#perf_prof_branch
1 messages · Page 46 of 1
oh that's from the previous changelog 
didn't notice...
btw why does allMissionObjects's performance vary from terrain to terrain (no mission objects placed)?
is it because it still has to search all "grids"?
e.g. VR: 0.08 ms; Stratis: 1.4 ms; Altis: 23 ms... 
all grids, the more grids the bigger
Also it iterates over ALL objects, and filters out terrain objects
more terrain objects, more work
More being filtered out also makes the MT stuff more efficient percentage wise
so I guess that's out then... 
if I do entities [[], [], true, false] + allSimpleObjects [] + (agents apply {agent _x}), are there any other important objects left? (those created during mission, excluding projectiles and footprints and flies that are returned by allMissionObjects, since I don't need them anyway)
My idea for MT:
MT: many threads collect all of object for each "grid" parallel. In this phase also the sort out of terrain objects is done.
ST: copying together the single "grid lists".
That is what the code already does
nice 😄
answering this myself: yeah, structures are not included 
Is the copying together performed after all MTs have finished or puts it the data from finished grids already in while some grids aren't finished?
already
second nice 😄
The only thing that i have in mind for maybe speed up this copying is some cascading of the copying.
The end step is converting raw data into script values, and that only works in main thread.
The worker threads are shoveling data to mainthread and it eats it up
This "copying together the grid lists"-thread is a worker or the main thread?
Mh. I do not have all the information that you have, so I only can provide my 2 cent:
- main thread is doing more than one copying/move to become all data that it needs to create the list of objects, if I understand you right
- I would say the creation of the whole list can be done by a worker thread and at the end it informs the main thread "here is the whole list (sorted)". Main thread has then only to converting whole data to script values (maybe this can also be done by worker thread).
This is not my mother tongue, so... 🙂
Or another idea: What if the "grid-worker threads" creates already "script value-lists"?
maybe this can also be done by worker thread
no, only mainthread can do script stuff
main thread is doing more than one copying/move to become all data that it needs to create the list of objects
no. It gets a object, and converts it into a script object value.
Used v8, set cpucount to 6 on our 8 core machine and it still froze the server box. Didn't freeze when just one person was on the server, but with 15 players it froze in about 15-20 mins
Have not done this yet, but will try tonight. Just experienced another freeze/crash now. However there is something I wanted to point out. After a full machine freeze/crash, when I launch Arma through a .bat file I use after rebooting the machine, within 5-10min or so, the A3 server magically restarts itself without being told to and sits at 0% CPU Usage as a Background Process and never gets going -- basically what I had originally DM'd you about. So I have to kill the process and relaunch it manually again. The machine isn't frozen when this happens, but after using v7 this happens whenever I reboot the whole machine now, there is always a secondary random restart from A3 within a few minutes before things stabilize again.
I doubt this info is necessarily helpful, but it's something to note I think. Just really fucking weird. Going to try messing with the latest hotfixes + perf builds as well as the parameters you mentioned tonight though.
Hmm... We haven't experienced that behaviour after the hardware restart.
Probably asked already, but wasn't able to find it in the time I allocated into the search.
The steam version, the binaries used by default are perf, or prof?
Is there performance increase for client (for MP), or only noticeable on server side?
Default is perf.
There are improvements for both client and server, if they're noticeable is a different story.
Thanks for the info! I'll look around and test it a little, if it suits my usecase
The improvements are definitely noticeable on the server side, client side it's harder to tell.
The server part is awesome and :praisedeadman: emote is needed.
But I want to squeeze as much performance as I can from client now.
(Sadly the YAAB has lower score for me) (Not sadly YAAB does not represent my usuall use, will have to wait till night to test it on wog)
Same for us, we had a 106 people TvT operations yesterday and everything went really fine! (perf v9)
I lost like 2 FPS on YAAB but probably related to Intel/AMD security updates reducing CPU performance and not due to the latest versions
I am actually happier because most stutters got mitigated (For me). I prefer lower FPS but no stutters rather than high FPS with periodic/constant stutters
The only stutter left standing for me is related to the big stones that cause up to a second stutter when driving/shooting near them... but devs won't tackle that at this point even thou it can cause huge headaches when using some workshop compositions and worshop maps that use those stones indiscriminately.
