ๐Ÿ˜„

whole cloud
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I may want to fix that first before reattempting compression

vivid rune
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The requirement for the compression is not size. More important is stable and short compression time for all kinds of data that has to be compressed.

whole cloud
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we only compress publicVariable, addCuratorAddons and remoteExec parameters

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Stuff that is usually small and not sent often

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but if you do a pubVar of 20+KB every second or two to 80 players..
That doesn't happen on my server, which is why it ran fine for 3 months in my testing

empty goblet
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some scripts/scenarios do dozens of pubvar to all players nearly nonstop ...

fickle geyser
restive pilot
empty goblet
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just add publicvariable.txt and publicvariableval.txt BattlEye server-side filter with 1 "" and you will be like while watching the log

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and if you want more madness add setVariable.txt and setVariableVal.txtand remoteExec.txt and mpeventhandler.txt with 1 "" to the server's \BattlEye\ folder where active beserver_x64.cfg is

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after seing several PB of those logs in past 9 years ... my memory needs some very effective text compression {do not tell anyone i flushed it all}

whole cloud
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2.08.149000 new PROFILING branch with PERFORMANCE binaries, v2, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked; Several minor performance tweaks
  • Fixed: Server did not fully disable VoN if disableVoN config parameter was set

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

thorny pumice
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Seems like this latest binary has fixed the 5fps issue ๐Ÿ‘

whole cloud
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v2 doesn't have the compression fix yet

hexed gorge
whole cloud
hexed gorge
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I'm a bad programer and never did that.

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Who do this should be a bad+ programmer.

hexed gorge
rain moth
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Good question, I think there will be some streams think_turtle

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It's an Arma Finland hosted event with a couple of different European Arma communities participating

whole cloud
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2.08.149024 new PROFILING branch with PERFORMANCE binaries, v3, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Submunition _triggerOnImpact now only triggers for actual hits, not for deflections
  • Fixed: Counter Measures did not provide a projectile in Fired/FiredMan Event Handlers (always passed objNull)
  • Fixed: Several game crashes
  • Fixed: remoteExec failing when JIP parameter starts with numbers and a colon, while also not being a valid netId which influenced BIS_fnc_createTask (Thanks @shell lion)
  • Removed: Network Compression (disabled for now)

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
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update not out on steam cdn yet

sharp bloom
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Doesn't look like it's in the Google Drive either

rain moth
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I call fake news!

whole cloud
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Ahh I thought I'd push changelog 10 minutes early. but it failed notlikemeow

rain moth
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

whole cloud
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โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

vale shoal
#

is it live now?

rain moth
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no ๐Ÿ˜ฆ

patent dome
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Yes

rain moth
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now, go go go!

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but only for main arma 3 app, not the server app ๐Ÿ˜ฆ

patent dome
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Server should be up in couple more minutes

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GDrive one minute after

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Nevermind, server is already up

rain moth
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now!

plain trout
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do you need testing on that koth server?

empty goblet
kindred radish
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this newest prof update broke a dll we use that has always worked before ๐Ÿ˜ฆ

silk pewter
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and how do you know the dll did not break at the exact same time of the update, hmmm? thonk

kindred radish
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because it worked an hour before and i could replicate it on two different servers
looks like its not getting loaded but no error in the rpt connected to it

tested v1 & v2 prof and the dll still works

silk pewter
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(I know, I joked about the dll "breaking" by itself right on time ๐Ÿ˜„)

kindred radish
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looks like it doesn't get loaded
because there is no loot spawning

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and this message does not appear in the log

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19:32:55 CallExtension loaded: ExileLootDrop (C:\Arma3Server@ExileLootDrop\ExileLootDrop_x64.dll) [1.0.0.0] [1.0.0.0]

whole cloud
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Well then its not the extension being broken, but your script that loads it somewhere

gritty wasp
whole cloud
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๐Ÿฟ what the what

restive pilot
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battleEye issue? thonk

gritty wasp
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disabled

fickle geyser
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WTH, Dev branch was there for quite a while and there seems to still be quite a bit of issues what slipped past meowsweats

whole cloud
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battleye doesn't block on server

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We had one month of RC

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The 32bit crashing was there from day one and noone found it notlikemeow

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And issues just keep on comin

restive pilot
gritty wasp
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I am stupid. ace dlls called only on client side

whole cloud
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well is clientside broken too?

gritty wasp
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No

22:11:42 CallExtension loaded: ace_advanced_ballistics (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@WOG_ACE\ace_advanced_ballistics_x64.dll) [3.12.0-8ddde18]```
whole cloud
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great

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not

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If something was broken with callextension, or script execution that would be easy.
But apparently everything is working just not on server? ๐Ÿ˜„

fickle geyser
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We played mission yesterday and OCAP saved the replay just fine.

whole cloud
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v3 was released today

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hopping from issue to issue, next one tomorrow

gritty wasp
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Our OCAP implementation seems have limit on player count. I was alone on server that is why it was not loaded. So I think everything is OK here for us. Tomorrow will check at weekend games.

whole cloud
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Well I can't wait till weekend. Can't just leave weekend broken ๐Ÿ˜„

gritty wasp
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CallExtension loaded: task_force_radio_pipe (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@TFAR\task_force_radio_pipe_x64.dll)
TFAR also seems loaded.

kindred radish
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just some dll's seem to be affected other dll's work fine (server).
for example we use Infistar, A3Log, exdtb3 and they work without a problem.

whole cloud
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:u

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Would be very hard for me to diagnose why some DLL's I don't have seem to have semi-randomly stopped working for you oof

kindred radish
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i can imagine ๐Ÿ˜†

gritty wasp
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What if call in console example from github readme to force callExtension?
'table' call ExileServer_system_lootManager_dropItem;

kindred radish
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i will try, this is the rpt after the first loot spawn request with prof V2

19:32:55 CallExtension loaded: ExileLootDrop (C:\Arma3Server\@ExileLootDrop\ExileLootDrop_x64.dll) [1.0.0.0] [1.0.0.0]
19:33:01 Warning: 6790 ms spent in callExtension calling name: "ExileLootDrop", function: "Factories|1"
whole cloud
#

7 seconds meowsweats

violet elbow
#

Dedmen's getting old

whole cloud
violet elbow
violet elbow
kindred radish
# whole cloud 7 seconds <:meowsweats:707626030613135390>
  • 2.2k items in the loot table`๐Ÿ‘€
    loot spawn is still fast enough in-game and i think its only that slow once (cache)

_
With v3 and executing 'Factories' call ExileServer_system_lootManager_dropItem;

20:35:59 CallExtension loaded: ExileLootDrop (D:\AEOG\ArmaServer\ServerRoot\@ExileLootDrop\ExileLootDrop_x64.dll) [1.0.0.0] [1.0.0.0]
20:36:06 Warning: 6941 ms spent in callExtension calling name: "ExileLootDrop", function: "Factories|1"

No loot spawning tho with the same system that always has worked before (5-6 years) and no error's in the rpt.
meowhuh

I didn't change anything else. So still weird that it breaks with V3 blobdoggoshruggoogly

whole cloud
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but the extension isn't loaded normally, only when you do it manually?

kindred radish
#

looks like yea

autumn timber
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@whole cloud am I missing something?

whole cloud
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it should be right next to nopause

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AH

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its 2.10

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launcher is not included in profiling

autumn timber
whole cloud
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stop breaking me I'm already broke

fickle geyser
whole cloud
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Yes isn't that a nice feature?

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Keep being in awe and don't think of all the stuff thats currently on fire โค๏ธ

fickle geyser
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Arma has been on fire so long it's burned to crisp anyway.

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Tiny bit of fire won't change much.

autumn timber
fickle geyser
#

support him on patreon bloblgrimace

autumn timber
#

...actually... you're actually right ๐Ÿ˜‚

whole cloud
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๐Ÿ˜ 

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nooo

autumn timber
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You want to say broke? ๐Ÿ˜ฆ

autumn timber
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I wanted to say that this command works from the commandline and that it does wonders

whole cloud
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oh no it makes you wonder? why? is it broken?

autumn timber
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Makes me wonder why it wasn't implemented earlier

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I can finally alt+tab and be aware of whether Titans or Voronas are flying at me, while we're having a chat right now ๐Ÿ™

whole cloud
green jackal
#

๐Ÿ’€

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Nah but like deadass

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When is that shit gonna work

whole cloud
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fix tomorrow

cold vale
#

Dedmen broke it so you have to install TFAR /s

green jackal
#

Also @whole cloud I just witnessed some guy instert a script or something so he left the zeus spot but had full zeus power and made everyone vote himself admin and crashed the server

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Like 2 hours ago

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Like everyone voted him admin when no one pressed anything

whole cloud
# kindred radish looks like yea

if you can get any more info that would be cool.
As of right now I don't really have much to go off... Basically nothing really

violet elbow
#

I hope BI pays for overtime.

rain moth
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Iโ€™ve been using native extension with โ€publicโ€ branch 2.08 Linux server, works fine

thorny pumice
autumn timber
glossy tangle
# whole cloud fix tomorrow

cool. one big recommendation would be very cool to get like a month's notice that an update is coming โค๏ธ

upper sierra
#

There was, in fairness. just a perf branch update that only happens server side.

rain moth
# glossy tangle cool. one big recommendation would be very cool to get like a month's notice tha...

It's almost time for the first #Arma3 platform update of 2022. A Release Candidate build for 2.08 is now live for testing. Find support for #Steam Rich Presence, scripted lasers, and plenty of fixes.