Funny thing is that SOG Prairy Fire devs fixed that issue with their optimized stones yet on vanilla the issue remains
Damn I wish SOG was vanilla and Arma 3 2035 the CDLC and not the other way around 😆
A couple of questions regarding the latest updates:
-
Since the 2.08 hot fix, is there any expected behaviour change with regards to AI?
A game mode we use a lot to practice skills now seems to have the AI machine-gun-throwing hand grenades at us. (No other mod updates since this change.)
I can't see how this would have changed with 2.08 hotfix so we're scratching our heads but thought it worth asking. -
Since around the v7 profiling update, one of our scripts we use for target hit detection now has issues. We have some bespoke targets with names selections for each 'zone' of the target. We then use hitPart to detect what part of the target has been hit so we can then generate a score system etc.
Since roughly the v7 profiling branch, we seem to have localisation issues with this. So now we seem to have things like hits being counted per hit multiplied by the number of clients connected.
I think there were some updates to bullet/missile behaviour a few updates back. Could this have caused this?
Could we also get this kind of issue if some of us are running the profiling branch and others are running the main/stable branch?
You would have to post you hitPart script on the script channel so that @restive pilot or some dev can take a look at it and understand what could be happening...
I'll try to get the script writer to post. (As I have been for some time...)
Unfortunately, my scripting skills are very poor. I just make mods.
Can i ask? Players are also on Perf or just the server?
The AI optimizations to increase clients performance when not using reveal, target, and others like functions remotely, was abandoned?
Players and Server
I did not follow that... but if patch notes do not mention it then it wasn't implemented and/or dropped.
Most meaningful features and fixes take time but are not dropped. Only my feature requests are dropped, most other just get postponed 😉
😅
no.
Since roughly the v7 profiling branch, we seem to have localisation issues with this. So now we seem to have things like hits being counted per hit multiplied by the number of clients connected.
Oops, yes. Gotta fix that then I know whats wrong, don't need the script
Its still there, but no time to continue on it further
New profiling branch: Heli can crash upside down and be fine; explodes sliding on its skids in standard flight model 
Still need to change -cpuCount (I am assuming when I use this, I should not also be using -enableHT?) But I believe this issue is definitely caused by CPU Usage capping out and getting stuck. We just had a crash now and this is what my infiSTAR metrics show for CPU usage: https://i.imgur.com/K0M91y0.jpg
I will update -cpuCount on my next scheduled restart tonight just to be able to report back. Meanwhile, my launch parameters currently include:
-limitFPS=100 -enableHT -hugePages -bandwidthAlg=2 -autoinit
I was using a malloc parameter until our previous crash and tried removing that to see if it made any difference.
Got -cpuCount set now. I assume a crash will happen again within the next 72hrs, but will follow up if/when it does.
whats the consensus on basic.cfg nowadays?
What's vmVer in proflining trace?
wSimu; 0.30574; 316.70587;""
memLo; 0.33362; 0.00002;""
vmVer; 0.33499; 282.77429;""
playing an OP with my unit and having terrible stutter every few moments.
it was only me having it, switching to stable seems to have fixed it.
Hm never saw vmVer before
Anyway to test network related issues? We had an operation yesterday running with about 60+ players. After about an hour server was having desync and froze, however server-side fps was still around 30-50. I checked the network with #monitor and in was around 0-1 Kbps. While out was around 1500-3000 kbps.
What's your basic.cfg?
And the way test is pretty much trial and error while graphing the #monitords output
It's very minimalist right now, as the server (software) should know best, at least that's what I hoped for.
MinBandwidth = 1000000000;
MaxMsgSend = 640;
MaxSizeGuaranteed = 512;
MaxSizeNonguaranteed = 256;
MaxCustomFileSize = 0;
I used to set MinErrorToSend and MinErrorToSendNear before as well to x2 what is default.
However I had fpsLimit to 300, I've dialed it down to 150. As maybe it's doing too much network related tasks in a second when nothing heavy is going on?
minBandwidth may be too high
Well I do have a 1Gbs connection. And it has been said before in this channel that it should be put to a number that it couldn't reach.
that it couldn't reach.