๐Ÿ’กDetails: https://t.co/jKQDJP3aLP
๐Ÿ“ฅSteam access code: Arma3Update208RC https://t.co/F6XhtKrAnB

Likes

206

whole cloud
#

I only had to look at my VoN change for one second to see what I messed up...

whole cloud
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You can fix VoN by removing the disableVoN entry from server.cfg, instead of having disableVoN = 0

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it only checks for the entry being there, instead of entry being there AND being set to 1

rain moth
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does that include the v3 profiling?

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nvm, part of v2 changelog ๐Ÿ˜›

whole cloud
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oh it was broken since v2 and noone said ah

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well v2 wasn't out that long :harold:

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Is there someone else who has that exile loot not spawning issue that El'Rabito has who can help me with it?

rain moth
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so VoN is still broken with v3 or...?

whole cloud
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just do that

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change disableVoN=0 to //disableVoN=0 and it'll work

spiral pond
#

any chance to get more detail on gsEva for diag_capture frame please - it seems to taken often a lot of processing time

whole cloud
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MEventPrcs
Mission event processing.
EachFrame mission eventhandler

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ArmaScriptProfiler will tell you more about them

spiral pond
#

ty

rain moth
whole cloud
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Okey all issues that were reported for v3 are fixed, its building now, ETA ~3 hours

whole cloud
#

El'Rabito has been tortured but we figured it out meowsweats

kindred radish
#

All good, feel free to contact me anytime for such debugging ^^

silk pewter
#

"torture me anytime" โค๏ธ

glossy tangle
whole cloud
#

We post on social media when RC gets released

glossy tangle
whole cloud
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What?

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it was posted ONE month ago

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one month before. We try to have atleast 3 weeks of RC time

glossy tangle
whole cloud
glossy tangle
#

โค๏ธ

silk pewter
#

if you miss even that, how do you expect to see the original post ๐Ÿ˜›

silk pewter
#

his ribs

whole cloud
#

Someone decided decades ago that the datatype for this ID that should never be negative shall be int :poutcat:

fickle geyser
#

blobsweats well, at least you figured it out.

restive pilot
silk pewter
#

50% perf boost confirmed!!1! ๐Ÿ˜„

whole cloud
#

It can be any number above 0, so that would be valid

vivid rune
whole cloud
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I have no idea

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Nothing happens to it, it will keep doing that

whole cloud
#

2.08.149042 new PROFILING branch with PERFORMANCE binaries, v4, server and client, windows 32/64-bit, linux server 32/64-bit

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

empty goblet
#

anyone here runs dedicated server at 2.08.149042 with -noLogs and the servers randomly freezing ?

amber glade
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I have a dedi server that is restarting all the time. on Malden

limpid crane
#

@whole cloud v4 client-side breaking our mission, no issue without it

whole cloud
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โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

#

More details on "breaking" ?

limpid crane
#

all spawn points in the sea

whole cloud
limpid crane
#

yes

whole cloud
limpid crane
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yes, no one complained

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just started to complain after v4

whole cloud
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how do you set respawn points? some custom scripted thing, or editor placed markers?

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No one complained, but do you actually know that someone has played with v3 and was fine?
Maybe just noone was on profiling at all and only now you have someone with it?

limpid crane
limpid crane
whole cloud
#

Please send me your server info via DM, I would like to test myself

vivid rune
#

Maybe is not related to v4 but my server throw "Failed to receive from BE Master (11)
Disconnected from BE Master

whole cloud
#

not related to v4

kindred radish
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Same for us, respawn is also broken (scripted)

Spawning near [0,0,0]

whole cloud
#

I hope editor placed markers or smth like that

kindred radish
#

with markers ye

whole cloud
#

in eden editor?

kindred radish
#

yes

whole cloud
#

Very good, then it can only be one change

empty goblet
#

anyone else observing issues with #shutdownaftermission being ignored ?

autumn timber
violet elbow
#

I get my dopamine hits from reading changelogs. I'm loving this update.

terse herald
#

as an addition to the perf breaking spawn points:
I have no idea if or how this is related - but on our KP Liberation server basically all markers are missing too except a few (if that's any new information or helpful)

woeful gorge
whole cloud
#

Its the same thing. Respawn doesn't work because the markers are broken

terse herald
#

okay, great. wasn't sure ๐Ÿ˜‰

whole cloud
#

Ok I confirmed my fix for the markers stuff.
Sadly our buildserver is being real big sleepy bum currently the fix will likely only go out tomorrow in ~10 hours

pure berry
#

What is the current recommendation for servers? server on profiling branch and headless clients on stable?

whole cloud
#

if headless clients don't need map markers they can also run on profiling

pure berry
#

What does map markers in this context mean?

whole cloud
#

Map markers that are placed inside Eden editor

boreal wigeon
#

I hate to be the bearer of bad news...
But this "Firing" bug is back: https://www.youtube.com/watch?v=8OeAn_4WihM
Warning lower/disable sound!
And it's worse!

When restarting mission impacts still occur... meowsweats

Tested positive on:
Server (Linux) v3/v4 with client stable/v4

Stable version all fine!

whole cloud
#

Stable version all fine!
Well thats good that means hotfix will probably be good ๐Ÿ˜„

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What is the repro? what is that selfhosted MP?
or just VR mission on dedicated?

boreal wigeon
#

Dedicated server

whole cloud
#

Can you repro with any gun?

boreal wigeon
#

let me try...

whole cloud
#

My unit just played 4 hour long mission with 20 people and noone had it notlikemeow

boreal wigeon
#

MX 3GL also has it.

whole cloud
#

do you need to fire full auto, or single fire a couple times?

boreal wigeon
#

Last video (MX 3GL) I was in single, and only shot 3 times max

#

LMG was on full

whole cloud
#

please send me your servers basic.cfg

boreal wigeon
#
MinBandwidth          = 1000000000;
MaxMsgSend            = 640;
MaxSizeGuaranteed     = 512;        
MaxSizeNonguaranteed  = 256;    
MinErrorToSend        = 0.002;
MinErrorToSendNear    = 0.02;
MaxCustomFileSize     = 0;
random isle
kindred radish
#

Still running V2 atm due to broken spawn and on a freshly wiped server its really laggy with only 40~ players.
Already got pending messages when not even close to the player amount / object count that we usually had without any issues.

random isle
#

i get pending msgs with 1 player so i dont think thats a good way of troubleshooting

kindred radish
#

i meant player respawn sry

whole cloud
#

respawning is a clientside bug

#

you can still run the fixed server

kindred radish
#

true meowfacepalm

kindred radish
#

if you can exclude that its only from one client ^^

random isle
buoyant jungle
#

I also had just one report of the "firing" bug previously mentioned. Server was running 2.08.149042, client that had the issue was on stable. Didn't get any repro info, but it at least seems rare. Only had it happen once during a warmup mission with smaller player count. Didn't happen at all during like 6 hours with 100+ people.

peak pasture
#

I'm still having issues with VoN not being disabled with v4 of the latest profiling branch build. Am I doing something wrong?

rain moth
#

@whole cloud v05 changelog? ๐Ÿ™‚

whole cloud
#

nu

#

fix marker bug

whole cloud
#

2.08.149044 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 32/64-bit, linux server 32/64-bit
Fixed: Multiplayer Map Markers not working when client is using Profiling branch ๐Ÿ˜ข

warped rain
#

Dedman has there been any reports of people not being able to join the server and just getting stuck on loading screen?

rain moth
#

I've had that issue recently with some servers. One of them had a corrupt keys folder, it was a dummy file instead of a folder. One had a rogue process which occupied the BattlEye port.

warped rain
#

Don't run battleeye but I'll look into the keys folder. Thanks

peak pasture
kindred radish
#

0 = false
1 = true

whole cloud
peak pasture
peak pasture
inland dew
#

//

empty goblet
#

=1; equals disabled

inland dew
#

not just disableVoN, but // in front

peak pasture
#

So I need to comment it out entirely to disable von?

inland dew
empty goblet
peak pasture
#

I originally had it set to 1 to disable, I've set it to 0 to see what it would do and I've also commented it out entirely. All 3 of them do not work.

inland dew
#

oh...

peak pasture
#

Profiling version 4. After it got fixed.

#

More specifically 208 149042 v4

willow vault
hexed verge
#

Just had my linux 32bit server binary use 700x CPU, all cpus and threads were at 100%
the players noticed nothing was happening anymore ingame, everyting froze, but no yellow or red chain.

the server rpt had tons of these, and then it just stops in the logs.

21:30:08 Message not sent - error 0, message ID = ffffffff, to 312407776 (Geordie)
21:30:08 NetServer: trying to send a too large non-guaranteed message (len=1348/1349) to 312407776
21:30:08 Message not sent - error 0, message ID = ffffffff, to 312407776 (Geordie)
21:30:10 NetServer: trying to send a too large non-guaranteed message (len=1348/1352) to 731190664
21:30:10 Message not sent - error 0, message ID = ffffffff, to 731190664 (leek)
21:30:10 NetServer: trying to send a too large non-guaranteed message (len=1348/1351) to 731190664
21:30:10 Message not sent - error 0, message ID = ffffffff, to 731190664 (leek)
21:30:12 NetServer: trying to send a too large non-guaranteed message (len=1348/1349) to 585742359
21:30:12 Message not sent - error 0, message ID = ffffffff, to 585742359 (headless)
kindred radish
cold vale
eager vault
uneven kernel
rain moth
#

I think Bohemia managed to drive the adoption of 64 bit server quite a bit with the latest patch ๐Ÿ˜„

kindred radish
#

Good tbh, why still run 32 bit ?
It was the first thing i did when i started a server, updating Arma 3 & Exile to 64 bit.

fickle geyser
#

IMHO they could get rid of it. At least the server exe. And later on client one too.

kindred radish
#

V5 running for 24 hours now.
https://gyazo.com/cc84465e23cec469725886e6118ed521

CPU load is below 20 % again
Server FPS is stable
Players confirm less lag/desync but still not like before 2.08 and the prof builds.