No. You messed MIN desctiption with MAX.
Min said: "Bandwidth the server is guaranteed to have (in bps)."
1Gb plan commonly do not guaranteed 100% of time
also second part
"Increasing it to too optimistic values can increase lag and CPU load"
We've had similar issues (for us it was server fps dropping to 0/massive desync followed by server crash).
If you go through my posts in here you should be able to find it.
On mobile rn and don't have it handy.
Our server also has a 1 Gbps connection. Had lag issues setting minBandwidth to over 100 Mbps or so. Have it set to 55 Mbps currently.
We have 80Mbit while having 1Gb plan. One day I tried recommended 80% of plan (800Mbit) and everything fall apart for us. So I revert it to 80.
Actual traffic around 200Mbits but varies.
I'll try lowering the MinBandwidth then to around 80% then. Ill also look at your messages @hushed seal thanks for the information.
I'm pretty confident Arma is not using 1gbit/s upload and going past the real limit.
MaxMsgSend = 640;
Maybe leave that back at default
I heard that was used by the BI servers 🤔, BI knows best right? 😅
But when you set it too high lags caused not because of bandwidth bottleneck but CPU
When you set any realistic minBandwidth for your server, Arma will basically never reach it anyway.
Whether its 100mbit or 1000mbit
Well BI's servers are not the same as yours.
Anyway experiment that I did long ago show that 800mbit cause desync. 80 not. So I keep it like that
Also I always in doubt. If I set bandwidth too high will clients with slow network be able to connect and play or arma will ddos them with packets?
If you look on map screen, you'll see that each player has a bandwidth
Arma negotiates bandwidth with every player individually
MinBandwidth/playercount is just the upper limit per player
Couple of weeks after we wiped our "DayZ style" Arma 3 server and it's still running between 80-90 FPS, no matter how many players are online.
Unlike before this major changes the constructions created by players also seem to have no affect on the server FPS. 👍
[2022-03-27 13:53:35] [info] AEOG-ServerMetrics: Build:149115 | Runtime:113min | Players:43 | AI:37 | allMissionObjects:5740 | AllVehicles:372 | ObjSimulated:1882 | AllAliveEnt:885 | activeSQFScripts:14 | FPS:85)
[2022-03-27 13:55:35] [info] AEOG-ServerMetrics: Build:149115 | Runtime:115min | Players:43 | AI:37 | allMissionObjects:5424 | AllVehicles:364 | ObjSimulated:1673 | AllAliveEnt:862 | activeSQFScripts:13 | FPS:86)
[2022-03-27 13:57:35] [info] AEOG-ServerMetrics: Build:149115 | Runtime:117min | Players:42 | AI:39 | allMissionObjects:5634 | AllVehicles:349 | ObjSimulated:1736 | AllAliveEnt:862 | activeSQFScripts:18 | FPS:85)
Heh.
While testing some other stuff I just noticed smth.
While my Arma is running at about 100 fps on a empty map, 45% of frametime is used for the engine to check if it can use its spare time to preload some textures/models around the player.
It spends 45% of frametime (at ~100 fps) with checking, and the results are empty every time 😄
I wonder what happens if I just take that out 
100fps + ~50% on top. hoo boi
10% of frametime is spent for drawing the mouse cursor (crosshair) 
That 50% thing should theoretically get me from 100fps to 200 :kek: (This thing only shows up when frame times are high and Arma has time to waste, so it doesn't matter at all for low end fps)
can't wait next perf!!1!
I'll probably not release that
Can I get a quick rundown on what exactly the performance-profiling branch is and what it does? I've been told to try it without any explanation.
performance branch is a early-access beta-ish build.
With early bugfixes and improvements, and experimental features that we don't deem stable enough to put on.. stable which are mainly performance tweaks.
I get about the same results in YAAB with both stable and perf-prof (about 2 fps more in stable), except if I have the perf-prof installed and try to run stable I get notably worse results, by like 6 - 8 fps.
Or rather got, when I ran it before the 2.08 update.
perf doesn't care about high end fps.