[2022-03-13 14:13:43] [info] AEOG-ServerMetrics: Build:149044 | Runtime:133min | Players:50 | AI:16 | allMissionObjects:3545 | AllVehicles:303 | ObjSimulated:1755 | AllAliveEnt:587 | activeSQFScripts:11 | FPS:86 | Last10mAvgFPS: 87)
[2022-03-13 14:15:43] [info] AEOG-ServerMetrics: Build:149044 | Runtime:135min | Players:52 | AI:19 | allMissionObjects:3842 | AllVehicles:307 | ObjSimulated:2021 | AllAliveEnt:609 | activeSQFScripts:11 | FPS:87 | Last10mAvgFPS: 87)
[2022-03-13 14:17:43] [info] AEOG-ServerMetrics: Build:149044 | Runtime:137min | Players:52 | AI:19 | allMissionObjects:4033 | AllVehicles:305 | ObjSimulated:2235 | AllAliveEnt:626 | activeSQFScripts:11 | FPS:88 | Last10mAvgFPS: 87)
[2022-03-13 14:19:44] [info] AEOG-ServerMetrics: Build:149044 | Runtime:139min | Players:52 | AI:19 | allMissionObjects:3510 | AllVehicles:316 | ObjSimulated:1714 | AllAliveEnt:599 | activeSQFScripts:10 | FPS:88 | Last10mAvgFPS: 87.2)
14:13:45 Server load: FPS 91, memory used: 2881 MB, out: 3574 Kbps, in: 441 Kbps, NG:0, G:3038, BE-NG:0, BE-G:0, Players: 50 (L:0, R:0, B:0, G:50, D:0)
14:15:45 Server load: FPS 91, memory used: 2908 MB, out: 3527 Kbps, in: 465 Kbps, NG:0, G:6528, BE-NG:0, BE-G:0, Players: 52 (L:0, R:0, B:0, G:52, D:0)
14:17:45 Server load: FPS 91, memory used: 2923 MB, out: 3625 Kbps, in: 462 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, Players: 53 (L:0, R:0, B:1, G:52, D:0)
14:19:46 Server load: FPS 91, memory used: 2905 MB, out: 6124 Kbps, in: 467 Kbps, NG:0, G:0, BE-NG:0, BE-G:0, Players: 53 (L:0, R:0, B:1, G:52, D:0)
whole cloud
hexed verge
#

no idea

whole cloud
#

The stable 32bit crash thing can be either a crash or a freeze due to the same bug

hexed verge
#

today is another session, just hoping it does not hapen again

whole cloud
#

Why u running 32bit?

hexed verge
#

the box is too old

#

and no time to migrate

#

irl being a fuck atm

slim steppe
#

hey guys i have an big desync problem on my server. can anyone helps?

whole cloud
#

I told you to use #perf_prof_branch aka the branch, install it on your server, not to crosspost

slim steppe
#

ah

#

idk what this is

whole cloud
#

its a steam branch

slim steppe
#

ok wait

whole cloud
#

how do you install your server?

#

Can you just switch steam branch on it?

#

Alternatively you can just download the exe from google drive and use that

#

see pinned messages, you want the latest x64 performance server exe

slim steppe
#

wait i stream

whole cloud
#

not sure what you mean, its hosted by some company?

slim steppe
whole cloud
#

can you change the server exe on there? if not then you can't fix it

slim steppe
#

?

#

im streaming for you say me what you mean im not good in english

slim steppe
whole cloud
bright flicker
#

Soโ€ฆIrun a server and players weapons fire on their own, the server also freezes after a while, nothing in rpt got latest perf build v5

gritty wasp
#

So autofire issue is back?
We played weekend on v3 without issues reported. But fps was suspiciously high. 170+ as it was on broken 206 build with autofire issue.

full nova
#

wait so if server issues can be fixed by using Perf_branch why not putting it on stable?

vivid rune
rain moth
stray prawn
#

since using profiling branch, my wasteland servers have issues with createTrigger, the trigger doesnt trigger sometimes after a restart. (havent had that issue with the public version)

vivid rune
# rain moth is your OS 64 bit?

Yes. It is Unraid OS and the minimum req is a 64-bit capable processor
This is what System Information reports: Kernel : Linux 5.10.28-Unraid x86_64

vivid rune
#

Other topic:
configuration: server: perf exe v5; clients vanilla 2.08
On Map there was many buildings destroyed. One Client left server and makes a JIP near these destroyed buildings. He said that he can observe that right after joining the destroyed buildings make the "destroying animation".
Maybe he can see this because of the 5-Frame-Update -Intervall(Maybe a little update delay)?

whole cloud
#

Maybe he can see this because of the 5-Frame-Update -Intervall(Maybe a little update delay)?
Shouldn't that should be handled by JIP, not by the later dynamic updating.
Every player that joins gets latest state via JIP

empty goblet
kindred radish
#

๐Ÿ‘€

Almost 70 players and still ~90 server FPS (100 is our set limit) meowhuh

[2022-03-13 19:55:10] [info] AEOG-ServerMetrics: Build:149044 | Runtime:111min | Players:67 | AI:26 | allMissionObjects:4097 | AllVehicles:343 | ObjSimulated:2216 | AllAliveEnt:703 | activeSQFScripts:11 | FPS:88)
[2022-03-13 19:57:10] [info] AEOG-ServerMetrics: Build:149044 | Runtime:113min | Players:67 | AI:26 | allMissionObjects:4300 | AllVehicles:339 | ObjSimulated:2431 | AllAliveEnt:713 | activeSQFScripts:9 | FPS:88)
[2022-03-13 19:59:10] [info] AEOG-ServerMetrics: Build:149044 | Runtime:115min | Players:68 | AI:22 | allMissionObjects:3935 | AllVehicles:339 | ObjSimulated:2097 | AllAliveEnt:691 | activeSQFScripts:18 | FPS:88)

Metrics: https://gyazo.com/c7b5f3fb8a4c92b334057777ab0d4a3e

hushed seal
#

running v5 now with ~70, lets see ๐Ÿ˜…

empty goblet
#

20:56:15 Server load: FPS 123, memory used: 4200 MB, out: 34020 Kbps, in: 1080 Kbps, NG:0, G:12444, BE-NG:0, BE-G:0, Players: 124 (L:4, R:1, B:8, G:110, D:1)

strange badge
#

memory used: 4200 MB
I've never seen our linux servers use anything other than 1.8GB, regardless of what's going on or how much memory is available on the server

rain moth
#

I know Linux server ran out of memory on 4GB VM when trying to start Mike Force on Cam Lao Nam

kindred radish
#

63 players (31 mins uptime)
Taskmanager says ~ 4.700 mb
https://gyazo.com/1eb22dbf96e7b6d27c6c5a3cb811d056

Contrary
21:29:54 Server load: FPS 91, memory used: 2753 MB, out: 6471 Kbps, in: 549 Kbps, NG:0, G:53, BE-NG:0, BE-G:0, Players: 63 (L:0, R:0, B:0, G:63, D:0)

So i think you cannot trust the memory stat above ^^

vivid rune
#

Yesterday Dynamic Bulwarks round for more than 7 hours: more than 8GB (thats what the docker reported) used RAM i think. (At the end the AI showed up one by one and not together. The time counter runs not in seconds anymore. It counts in 5 sec one sec. :D)

strange badge
#

We never tried mike force, but regardless of what we do it never goes over 1.8 in #monitor, on a VM with 16GB of ram

#

We run a server and one hc in a docker container, and the container's memory usage is reported as 3.7, so I have no reason to doubt the #monitor output

gritty wasp
hushed seal
#

21:26:47 Server load: FPS 28, memory used: 4519 MB, out: 25608 Kbps, in: 680 Kbps, NG:0, G:8307, BE-NG:0, BE-G:0, Players: 70 (L:0, R:0, B:0, G:70, D:0)

#

task manager says 5837MB

hexed verge
#

I am unsure what to make out of this, my unit just played a mission with 40 players and all went well, then someone else tests their almost empty mission and this happens

23:49:10 Server: Update of object 2:510 arrived from nonowner
Setting invalid pitch 0.0000 for L Charlie 2-5:1 REMOTE
23:49:15 Object id 90037fa4 (1956) not found in slot 111,128
23:49:15 In last 3000 miliseconds was lost another 2583 these messages.
23:49:15 Link cannot be resolved
23:49:15 In last 3000 miliseconds was lost another 2584 these messages.
23:49:15 Server: Update of object 2:462 arrived from nonowner
23:49:15 Server: Update of object 2:510 arrived from nonowner
23:49:17 Server: Update of object 2:462 arrived from nonowner
23:49:17 Server: Update of object 2:510 arrived from nonowner
23:49:20 Server: Update of object 2:462 arrived from nonowner
23:49:20 Server: Update of object 2:510 arrived from nonowner

https://cdn.discordapp.com/attachments/258350836080574479/952699463598743612/2022-03-13_18-42-07.mp4

#

And this was with them being alone (with hc) on the server

empty goblet
stray prawn
# empty goblet complex trigger or any/simple ?

rather complex one, used in standard wasteland. the trigger is connected to a marker. when players walk into the zone of the marker, the trigger starts a script. most of the time it works, but sometimes it doesnt. havent had this issue with v2.06, some players told me that it showed up on v2.08 public also.

cold vale
cold vale
#

This is weird, the firing bug also persists through a mission restart on the server.

whole cloud
whole cloud
whole cloud
hexed verge
whole cloud
whole cloud
#

So seems like HC doesn't seem to trigger the spurious weapon firing. I retested all the old repros and also with a HC and just cannot get my weapon to randomly fire.