Main target is to raise the lower fps.
Bring players from 5 fps to 30.
I don't care if we make players run 110 fps instead of 120. So if your Arma runs well, then yeah it might run ever so slightly worse
Good point, and a good goal! I can't even tell if my fps is higher than 30 without looking at my top-left corner, and I've got a 12600K hitting 36 - 68 fps on Tanoa in a heavy mission so 😄
Basically double of what my old i5 3570 got.
But will it load textures? 🤣
yes
then why it will not be released?
Because its there for a reason, and it provides no useful benefit besides maybe Groove's lust for more high-end fps
You're so so wrong man.
Having 100 FPS with almost no view distance, just for benchmarking purpose, no really ised graphics settings, it doesn't mean anything.
When FPS drops already by 10 or more with only like 1000 m view distance, at 3000-4000 m, graphics settings one uses to really play, FPS is like 2 times lower.
And from 2 times lower FPS that I have with settings I play, remove these >10 FPS lost from 2.04 to 2.08 and it's considerable then
So please, stop talking about high end FPS, since it's only standard video settings and only like 1000 m view distance.
FPS seems to be so high, only due to settings used to benchmark.
It isn't high at all when playing at usual 24/7 settings in Warlords or KotH
can one even see 70 vs 100fps diff on A3
If I test with 500 m view distance, you will say I have FPS too high. So what if it's only 500 m view distance...
It's not 70 FPS but less, at settings I use to really play, like on official Warlords.
Then comes patch 2.06 and now 2.08 and it's even lower now...
69?
with a good monitor there's a huge difference between 60 and 120
Also saying that it's only me losing FPS with 2 last patches is completely not true.
Anybody can test and see yhat FPS is lower.
People with lower end hardware lose not less FPS than me with better hardware
Just that since they have lower FPS than me to begin with, for them the final FPS is also lower.
So it's not about me and my "high" FPS
Take a notebook or a PC with a 5-7 years old hardware and see for yourself that FPS is lower as well on them from patch 2.04 to 2.06 and now 2.08
Why should I be happy with 43 FPS at settings I use to play if it was close to 60 before?
Depending on the area, 100+- FPS isn't too hard to achieve on non-modded servers without AI, even with a high player count. Not maxed graphics, but still.
I think the problem might be that the current performance improvements were tested on the same PC (or maybe LAN) and only one or two clients
so the performance optimizations do not really apply to "real world" cases, e.g. MP games with lots of clients at various framerates, high pings, etc. and the game is bottlenecking in other places that were not visible during internal profiling.
When with "current" you mean before I started with my stuff then maybe
Most of my stuff comes from real world profiling data
you somehow missing the official servers ?
do you guys actually do profiling on official servers?
nope, that ain't what i do for last 9 years (longer if we go pre A3)... sigh
dd isn't the first nor (hopefully) last programmer doing server/mp performance and other improvement over the lifetime of A2/A3 engine
isn't it possible to use one of official servers as Dedmen's guinea pig for a few days?! 😛
he might find something interesting...
he gets snapshots from me all the time ...
but those are from the server alone right? maybe something could be going wrong on the client side?
Anyone else noticed more frequent player kicks due to "Wrong signature" ?
sign better!
A3 can't understand his sig https://imgur.com/Ftt3ScC
he must be a doctor 😄
that joke only russian speaking people will understand
I don't think so.
doctors write like that all around the world
there was funny video where it was like just a line that was meaning different things 😄
Weird. I was trying to add a 👆 reaction to Leopard's post but Discord keeps removing it
...and shakes the whole screen while doing so (a strange easter egg?)
Anyway, what he said 😄
It does that when the user you are trying to react to has you blocked
Oh well ¯_(ツ)_/¯
(I don't actually even remember talking to leopard but if he feels that way towards me that's his choice)
Server is running for 49 minutes and there are already 49 kicks due to wrong signature.
Even longtime players who never had this kicks that often are complaining now 🤷♂️
what does rpt / server log say for kicks?
@kindred radish may be back to stable to check if kicks continue?