#

didn't test on linux yet tho meowsweats

#

If anyone has more info about the freezes please send it.
A memory dump done via task manager might also help. I have no repro that works I have nothing to go on

whole cloud
hexed verge
#

Linux 32bit, hc running on same machine as dedicated server

#

can grab net config in a bit. currently sitting in a meeting

whole cloud
#

linux and 32bit notlikemeow

#

oki I'll try testing linux now

hexed gorge
#

๐Ÿ˜‘

autumn timber
whole cloud
#

Reproduced on x64 linux with HC ๐Ÿฅณ

whole cloud
#

Wow... killing the HC stops it notlikemeow wtf

#

ah no, only temporarily while the HC is loosing conneciton

#

Server is just spamming "You just fired your weapon" messages, why it do that.
Firing weapons or not isn't even part of the spread updates thing i did thats just positions and animations and such

autumn timber
# whole cloud might be

Delegalization of 32bit servers and clients would make the life of some extension developers much easier.

You run 32bit arma? Bam! Go to jail! Do not pass Go and do not collect $200

whole cloud
autumn timber
#

True, but in the case where there are more 32bit servers, you're kinda going against the community, there ๐Ÿ˜”

#

We need an awareness campaign, first. "By running 32bit you're supporting Communism" or something like that ๐Ÿคทโ€โ™‚๏ธ

whole cloud
cold vale
#

I'll have to grab the profile captures when I get home from work.

When I got it to happen I set ACE cookoff to a high probability coef (so it happens basically every time) and spammed AGS-30s in Zeus killing them over and over until it happened, I also used clumsy to simulate a bit of packet loss, etc. I think its far easier to repro when more clients are in the server.

hexed verge
cold vale
#

The fact that it persists through mission reloads is wild

whole cloud
#

packet loss makes sense..
But then again, during that mission on friday I was there for about one hour and my phone internet had extreme packet loss and dropouts so that really should've done it ๐Ÿ˜„

#

It seems like the server thinks the client hasn't acknowledged the message yet. FireWeapon is a guaranteed message that means the server re-sends it till the client acknowledges that it received it..
But my client clearly did receive it, hundreds of times.

And even when that happens, the client should compensate for when the acknowledgment to the server was lost, and ignore multiples of the same message, but thats also not happening

Its such a should be impossible situation notlikemeow

#

Well I guess just the same as negative objectID's should be impossible..

stray prawn
cold vale
#

I noticed my client RPT had a bunch of just "Overflow" message lines

whole cloud
#

Overflow is usually some object waaaay out of bounds outside the terrain

#

In the past it could be physx objects dropping through the floor, but that was fixed, they reset themselves to surface if they fall under

cold vale
#

Oh that makes sense, I blew up a bunch hundreds of TU-95 bears trying to repro and they flew fucking out into the middle of nowhere

hexed gorge
#

[โˆž,-โˆž,โˆž]

whole cloud
#

Mh.. I fixed the spurious weapon firing by turning some other feature off, that I did half a year ago.
notlikemeow

fickle geyser
#

I've seen it working when it was introduced (2.04?) but in recent months I've seen quite a bit of underground objects.

#

Happens with ground holders mostly.

whole cloud
#

The code that pops them back up is there, it also logs to RPT that it did it...

#

"ThingX %s was falling under terrain! Position corrected to ground [%.2f, %.2f, %.2f]. Disable simulation to keep object under terrain."

#

only runs if object is local, its simulation is enabled, and its vertical speed is less than -0.1m/s (so more that 0.1m/s downwards speed)

#

I guess yours was slower, because it fell into water...
But all objects fall into water below terrain meowsweats

full nova
#

is VR even a terrain?

whole cloud
#

This code only works when object falls faster than 0.1m/s and is already 1m under ground.
So if ASL height of terrain surface is just very slightly above water, it may not exceed the 1m limit before it goes into water, which slows it down below the 0.1m/s

fickle geyser
#

Tried with a tank

#

in mountains. Falling pretty fast and water did not seem to slow it down.

#

Did not work.

whole cloud
#

uff notlikemeow

fickle geyser
#

also this shows another bug.

#

Placement of objects in zeus is bad.

#

It does not care that object is upside down.

#

If you drag object that is not upright it still seems to use bottom (up at the time) land contact points.

#

Which makes it really easy to loose your stuff underground. In the above video I've not used ALT, just dragged the object.

whole cloud
#

I have ticketed it up for later consumption

fickle geyser
whole cloud
#

its ThingX and ... should be everything that inherits from it like CarX/TankX

fickle geyser
#

welp, meowtrash

whole cloud
#

Something for a different day, now I just gotta find out why my server does this

fickle geyser
#

not ackownledged firing message stuff bug?

whole cloud
#

I don't know how this causes it, but if I disable this half year old thing the bug is gone.
And if I log it and compare with how it was previously, it missmatches

fickle geyser
#

magic, gotta be something stupid magic

whole cloud
#

The old code certainly was stupid.
It wanted to know what kind of update a object got last time.
So every time it needed that info (every frame for every object for every player) it would iterate through all update types and check their last sent time to find the newest.

I changed it to just store which one came last when it comes in as it can simply look which was the last instead of checking all of them.
That change alone seems to be fine, the spread object updates is also fine on its own, but both together they go bonkers.
But both are kinda important performance fixes so I want to keep them

hexed gorge
fickle geyser
#

Not really.

vivid rune
whole cloud
#

Eh, no thats not whats happening

stray prawn
fickle geyser
#

Soft restarts or whole server process restarts?

#

In my unit we're always doing full process restarts as simple mission restarts were behaving weirdly sometimes.

stray prawn
whole cloud
#

โ”ฌโ”€โ”ฌ ใƒŽ( ใ‚œ-ใ‚œใƒŽ)

whole cloud
fickle geyser
whole cloud
#

Messages that the server sends to itself (so when server updates objects that are local to the server) always have a timestamp of zero notlikemeowcry
But that means even the old crappy code that was there before.. was broken too. For years, maybe decades.

full nova
vivid rune
whole cloud
#

I found out why spurious weapon firing happens when you F'up your basic.cfg

The message is added from a queue, its flagged for removal by setting its error to zero, and if error is less than MinErrorToSend, its removed.

So if you F up your config and set MinErrorToSend to zero, it never removes it and re-sends it every frame.

I thought that was a great find as now I know whats going wrong but nope, linux server properly sends the message just once, and then removes it from the queue.
There is only one place that sends the message about weapon firing, and.. its not called while the client is receiving messages.
So client is receiving a message that can only be sent by one place, but that one place isn't sending anything. So where is it coming from if the only place that can send it, isn't whats sending it.

This is a real adventure dig

rain moth
#

support for basic.cfg removed in next patch? ๐Ÿ˜„

vivid rune
gritty wasp
#

Someone wants to be banned for being rude.

silk pewter
cold vale
whole cloud
#

I have now come full circle.

From that

its flagged for removal by setting its error to zero
to finding out that that code is not running so it cannot be the problem.
Over troubleshooting which other queues the message could be in, finding it in a queue, finding out what is inserting it.... landing back at
The message is added from a queue, its flagged for removal by setting its error to zero

The message's error is zero, its flagged for removal, but it has not been removed and apparently never is removed

But the code that does the actual removing later on after its flagged, has to check
if flagged then delete
else send out to players.

so it cannot happen that its flagged AND sent out.. but it does ๐Ÿ˜„

#

At this point i could start writing a drama story book about this bug

cold vale
#

Jesus, that's an absolute nightmare

#

The main question is, why the hell now is that breaking?

whole cloud
#

My gdb broke :omegalul:

whole cloud
cold vale
#

Yeah, the last few rounds of performance improvements have been significant in testing.

vivid rune
whole cloud
#

And if I fix this, I can maybe turn that thing further up rather than just the 5 frames its at now.

So..
Only A can insert messages, B will send them after A inserted them and flag them for removal, and A will remove them next time it runs.

I now set breakpoints, A never runs. B runs everytime I get spurious weapon firing..
But only A can insert these messages, but A never runs, A never inserts any. What the frick

#

AHHAHAHAHAHHAHAAHAH

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

#

I found it and i hate it

#

You know... When you have a comment in code that says
/// empty dummy result - returned when list not found
And you think "yeah sure, thats empty, it says there that its empty"

#

Is it empty? NO! Whats in it? 5 WeaponFired messages!

edgy comet
#

๐Ÿ˜ฎ

vivid rune
#

WTF

whole cloud
#

So that thing i optimized, that checks every frame for all players for all objects whether they have updates to send?
Well if a player is not processed because it has no objects to update (because of my 5 frame spreading, there might be a frame with 0 objects for a specific player)
this dummy list is returned. And SOMEHOW this dummy list got the weapon fired messages inserted into it.

And it later tries to get the list of updates it should send, if there are no updates to be sent it just returns the EMPTY dummy list.
But ITS NOT EMTPY.

Thats also why @hexed verge's person got it on an empty server, its much more likely that a player has no objects to check for updates, if there are very few objects inside the mission.

#

This is technically not a new bug, this would always happen if there were 0 updates for a player.
But previously that extremely rarely happened, now it happens more often because it does less checks it overall sends less updates too.

I don't yet know whats inserting into that dummy list, nothing should be inserting into it.
Previously 0 updates was extremely rare, and you need to have 0 updates AND player firing a weapon together at the same time to catch this problem.

But something puts weapon fire messages into it.
So then every frame where a player has zero updates, it will fall back to the dummy list.
The fewer updates there are to send, the more often it will jump onto that dummylist which will replay weapon fire messages.
Thats why the firing is so sporadic, burst firing and then a bit of silence for a while

vivid rune
#

Maybe you can do a search for this dummylist and where the messages are added. Maybe the deleting saves some cycles. ๐Ÿ˜„

whole cloud
#

Found it.

over the decades there were 3 different systems on how to find out what update messages to create.
They were each time piled ontop of the old.

Instead of rewriting a thing, it was just patched to work with the new thing.

Old: Gets a empty list as input, processes all potential updates and adds them to list, grabs delayed messages and adds them too.
New: Gets a pre-filled list as input, skips potential updates because the new system already did them, grabs delayed messages and adds them to the list.

Now that list as input, is the list retrieved by the new and improved update calculator.. which may return the dummylist.
It will append to the dummy list.

#

That happens when you just ducttape new things over the old and miss one tiny thing

#

Now I just need to figure out the most efficient way to fix this.. Could clear the dummylist before its returned, but thats somewhat expensive for every player every frame
๐Ÿค”

#

Uh interesting..
So that old code is still there, because this new WAY better method can be turned off dynamically in profiling builds with a # server command.
Well thats interesting atleast

restive pilot
whole cloud
#

I wrote above why

#

๐Ÿ˜„

hexed verge
#

now that is an interesting error

whole cloud
#

New: Gets a pre-filled list as input, skips potential updates because the new system already did them, grabs delayed messages and adds them to the list.
It gets a list of updates, and to that it just appends these "delayed messages". Only weapon firing is a "delayed message" I don't understand why this delayed message system even exists, it seems like a extremely convoluted way to do.. nothing special.
I think its... no... No I don't know really.
It skips sending weapon fire message if a player is too far away, but you could just do that directly instead of going through this mess, maybe its a old leftover that was repurposed, its atleast 10 years old.

So it gets this list, and appends these messages.
But when that list is the dummy list (thats supposed to be empty) it inserts it into the dummy list thats supposed to be empty.
And that list is shared between all players, and its static its never cleared (because its always empty..) so after inserting it, every player that gets a "empty" list gets a list with random weapon firing messages

#

Now you know roughly what other programmers may do internally while publicly people say "we are working on it" for weeks with no visible progress
Luckily I'm a huge hater of not giving updates to people.

kindred radish
#

Great work, i knew some "hate" against your updates/fixes was a bit hasty.
So i say it again: THIS MAN NEEDS A RAISE !

cold vale
#

For the most part Dedmen's changes have been fantastic as they've usually only stayed segmented to the profiling branch reducing the chance of something huge breaking in stable

vocal lichen
#

Dedmens Dev Blog, I'm waiting

whole cloud
whole cloud
hexed gorge
#

I'm exhausted just imagining the problem!

#

๐Ÿ˜“

whole cloud
#

Bam. Thank you, goodbye, don't come again slams door shut

kindred radish
#

More server fps porn then aviator

Upped FPS limit to 150.
https://gyazo.com/c4fe69d0616639a56fe66029510584b0

[2022-03-14 22:21:42] [info] AEOG-ServerMetrics: Build:149044 | Runtime:81min | Players:57 | AI:34 | allMissionObjects:4351 | AllVehicles:351 | ObjSimulated:2353 | AllAliveEnt:702 | activeSQFScripts:9 | FPS:139)
[2022-03-14 22:23:42] [info] AEOG-ServerMetrics: Build:149044 | Runtime:83min | Players:58 | AI:34 | allMissionObjects:4550 | AllVehicles:351 | ObjSimulated:2546 | AllAliveEnt:714 | activeSQFScripts:9 | FPS:139)
[2022-03-14 22:25:42] [info] AEOG-ServerMetrics: Build:149044 | Runtime:85min | Players:57 | AI:34 | allMissionObjects:4237 | AllVehicles:357 | ObjSimulated:2249 | AllAliveEnt:701 | activeSQFScripts:11 | FPS:139)
[2022-03-14 22:27:42] [info] AEOG-ServerMetrics: Build:149044 | Runtime:87min | Players:55 | AI:34 | allMissionObjects:4444 | AllVehicles:348 | ObjSimulated:2432 | AllAliveEnt:703 | activeSQFScripts:8 | FPS:133)

whole cloud
#

This mysterious server freeze issue is still out there though, I still need more info about it. I have no clue what to do with it

#

The build ID for tomorrows profiling branch is 666 ๐Ÿ‘€

silk summit
# cold vale For the most part Dedmen's changes have been fantastic as they've usually only s...

Just wanted to add that Dedmen is dealing with very old code which additionally was previously often updated/patched with "duck tape" to accommodate for newer requirements, frequently duplicating tasks and/or system resources usage or just being sub-optimal in general. Of course that improving these very old systems and code would understandably yield some temporary issues but it is important that we can provide constructive feedback and also understand that these situations are the price to be paid for a better overall arma experience.

#

I am incredibly impressed by just how much better Arma 3 feels compared to a few patches ago, never expected someone with the balls to do what was needed in spite of the dangers and I applaud Dedmen for that!

cold vale
#

Indeed, I have massive respect for anyone who has the mental fortitude to dive deep into the depths of legacy RV engine code

#

The fact that we're able to get > 500 server and HC fps with dips only as low as 100 is insane to me compared to the state things were in a few years ago.

silk summit
# cold vale The fact that we're able to get > 500 server and HC fps with dips only as low as...

And I have reconnected with some single player missions and with the same hardware it feels just so much better! Old Man and Extraction in SP have suddenly become addictive after the performance updates. I know that most remaining issues are towards the MP department which is of course a lot more complex than SP but damn I love Arma's SP offerings now. (I used to only care about MP for the longest time but not anymore ๐Ÿ™‚ )

whole cloud
whole cloud
#

Actually I'm not sure if that change is on prof, but it should be

silk summit
whole cloud
#

I actually did that by accident even.
Last year i spent a couple days trying to find improvements for contact campaign, I found one, it was tested on profiling, many complains, it was reverted again.
When I worked on making ViV cargo faster I just stumbled upon something that just solved that issue basically completely

cold vale
silk summit
warped rain
#

Dedmen, love the updates, brings warm feelings to this cranky programmers

whole cloud
#

I shall now make some lunch meowsweats oof

silk summit
whole cloud
#

Already started doing that long ago

#

Now I'm almost excited to rewrite VoN ๐Ÿค”

cold vale
#

Before you were even officially with BI even

#

I'm just glad VoN can officially be yeeted for those of us using acre/tfar

silk summit
silk summit
whole cloud
#

Move it from P2P to server

#

I guess you missed that whole thing about VoN on official servers

silk summit
rain moth
#

I imagine the reason for the rewrite is user privacy ๐Ÿ˜‰

silk summit
#

Also, my poor english often got me into trouble. I don't know to express myself and seem polite in english yet ๐Ÿ’ฉ

hushed seal
whole cloud
#

2.08.149057 new PROFILING branch with PERFORMANCE binaries, v6, server and client, windows 32/64-bit, linux server 32/64-bit

  • Fixed: Spurious weapon firing in MP
  • Fixed: VehicleTransport cargoBayDimensions/Dimensions/Exits positions were XZY format instead of XYZ
  • Tweaked: Minor script performance improvements

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

restive pilot
#

Minor script performance improvements
in where?

whole cloud
#

When a command returned a value, it would copy it into a temporary, then delete the original value, then copy the temporary onto the stack, and then delete the temporary.
Now its moved along no copying no deleting temporaries
So, everywhere.

#

I didn't bother testing how much difference it makes, probably not much

#

I needed it for the config stuff because there its quite a bit more significant

hexed gorge
#

"Fixed silly code"
"Hope this does not break other silly codes"
๐Ÿค“

silk pewter
#

by the end of 2025 Dedmen will have rewritten 50% of the netcode by cascading effect

#

that's how we trick them

mellow lark
rain moth
silk pewter
full nova
silk summit
lime mauve
#

Hello, how to fix red X in servers browser?

rain moth
#

update to hotfix RC or perf binary

lime mauve
rain moth
#

it's pinned to the channel ๐Ÿ˜›

lime mauve
#

Thank you for your help

vivid rune
lime mauve
# rain moth it's pinned to the channel ๐Ÿ˜›

Thanks but it didn't work, I applied the 208 and fixed the red x in the browser, but it was slow and the players couldn't connect, I went back to a previous version and it worked again but with this bug of the red x, thank you anyway for wanting to help.

rain moth
#

you should report that as feedback on the RC

#

perf binary contains additional fixes

lime mauve
#

my english is bad, sry

kindred radish
#

Loads of complaints about lag and kicks today with V6.
Same player amount, gonna switch back to V5.

Also lots of pending messages in the rpt (4000+ in 1.5 hours) while we had only 80 yesterday in 3 hours.

Edit: Might be related due to clients still using stable version ?!

empty goblet
kindred radish
# empty goblet share your basic server.cfg aka the one with networking settings ...
MaxCustomFileSize         = 0;                // Custom Face (Disabled)
MinBandwidth             = 500000000;          // 500 Mbit/s Server total guaranteed bandwidth in bits per second!
//MaxBandwidth             = 500000000;        // Slightly above total bandwidth in bits per second. (broken atm, dont use it !)
MaxMsgSend                 = 128;                 // Default: 128 Maximum number of messages that can be sent in one simulation cycle
MaxSizeGuaranteed         = 958;        
MaxSizeNonguaranteed     = 958;    
MinErrorToSend            = 0.003;
MinErrorToSendNear        = 0.01;
eager vault
#

Btw, what is the summarised rationale behind such a low MaxMsgSend default value?

whole cloud
whole cloud
#

I found the reason for the 100% cpu load server freezing.
I'mma try to be as fast as possibru

silk pewter
#

endless recursion or endless loop? ^^

whole cloud
#

endless loop.
Waiting for data that wasn't coming

hushed seal
#

rational being server seems to die less with high player numbers

eager vault
#

Hmm okay I've been going the wrong direction then

edgy comet
#

We use 320. 140 players.

gritty wasp
hushed seal
#

๐Ÿคท possibly, tested ours on 100 player liberation with 10900K and 9900K at 70 players

whole cloud
#

There are 7 worker threads.
First one is ID 1, second one ID 2, last one ID 7.
The code fills in work for 7 worker threads, the first one being 0, the second being 1, the last being 6.. oops.