I've been noticing users getting kicked because of that, it includes both vanilla .pbos and mod .pbos
I can't pinpoint exactly when it started, but it was after 2.06
and it also happens with and without the perf branch
My hunch is that it's linked with some issue with the users's network
3 hours mission runtime and i count 60 kicks due wrong signature in the server logs.
21:02:50 Player Reaper: Wrong signature for file C:\Program Files (x86)\Steam\steamapps\workshop\content\107410\843593391\addons\rhsgref_c_canoe.pbo
21:04:06 Player Seth: Wrong signature for file E:\Games\Steam\steamapps\common\Arma 3\!Workshop\@3CB BAF Vehicles\addons\uk3cb_baf_vehicles_bulldog.pbo
21:04:18 Player .MajorDV: Wrong signature for file a3\vegetation_f_enoch\bush\b_rosacanina_1s.p3d
21:04:57 Player Reaper: Wrong signature for file addons\map_altis_data_layers_00_01.pbo
21:05:03 Player Bigsz: Wrong signature for file addons\soft_f_gamma.pbo
21:06:14 Player Safal: Wrong signature for file a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d
....
Which day did that start on?
We didn't touch any of that 🫂
I used to get those a lot, but I'm pretty sure that was related to my connection (or maybe server cfg thing's fault)
anyway, after I switched to a better network it went away 
I was looking over this, and the Wiki says that 131072 is the default
Is it just me or this whole configuration file is confusing?
wiki is wrong
What is the point of the "MaxBandwidth"? The wiki says: Bandwidth the server is guaranteed to never have (in bps). This value helps the server to estimate bandwidth available.
#community_wiki message wiki team has the new defaults. Just noone implemented it yet.
No point. It doesn't work
it is, the default value atleast
Can someone tell me if loading OldMan is broken on prof?
V.09 perf: First try to resume Mission but cannot because save game is incompatible so i restarted campaign.
Loading happened to 50% then fast to 5-10% at the end and halts there. The "Loading wheel" at the left corner is spinning and "Messages of the Day" are still switching with fades to black. ESC don't react.
Windows 10 64bit, RAM occupied: 4075,5MB, CPU 0,4%
Second try with prof: Same. RAM occ.:4153,1MB, CPU around 1%
Thanks o7
2.08.149174 new PROFILING branch with PERFORMANCE binaries, v10, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Inventory item lists are now sorted - https://feedback.bistudio.com/T163668
- Fixed: Unable to click the bottom-most item in the inventory if a scrollbar is present - https://feedback.bistudio.com/T163667
- Tweaked: Inventory UI listboxes now have the class names of the items inside lbData (previously only magazines had them)
- Fixed: Script compile errors due to missing closing brace were not logged to RPT
- Fixed: exitWith potentially exiting the whole script (instead of just one layer) if the script also tried to compile a script file with a missing closing brace in it
- Fixed: AI would calculate a path even if "PATH" is disabled via disableAI - https://feedback.bistudio.com/T160446
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
Does this affect CBA inventory context menu?
I guess I should PR change to use lbData
it uses lbData.
But if lbData returns "" (which now it doesn't anymore because of that change right under it that you might notice is not ordered correctly because its between the fixed argh) it had a fallback that doesn't work anymore
I think I found a bug with the inventory. 
will report in a minute...(I have to test to make sure...)
(also I pinged the wrong message...)
no nvm, it wasn't a bug 
:popcat:
I’m really not very good at scripting but would guess from the changelog that this won’t affect/improve the hitPart issue we’ve been seeing in some of our script localisation?
Mh maybe something that i doesn't notice before:
If you put many items in your character that the "overall load indicator" (withe rectangle on the bottom of your inventory is full) than you cannot put more things from e.g. the ground by right click. But you can by drag and drop put more things in the inventory.
I think it should be able to overload because if you do this, the character is slowly.
So the right click thing is buggy or is this a notice for the player: "Hey the limit is reached, from here on it is your responsibility"?
The problem is, some mod (ACE+CBA) switch of this slowly walking and then this behavior has no reason anymore. Idk how they mange this but maybe there is a indicator to switch this right click limit off if ACE+CBA switch off this slowly walking?