When worker thread 7 starts first, it never grabs any work. But the flag is set saying that work is ready to be worked on.
So number 7 goes back to sleep, but in sleep it sees that the flag is set and work is ready, so it starts again, doesn't have any work, goes to sleep again.

There is a counter counting how many threads have started, to detect when all threads started up..
Threads 1-6 didn't even start yet. And thread 7 started 7 times and says "ok all threads started, all work is done, but oh also, I don't have any work to do so I'll just exit"

fun. I should've just used a bitflag instead of a counter, and I should fill in all threads..
So that means out of 7 worker threads, only 6 actually did any work

Meanwhile main thread is like "ok! I'm ready now, throw the data at me!" and waits for data that never comes notlikemeow
And that only happens when the last thread starts first, and the others are slow starting up

silk pewter
#

and I suppose the order was random because async?

whole cloud
#

ye

silk pewter
#

aaah, the best debug cases /ssssss

whole cloud
#

So thats solved now.. But next question, we have freeze detection, but freeze detection didn't detect the freeze ๐Ÿ˜ 

silk pewter
#

maybe it froze - make a freeze detection freeze detection!

hexed verge
#

and now i see that discord has not scrolled down

whole cloud
#

indeed

#

You could also say that you are faster at replying than at reading

hexed verge
#

I always am

#

shoot first, then ask questions

#

In the end i am glad this was caught and fixed.

whole cloud
#

more will be coming on the road towards better multithreaded ARma

#

of course now when I test freeze detection it works -.-

hushed seal
#

Schrรถdingers freeze detection

frozen tundraBOT
whole cloud
silk pewter
worldly badge
#

!burgerpan Dedmen 10e34 Big frown face

wispy shuttle
#

Does the 2.08 hotfix includes the Linux multi-threading optimisations ?

silk summit
#

It seems that the recently released Direct Storage tech for Windows 10 and 11 greatly reduced CPU utilisation while enabled while also speeding the loading of textures and other assets. I wonder how hard/possible would it be for Arma 3 to exploit this new feature. DEMO VIDEO ๐Ÿ‘‰ #videos_arma message

vivid rune
silk pewter
silk summit
full nova
#

if you give 1000L of steroids to him, he can make Arma 4 in about 2 weeks with RV4

rain moth
worldly badge
silk pewter
#

I win

hushed seal
silk pewter
#

as long as it is DirectX11 compatibleโ€ฆ

#

@silk summit โ†‘

silk summit
silk pewter
#

prepares moar coffee/tea/drugs

#
#define DIRECTX_VERSION 11 // set to 12
```done!
silk summit
whole cloud
whole cloud
whole cloud
silk summit
whole cloud
#

Arma already does texture loading in extra thread, so that wouldn't change anything for Arma's main thread bottleneck

silk summit
#

I hope BI pcs aren't on windows 7 still ๐Ÿ˜…

random isle
#

they work on punch cards ๐Ÿ˜„

silk summit
#

And of all the windows 7 pcs, 90% of them are banned russians anyway, and the rest Chinese...

whole cloud
silk pewter
silk summit
#

Ok found the detail... only 4.08 % of all steam users use windows 7

#

I would be too hard to implement anyway! Lets leave all that for Enfusion ๐Ÿ˜‰

random isle
rain moth
#

add new arma3_x64_dx12.exe binary ๐Ÿ˜Ž

silk summit
rain moth
#

I'm glad Arma 3 uses at least DX11 so that Auto HDR works ๐Ÿ˜„

silk pewter
sick arrow
#

Arent there few games on Win7 with DX12?

whole cloud
#

DX12 is windows 10+ exclusive

silk summit
whole cloud
#

I was very sad when I got the latest hitman, installed it and then learned it doesn't run on 8.1 :sad:

rain moth
#

what kind of weirdo still runs windows 8(.1)? think_turtle

sick arrow
#

I know that feel when i had to upgrade pc from XP because Battlefield 3 in 2015

silk summit
whole cloud
#

Cheap nitro ๐Ÿ˜„

rain moth
#

lol ๐Ÿ˜›

silk summit
#

Windows 8.1 was't as bad as Vista. Base Windows 8 was terrible thou!

rain moth
#

vista was mostly crap drivers by vendors

silk summit
#

Windows 10 was supposed to be the last windows and that It would just get updates forever but then microsoft got greedy again. Thankfully no one is upgrading. The 15% of Windows 11s on Steam Charts is just new pcs and notebooks...

silk pewter
#

Windows Arma Edition when Dedmen?

silk summit
silk pewter
#

ARMacOS*

hushed seal
sick arrow
silk summit
sick arrow
#

Only 2 people i know can upgrade but they wont.

silk summit
vale shoal
#

@silk summit I'm one of these 15%, on purpose :D and really happy with it

silk summit
vale shoal
#

@silk summit I really didnt felt any difference between Win10 and Win11 - and the new UI is still buggy, but I installed it to be prepared for the future (I work as an IT Analyst so we might come across with it soon)

celest sparrow
#

I upgraded, mostly just so my win10 license turns into win11 license

#

indeed, UI is missing features is my biggest problem with it

#

I upgraded tablet, that doesn't have the swipe in from right options like lock rotation/etc

#

so that may need to get reverted

#

I am looking forward to the tabbed file explorer though

silk summit
#

Yeah, beta testing a rushed OS doesn't seem fun enough. I will do what I always do and wait for the performance to be finally better than W10 (Or Enfusion forces me to upgrade!) ๐Ÿ˜…

rain moth
#

Auto HDR was reason alone for me, then they backported it ๐Ÿ™ƒ

loud jungle
#

๐Ÿ‘‹ Moved to v6 today had really low server FPS but no crashes or pending messages (which we usually have with that)

#

Server was averaging at 10FPS but no reports of desync, things not working, or bad client fps think

#

Snapshot of logs;

20:47:18 Server load: FPS 8, memory used: 4361 MB, out: 14466 Kbps, in: 573 Kbps, NG:0, G:25915, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:23 Server load: FPS 6, memory used: 4360 MB, out: 13907 Kbps, in: 558 Kbps, NG:0, G:26061, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:28 Server load: FPS 12, memory used: 4362 MB, out: 14939 Kbps, in: 563 Kbps, NG:0, G:31918, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:33 Server load: FPS 8, memory used: 4363 MB, out: 14197 Kbps, in: 546 Kbps, NG:0, G:11969, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:38 Server load: FPS 12, memory used: 4365 MB, out: 17442 Kbps, in: 591 Kbps, NG:0, G:33016, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:43 Server load: FPS 9, memory used: 4364 MB, out: 14473 Kbps, in: 577 Kbps, NG:0, G:40072, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:48 Server load: FPS 8, memory used: 4365 MB, out: 14942 Kbps, in: 585 Kbps, NG:0, G:12417, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)
20:47:53 Server load: FPS 12, memory used: 4367 MB, out: 15000 Kbps, in: 577 Kbps, NG:0, G:19856, BE-NG:0, BE-G:0, Players: 73 (L:0, R:0, B:0, G:73, D:0)```
loud jungle
#

At that point, 2 hours

#

1hr and 27mins with players on

hushed seal
#

How is that server not dying

gritty wasp
#

Can we expect v7 with 7 threads today?

whole cloud
#

7 threads?

#

no

#

v7 yes

gritty wasp
#

I mean fixed endless loop with lonely 7th thread that wait for its job

whole cloud
#

it may not be 7th thread depending on how many you have ๐Ÿ˜„
Yes of course, why would I not publish the fix for the critical bug I have been working on fixing?

empty goblet
loud jungle
#
MinBandwidth = 131072;        // Default
MaxMsgSend = 640;            // Official BI servers = 640
MaxSizeGuaranteed = 512;    // Default
MaxSizeNonguaranteed = 256;    // Default
MinErrorToSend = 0.001;        // Default
MinErrorToSendNear = 0.01;    // Default```
loud jungle
whole cloud
#

"MinBandwidth = 131072; // Default"
Are you sure that your server only has 0.13mbit/s upload speed?!
Also thats is not the default

loud jungle
#

...we didn't remove the comments because we were lazy

#

We have spent months moving basic.cfg around and that's where we landed to reduce desync and network pending messages

#

We're on a 1Gbps line

whole cloud
#

If you are on 1gbps, why did you set it for 0.1mbit/s

loud jungle
#

When we were setting it higher we'd see a lot of pending messages which was causing desync/stutters

#

We've been down from 250mbit/s all the way to there think

#

Bear in mind, probably not the best test case because of mods but that's something we're going through this month to remove unnecessary scripts

#

And have been doing for a while ๐Ÿ˜…

#

Dedman, what this? 21:27:27 Overflow

whole cloud
#

probably object way out of bounds, outside of map or way under map

loud jungle
#

Ah ok, first time I've seen that in our logs

stray prawn
#

neither the profiling v6 or the hotfix, fixes the trigger issue, i mentioned some days ago. the trigger issue also shows up, after about 2 hrs play time.

whole cloud
empty goblet
whole cloud
#

time

empty goblet
silk pewter
#

hmmmโ€ฆ okaaayโ€ฆ but only because the Law says so!

empty goblet
#

so many more bugs to fix

#

server-side VON ... decoupled renderer and other wonders from code land

#

vanishes into shadows as puff of smoke ...

silk pewter
#

DirectX11v2, lightsource shadows, PBR, stable 144 FPS on GeForce2 MXโ€ฆ sorry, I was having a wet dream

empty goblet
#

you skipped to fairy code land

silk pewter
#

but honestly, "just" the MP performance improvements (AI local calculation etc), 3fps bugfix, crashfixes, it's already a big lot to many โค๏ธ so, yeah, โค๏ธ

empty goblet
#

getting there ... sometimes i wish there was way where the engine would toss warrning into RPT like maxmsg too low / too high and same goes for some other basic cfg / network settings

brave barn
#

it would be amazing

gritty wasp
empty goblet
gritty wasp
#

Sweet dreams

whole cloud
whole cloud
silk pewter
#

and without that code block? ๐Ÿ˜„```cs
Parallel.Run({ while (true) {} });

j/k, well done on MT!
tawdry gazelle
hexed gorge
#

@tawdry gazelle this (131072) is also the default for some Game Server services i used, but i allways change it to something like 80% of the bandwidth.

whole cloud
hexed gorge
#

It's ok to update just the server to v7?
I don't want to force clients but if difference is big, i will force them ๐Ÿ˜‚

#

requiredBuild = 149072;

autumn timber
silk pewter
#

parking

violet elbow
#

funny

wispy shuttle
#

Hum, with arma3server_x64_performance_208_149072_v07_linux, I can't connect to the server (required version 2.06) (client has the latest stable 2.08 + hotfix)

full nova
#

how many Version until we get back to V1?

tawdry gazelle
#

May I ask what does official server runs, all of those basic.cfg parameters?

whole cloud
gritty wasp
whole cloud
whole cloud
whole cloud
#

Also the number is in bps not bytes

tawdry gazelle
vivid rune
#

v07 Linux server 32 bit more than 3 hours same mission stable 45-50fps around 5-10 player

#

docker says 2.2GB, #monitor something around 1,5GB

#

(If you want stress your traffic, than use the minigun from niarms. Alone this weapon generate 1 mbit of traffic on firing) ๐Ÿ˜›

hexed gorge
#

Good day!

whole cloud
#

allMissionObjects
Singlethreaded: 23397 ms
Old Multithreaded: 3598 ms
New Multithreaded: 3202 ms

All of them do the same work and produce the same result.
But the best part is just looking at this image. blobcloseenjoy

#

And the new stuff I can just reuse elsewhere, for example nearestTerrainObjects ๐Ÿ‘€

Trying to find all objects on whole terrain
without sorting
Old: 24.9512 ms
New: 202.6 ms

With sorting
Old: 47.7619 ms
New: 162.429 ms

:poutcat: notlikemeow

restive pilot
#

or is that typo? meowsweats

whole cloud
#

ye, makes sense though.
This work is just too cheap.

silk pewter
#

more time but less freezing I guess

whole cloud
#

no more freezing

#

allMissionObjects spends most of their time filtering out, and it filters out about 99% of thingies (in an empty mission)
terrain objects though, filters out less than 1%, and filtering is extremely cheap.
The bottleneck is putting it into script values, and that can only be done by one thread.

restive pilot
#

or maybe my mission was too light...

whole cloud
#

my numbers are for 10k runs

restive pilot
#

oh then that's amazing blobcloseenjoy

whole cloud
#

But I have a different idea for terrain objects, lets see what it does

#

Unsorted
Old: 74ms
New: 74 ms

Sorted
Old: 192.333 ms
New: 122.667 ms

Well

silk pewter
silk summit
# silk pewter

Soon I will be able to buy that 140Hz monitor and make use of it in Arma 3!

restive pilot
#

as long as I can use my 60Hz monitor at full framerate all the time I'll be happy ๐Ÿ˜›

hexed gorge
whole cloud
#

If you limit it via affinity, without setting cpuCount and Arma still thinks it has all cores, it will hurt performance alot

iron saddle
vivid rune
whole cloud
#

no sense in wasting that much ram.
If you wanted to do that you might aswell predict the whole planet and write every possible state to a disk

vivid rune
whole cloud
#

If every second function needs the value
They don't.

vivid rune
rain moth
#

Will Linux check compute cores via nproc in the future?

whole cloud
#

I don't plan to switch that for now

vagrant zodiac
#

Anyone else reported or experiencing significantly worse performance since the midweek update as well as reduced stability?
I'm down over 20fps on last week's version and have had more crashes in 1 day (yesterday, the only day I've played since the hot fix) than I have all year.

#

Just doing some checking to make sure it's not something else other than the update but think that's the only thing that's changed.

vivid rune
vagrant zodiac
#

64bit and latest perf exe

whole cloud
#

If you have crashes then please report them

#

Can't fix what I don't know about

vagrant zodiac
whole cloud
#

or just via DM to me the mdmp file

inland dew
gritty wasp
#

Player fps or server?

#

Yesterday we had 246 avg fps at 132 players. It maybe was even higher but cap set at 255.

One month ago we had 64 avg at 141 players on same mission

vagrant zodiac
whole cloud
#

Yesterday my server had issues too, but hard to guess what it might be

whole cloud
vagrant zodiac
inland dew
hexed gorge
#

@gritty wasp even 64 avg one month ago is impresive for me. What processor your server have?

gritty wasp
#

Intel 8700 I think

hexed gorge
#

Hmmm. No AI or custom buildings?

gritty wasp
#

No ai. With 130-200 people you can play tvt without bots

empty goblet
inland dew
#

So at least 10 FPS min and avg lost from 2.04 stable to current 2.08 perf.

It's actually even slightly more than 10 FPS min and avg less

#

It's not Windows or drivers, because if I switch to legacy, I have same FPS as before

inland dew
#

and don't think that it's not much, because it's only 1300 m for objects and 1600 m for terrain in 1080p standard.
if you increase the view distance to something like higher than only 1300 m, FPS is much much lower and when FPS, because of the view distance is not high at all, 5-7-10 and even more FPS is not nothing

#

it's not like having 5-7-10 or slightly more FPS less, when you already have like 120 or even more

vivid rune
#

Can you run MSI Afterburner or comparable running for checking if CPU or graphics bottleneck? What are your graphics card?

#

BTW: I was playing a round on Antistasi and the Mission bottlenecked my potato CPU and not the graphics card (normaly in not so heavy scripted missions). In Windows Resource Monitor my CPU was really good utilised. (70-80%) and the graphics card around 70% (normally 100%)

inland dew
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I was playing Warlords on current perf build for many hours, had good FPS, it was smooth and a lot of memory unused and Arma simply closed/crashed

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nice...

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all my money, all the defenses and jet and cover etc lost

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no mdp, just rpt and that's the only stuff that's there, from 1-2 minutes before Arma simply closed/crashed and until it crashed/closed
nothing else
20:29:00 Client: Network message d916f (update info cc8ca9d8) is pending
20:29:05 Client: Network message d9311 (update info cc8ca9d8) is pending
20:29:10 Client: Network message d94bc (update info cc8ca9d8) is pending
20:29:15 Client: Network message d965a (update info cc8ca9d8) is pending
20:29:20 Client: Network message d97fc (update info cc8ca9d8) is pending
20:29:22 Setting invalid pitch -0.0000 for C Charlie 3-4:1 REMOTE
20:29:22 Client: Object 711:80 (type Type_124) not found.
20:29:22 Client: Object 711:80 (type Type_96) not found.
20:29:22 Client: Object 711:80 (type Type_461) not found.
20:29:25 Client: Network message d99a7 (update info cc8ca9d8) is pending
20:29:30 Client: Network message d9b7e (update info cc8ca9d8) is pending
20:29:35 Client: Network message d9d37 (update info cc8ca9d8) is pending
20:29:40 Client: Network message d9ee9 (update info cc8ca9d8) is pending
20:29:45 Client: Network message da0c3 (update info cc8ca9d8) is pending
20:29:46 Client: Object 728:13 (type Type_96) not found.
20:29:46 Client: Object 728:13 (type Type_124) not found.
20:29:46 Client: Object 728:13 (type Type_461) not found.
20:29:50 Client: Network message da259 (update info cc8ca9d8) is pending
20:29:55 Setting invalid pitch -7876488984526848.0000 for C Charlie 3-4:1 REMOTE
20:29:55 Client: Network message da3cb (update info cc8ca9d8) is pending
20:30:00 Client: Network message da52e (update info cc8ca9d8) is pending
20:30:05 Client: Network message da69a (update info cc8ca9d8) is pending


spiral pond
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Warlords doesnt have persistence for a session?

vivid rune
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6 hours bulwarks 5 Player #monitor: RAM 2090MB and dropped FPS to 12FPS at the end wit many placed Elements and AI (Linux 32bit server). At the End one Thread was 100% most of the time.