- start VR with soldier with bergen backpack
- put in bergen many rockets as you can
- if overloaded, character walks slowly and cannot run
- try to put more thing by right click in inventory ->doesn't work
- try to put more thing in inventory by drag and drop -> work
Hey - regarding last update today -waypoints are no longer working in Editor-
Yesterday it was working perfectly, today I just installed last update (small one through steam)
Now if when I set waypoints for units they never move when you run the scenario all units affected , even loaded previous scenarios - Units don't move
so if you set a waypoint for tank or vehicle , when you run the scenario you expect it to move but that is not happening anymore
probably related to this fix:
- Fixed: AI would calculate a path even if "PATH" is disabled via disableAI
someone else has confirmed the issue:
https://feedback.bistudio.com/T164024
🚨
hope this also fixes the heli pilots still turning aircraft even with disabled path issue
should fix
I hope, yeah the hitpart stuff is not listed
Dynamic Bulwarks also doesn't work anymore
AI stands arround if player is not spotted. It shoots if player is spotted.
They should only not move if Path is disabled
eee
fix tomorrow then
So in SP editor, if you place unit with WP, and preview it doesn't follow WP?
Or only in MP(but self hosted works)
Doubt it
Actually maybe not hitPart
So much work for tomorrow 🫂
hm units not moving here any more too
thought it was something from the mission or mods, but maybe from the perf update
any way to verify/confirm than to switch branch?
you can use the previous perf update (v9)
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
ty
Would help if someone can confirm whether it also happens in SP or self hosted MP.
Or if it's only in "remote" MP
I placed friendly unit in SP and give some move waypoint. Nothing happend
Okey besides the AI path change all other things that could be it were tested for dev branch, and they might only happen in remote MP.
So it has to be that AI path somehow.
But PATH should not be disabled for normal units.... Wuht
https://feedback.bistudio.com/T164024
Sorry, this seems to be a CBA issue.
did you test without CBA?
tho it makes no sense since CBA doesn't have anything related to AI pathing 
Wat
Vanilla guy doesn't move in SP
well there are some bugs with disableAI already
sometimes you disable something but it doesn't disable
sometimes you enable it but it won't enable
it seems to happen if you flip the switch multiple times. sadly I don't have a repro but I've seen it many times
maybe some race condition 
The code is literally
If disabled(path) then return false
Right before AI would plan a path.
Well that's gonna be fun tomorrow
no CBA here
tomorrow is all about fun 😁 the bugs gunna play you
Worst case I just take the fix out again and leave it unfixed.. it's just minor performance thing anyway
I tested "Old man" (it starts) 🙂 And i drived a little around and then a jet fly by. 
This is not this recorded path for vehicle, right?
I really hope you find a fix because I was really excited about that one 🙏
I use my own path finding for my AI 😛
if disabled(path);
return false;
😉
if (true) then {true} else {false};
you forgot the true == true
or boolean method() { return true;}
The code was supposed to always return false. Mine does but yours always return true 😛
@hexed gorge @mellow lark
Sorry, am I fired now?
No, I still need you. I'll just decrease your monthly salary by 10% this month
I noticed something was off when simplex support helicopters stopped working.
Could you please 🙏 check what it is? I had same lag yesterday, different mission. I wonder if it's related to our modpack.
remind tomorrow
I tried YAAB with v10. The quietest benchmark run ever. But my FPS doesn't go up. -.-
Not sure if anyone else has this problems but it looks like since the newest prof build there might be a super weird problem with the inventory.
https://gyazo.com/359fa1322aacfc24c519c9d74ed806b4 (Server v9/Client last prof build)
Vest, Uniform, Backpack seems to be not visible in the inventory while getUnitloadOut shows it properly and the corpse also visually shows the gear properly.