One Question: Can the linux 32bit address motre than something around 2GB of RAM or is that a limit?

clear totem
#

Hello
I have been using Custom Compositions in this branch
Sometimes the Comps I make are greyed out and unavailable in Pub Zeus matches
Shuffling around with other comps can lead to it either working or not

vivid rune
# rain moth 2GB, 3GB with PAE. Use 64bit.

PAE Physical adresss Extension)? The server runns in docker container. Do the docker have to support this or the "real/host OS"? And would use 64bit but my Phenom II quits with error message the boot up. Do I have to activate PAE somewhere in the Arma parameters?
Edit: I found maxMem parameter. I will try.

empty goblet
feral harness
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can have now with new namespace

spiral pond
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uiNamespace on the server should have been good enough to handle people crashing/disconnecting, no?

hushed seal
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does diag_captureFrame work with the performance binaries?

silk pewter
hushed seal
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I've read that and found it unclear, is that a yes or no?

silk pewter
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I don't know ๐Ÿ˜„ I am unsure about which exe are available in perf branch
I'll make it clearer when I get confirmation (IDK between perf/prof)

hushed seal
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Good to know that I'm not the only one :D

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I'm guessing no but the wording can be interpreted both ways

pallid island
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Only with profiling exe

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Which is included with perf/prof branch

inland dew
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"good" perf build

inland dew
fickle geyser
hushed seal
rain moth
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the branch is called profiling, not perf ๐Ÿ™‚

silk pewter
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is there any other way to have a diagnostic exe?

whole cloud
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dev branch has diagnostic exe

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But I don't know if that actually has profiling

silk pewter
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rhaaa I am not thinking about it today, it's Sunday! ๐Ÿ˜„

whole cloud
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thats a good thing to do

silk pewter
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no
Elden Ring is

inland dew
#

and again, on current perf build, Arma simply clsoed/crashed with very good FPS and a lot of free memory while playing Warlords on EU01

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can't play like this

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checked the integrity and all files are fine

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send already 2 times today rpts, bidmps and mdmps to Dedmen

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won't play anymore until next perf build, because it's very frustrating and tiring to spend a lot of time to earn points, arrange defenses and gain superiority vs. enemy and being afraid every second of the gameplay for Arma to close/crash for no apparent reasons at any moment

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and then restart the game, reconnect, regain all the points necessary and have the game crash again and like this many many times the same day

warped rain
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It's a free choice?

hexed gorge
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It's so sad on weekends, I come here and I don't find any bombastic news.

restive pilot
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yeah notlikemeowcry

kindred radish
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Today it was the first time i ever was able to air lift a vehicle with a helicopter without any desync for the ropes or the towed vehicle.
Ropes were perfectly attached to the vehicle and made no snapping attempts to desync (was always a nightmare).
Other players confirmed my experience from their view. I was amazed ๐Ÿ‘€

Weirdly enough for a AI heli the lifted crate does this -> https://gyazo.com/d7703a7dbba491711b2f67c5df01bdb6
It "desyncs" in front of the heli.

whole cloud
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It "desyncs" in front of the heli.
Thats probably because the AI is remote and the crate is too, so you get what they're sending there

kindred radish
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It was never that smooth before even when the vehicles was local to me. Even for other players watching it was super smooth while it was never like that in years (no matter how "heavy" the mission was).
I can live with the other "issue" ๐Ÿ‘

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Some more feedback to latest prof build.
It's running great for us, so far i didn't see/got reports about any major problems besides the more frequent kicks due to signature mismatch.
Most of the players report that it runs smoother for them and server FPS was never better.

https://gyazo.com/06940e3595ffe887104316afa56ea752

hexed gorge
bright latch
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Ran v7 on the weekend, no issues, all nice and smooth ๐Ÿ™‚

strange badge
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is profiling safe to run on linux again? haven't been keeping tabs on it for a few weeks

strange badge
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thanks

novel ravine
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@patent dome
Sorry for the ping, but I was talking to Dedmen earlier about server freezes related to 2.08 and he told me to get in touch with you but your DMs are blocked. He said you were experiencing similar problems but figured something out. We're on an OVH Canada machine and using the v7 Perf Branch (but had this problem on both v5 + v7 branches). Never had this issue until 2.08 and haven't uploaded anything or made any changes other than swapping out the Performance .exe's. If it's easier/better to sort out in private, feel free to DM me. ๐Ÿ‘

patent dome
# novel ravine <@!185090894796554249> Sorry for the ping, but I was talking to Dedmen earlier ...

Ours aren't specifically related to any recent profiling branch update or even 2.08. We have been experiencing server crashes on one of our server boxes since 2.06v8 and we have been trying to figure out what the issue was without success so far. My main theory was related to SSE instructions that were introduced around that time increasing our server load, but even after our server host fixed a broken CPU fan we still experienced issues. At this point we are trying to figure out if it may be related to the OS being Windows Server 2016, while our other server runs 2019 and can run multiple profiling instances just fine.

We are currently trying to figure out some other issues before we can update the OS, but my best guess our issue comes down to corrupt drivers or something.

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Not sure it is of much help.

hexed gorge
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@novel ravine do you run Vanilla Arma 3?

novel ravine
# patent dome Ours aren't specifically related to any recent profiling branch update or even 2...

Hmm, interesting. Not sure of how much help that is either. ๐Ÿ˜… We are also on Windows Server 2016 though. The problem we experience is that Remote Desktop + IPMI both seem to suddenly die, but power is still clearly on and requires a hard reset. There's nothing in our RPTs that would suggest anything going haywire, it just stops writing because the machine locked up. If you've got any advice on diagnostics I should try running to get more info, I can do that. ๐Ÿคทโ€โ™‚๏ธ

novel ravine
patent dome
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We tried everything from network logging, process explorer logging, dbgview logging. All of them either suddenly stopped logging or the files got corrupted because it stopped in the middle of dumping to the logging file. Also nothing in the event viewer from the moment RDP stops working up to the point we perform the hard reset.

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We have tried every form of diagnostics we could think off for a couple weeks, with nothing producing anything other than showing us it just suddenly stops

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Good to know you also run 2016 though, at least something that could give a hint as to what causes it.

novel ravine
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How often have you experienced this? We've only had this happen 4 times total so far. I'll post dates and rough times of when this happened in a bit to see if there's anything somehow related.

patent dome
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For us it happened every op, and we run daily ops. There did seem to be some correlation between the amount of players and the time it took before it froze, but there were no signs of a memory leak and when our cooling fan got fixed there were no more overheating issues either.

gritty wasp
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Memory corruption?

patent dome
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Possible, but haven't figured out a way to check for it as we lose all access when the freeze happens.

gritty wasp
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Maybe run Testmem5 with some presets. On GitHub you can find MemTestHelper article

novel ravine
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If there's anything you recommend that I get set up to start logging something let me know. I'm pretty clueless on this kind of stuff tbh ๐Ÿ˜… I have not reached out to OVH yet though. I suppose I can ask them if they've seen anything weird around those times?

whole cloud
#

2.08.149116 new PROFILING branch with PERFORMANCE binaries, v8, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Multithreading tweaks
  • Tweaked: Slightly improved nearestTerrainObjects performance when sorting is enabled
  • Fixed: Some modded AT launchers could not switch their fire mode
  • Fixed: Cruise control would not disengage when the engine is turned off - https://feedback.bistudio.com/T163709

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

jagged minnow
#

How much of a performance impact do the multithreading tweaks have in avg?

restive pilot
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there was another one... can't find it thonk

patent dome
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That is specific for the second point

jagged minnow
# restive pilot I guess these

Oh kk ๐Ÿ˜‚ I thought this was the possible fix for the CPU usage bottleneck of the engine. But I guess this would be too good to be true๐Ÿ˜ฉ

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Nevertheless good tweaking!

hexed gorge
restive pilot
#

ยฏ_(ใƒ„)_/ยฏ

mellow lark
hushed seal
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And IF that would ever happen I'm sure it would be more than a side note in a Changelog :D

vivid rune
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"- Tweaked: Slightly improved nearestTerrainObjects performance when sorting is enabled"
37% faster. In Dedmens Eyes this is "Slightly"?

iron saddle
hexed gorge
whole cloud
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(almost) nothing in SQF is multithreaded

hexed gorge
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nearObjects, nearestObjects, nearEntities, entities worth a go to multithread?

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To detect simple objects i use nearestObjects [_pos,[],_dist] what make it find all objects. Than i check the result for the ones i want.

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๐Ÿ™

whole cloud
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basically only worth it for things that take over a millisecond to run

hexed gorge
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Thanks for taking time to answer.

vivid rune
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we played v8 on a linux 32bit potato server. It seems that we experienced sporadic stuttering weapon fire. clients are vanilla

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(one time per player (2 players))

gritty wasp
#

Here we go again meme

feral harness
whole cloud
full nova
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2.08 bugs be like ^

vale shoal
#

is anyone of you using Nextcloud on a machine where Arma 3 processes are running? I'll post it here because I use perf branch. We encountered a strange problem where the Arma 3 processes using 100% of the CPU when Nextcloud is performing syncs. After the sync, the cpu usage stays for some minutes and then it suddenly drops back to "normal" values.

vale shoal
vivid rune
vale shoal
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Less then 5%

gritty wasp
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Let me guess. Network bandwidth occupied by syncing. Arma lose packages and trying to fix desync generating new packages with extra cpu load

tawdry gazelle
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Sounds convincing thonk

whole cloud
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Arma will try to resend old packets when not ack'ed
Sounds reasonable

vale shoal
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Sounds legit. Is it fixable?

silk pewter
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(I would guess Nextcloud-side perhaps?)

hushed seal
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Limiting network usage by Nextcloud should fix that I guess, there's software for that on windows.

whole cloud
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@novel ravine @patent dome
Maybe try setting -cpuCount= such that your server has two free cores?
That would help to tell if its related to the multithreading changes.

Other option would be that since recently game is flagged as a "Game" process, maybe that somehow iffed it up, but thats also on stable (I think?)

patent dome
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Will try, also going to run Dev on the server to see if the issue persists on there. In case it is some Prof exclusive change.

whole cloud
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2.08.149135 new PROFILING branch with PERFORMANCE binaries, v9, server and client, windows 32/64-bit, linux server 32/64-bit

  • Tweaked: Disabled helicopters exploding when turned upside down
  • Tweaked: Several adjustments for vehicle towing
  • Fixed: Creating a rope from a vehicle and to the same vehicle is enabled again
  • Fixed: Invalid "setting invalid pitch" log messages - https://feedback.bistudio.com/T163807
  • Fixed: Cruise Control was not stopped when using handbrake - https://feedback.bistudio.com/T163813

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

mellow lark
whole cloud
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We are not talking about that

mellow lark
restive pilot
whole cloud
#

๐Ÿ˜