[[],[],["hgun_P07_blk_F","","","",["30Rnd_9x21_Mag",30],[],""],["U_B_GhillieSuit",[["Exile_Item_InstaDoc",2,1],["DDR_Item_Dressing",3,1],["DDR_Item_Firstaid",1,1],["Exile_Item_PlasticBottleFreshWater",1,1],["DDR_Item_Bread",1,1],["DDR_Item_Antibiotic",1,1]]],["UK3CB_BAF_V_Osprey_Holster",[["DDR_Item_Bloodbag",1,1],["DDR_Item_Cereal_Crunchin",1,1],["DDR_Item_Vitamins",1,1],["Exile_Item_MacasCheese_Cooked",1,1],["AeoG_Item_Defibrillator",1,4],["20Rnd_762x51_Mag",4,20],["20Rnd_762x51_Mag",1,3]]],["B_Bergen_dgtl_F",[["DDR_Item_Yummy_Juice",2,1],["SM_Zombz_Item_Heart",1,1]]],"rhsusf_mich_bare_norotos_arc_alt","G_Balaclava_oli",["Rangefinder","","","",[],[],""],["ItemMap","ItemGPS","","ItemCompass","Exile_Item_XM8",""]]
Gonna restart the server and try with v10 on the server 
Edit: Client/Server on v10 and the same problem for me in this test.
https://gyazo.com/f5cea2d6192913a0758a1d85f14dbc1e
You can clearly see the corpse has a uniform but the inventory doesn't show it.
[[],[],["Exile_Weapon_Taurus","","","",["Exile_Magazine_6Rnd_45ACP",6],[],""],["TRYK_U_denim_hood_3c",[["DDR_Item_Redgull",1,1],["Exile_Item_CockONut",1,1],["Exile_Item_Bandage",2,1],["Exile_Magazine_6Rnd_45ACP",1,6],["DDR_Item_Drugs_Cocaine",1,1]]],["rhssaf_vest_md99_md2camo_rifleman_radio",[["rhsusf_100Rnd_762x51_m61_ap",2,100],["rhsusf_mag_15Rnd_9x19_FMJ",1,15]]],["TRYK_B_Carryall_blk",[]],"H_Booniehat_oli","G_Spectacles",[],["ItemMap","","","ItemCompass","Exile_Item_XM8",""]]
Another dead player and same thing -> https://gyazo.com/4f34dd5250f9738e62deda9a04ee5edb
Same thing for dead AI's inventory, so it seems to be consistent for us.
Edit 2: I reverted back to stable (Client) and i can see the gear again inside the inventory UI.
I am experiencing the issue of all AI units not moving, which I see was already confirmed by others... but I also noticed the enemy AI inside warlords sectors disappearing for me when I choose to attack a sector. The garrison will despawn when opposition is present. This did not happen until after the update. Duplicated with MCC by placing enemy near sector.
same problem here, vest/uniform/backpack aren't accesible
Are you running ExileMod by chance ?
Nope. Big collection of mods. The uniforms are vsm. We also use ace/rhs and a ~few~ others
I loaded only VSM uniforms and took the first VSM guy from bluefor in the editor.
If you access the inventory it throw:
"Picture
equip\w\w_aor_2\data\icons\aor_2_icon.paa.paa not
found"
The uniform is there and equipped but without a picture in the inventory.
I also couldn’t use my grenades
Looks like it’s not really playable until the next release
Can you please check if your issues happen if server and client use not v10?
Yes. It’s a private modpack that was updated on Saturday and we have two people running performance branch that had the issue
Yeah i see last update of VSM uniforms was from last monday...one year ago.
😄
Good morning and did you see the message about V10's Inventory problem ?
#perf_prof_branch message
#perf_prof_branch message
I know you are busy, so just in case.
yes also got other reports about it
will go right next
Yep got the inventory thing
containers were mixed between items and magazines and they got lost in some refactoring
I'll probably instead just put them right at the top
either top or bottom.
I think having containers at top makes more sense than them being between items and magazines at the bottom
dude, it’s even wrong colour!
the moral of the story… let’s use c++ casts
game engines should be in Java *
allowing non boolean statements as conditions was a mistake 😄
boolean definition was wrong!
boolean definition is innocent!
The HitPart firing for remote projectiles will also be fixed
^
I figured I should remind you about this too... 😅
check available free virtual memory
A single
https://docs.microsoft.com/en-us/windows/win32/api/memoryapi/nf-memoryapi-virtualquery
call
How the heck it is lagging my game then.
And only on profiling 
I need to try again on same mission.
Could non default memory allocator affect it? (CMA)
yes
With CMA instead Intel, the lags/stutter/FPS goinf down simply starts sooner and degrades faster than with Intel default malloc
It was literally after starting the game.
And goes away after switching to stable as I said earlier.
And ofc I can't repro the issue when being alone on the server 
I just want to go back to this issue. Also limiting the network use of Nextcloud to 250 Mbit (around 1/4 of the servers capacity) will bring the CPU usage of Arma 3 to a maximum.
can you maybe run profiling build and do a diag_captureFrame to show where the cpu time is spent at?
2.08.149187 new PROFILING branch with PERFORMANCE binaries, v11, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: AI units not following waypoints
- Fixed: Uniform/Vest/Backpack containers not listed in dead unit inventories
- Fixed: Entity HitPart event would fire for remote projectiles
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
I found a better solution for the upside down helicopters that both prevents random explosion, and keeps explosion when you upside down crash.
for next prof then
@whole cloud is diag_captureFrameToFile also work? And how much frames should I set?
yes, just one or two
captureSlowFrame might work better for you
on server all is write to file
someone told me that high command is broken in profiling but it's first time i hear it https://feedback.bistudio.com/T163682
captureSlowFrame it works on dedi? I never got it to capture anything.
Well i hope it does
is there a big performance impact running profiling vs perf exe?
It would be nice to know whats causing low server FPS but don't want to risk having even lower FPS for the whole OP
by default profiling branch uses performance binary
profiling binary is slightly slower because it uses debug layer
Yeah thats what I was asking about, how much "slightly" is % wise 😄
depends. 5-10% iirc
I don't know if there's a list of what the codes in the profiling output refer to. I guessed some of them but others are quite opaque.
V11: if optic in first slot in vest or suit, it cannot equiped direct to the outfitted weapon (drag and drop)
no secon also not possible (first is ACRE 343
and thats a new bug?
yes i think
i doesn't have to put optics on boxes with inventory bevor
from inventory it was always possible i think
cannot reproduce, I put holo sight into vest, and drag&drop back from vest to gun, all fine
it is heavy modded
i play something different with not so many mods. stay tuned 🙂
For detailing: I wanted drag and drop the optics from vest to equipped weapon. the weapon slot was white (OK) but it doesn't equip the optics after releas of mouse button
- ACE+CBA
- ACRE 2
*simple inventory overhault - UAS + Expansion mods
- CUP weapons
- niarms aio
- on Livonia
- and many many other mods
maybe important: Character was overloaded
Can you reproduce the bug without mods?
yeah iam playing with some friends now. i go to vanilla server and try it again
simple inventory overhault
that's probably the culprit
Also heavy modded and working fine, so probably like Leopard said ^^
Mh. Arma and only Simple Inventory Overhaul in SP is working
also all mods together in SP
I try it in MP again
happended again with scorpion Evo 3 A1. Ammo and optic musst first lay on ground bevore equip is possible. (heavy modded server)
I've had a similar problem with just CUP units/weapons/vehicles, a few weeks back.
That would have been pref/prof but several versions back :P
11:17:44 Destroy waypoint not linked to a target: Near target acquisition is slow and may even select friendly unit.
Getting a lot of those (no mods). Only noticed them today, I don't know when it started but I feel it wasn't there a week ago.
this is like this since OFP
on latest pref users reporting high amount of shutter (screen lock up)
I didnt managed to get the diag_capute commands working, always the same error:
23:47:57 Error in expression <diag_captureSlowFrame ['total',1];> 23:47:57 Error position: <['total',1];> 23:47:57 Error Missing ;
23:48:51 Error in expression <diag_logSlowFrame ['total', 1];> 23:48:51 Error position: <['total', 1];> 23:48:51 Error Missing ;
23:38:15 Error in expression <diag_captureFrameToFile 1;> 23:38:15 Error position: <1;> 23:38:15 Error Missing ;
Performance or Profilling? The default EXE is Performance. You need to rename.
arma3serverprofiling_x64.exe , right?
Yes
v10 perf got this error Error in expression <if (local (_this select 0)) then {[(_this select 0), ", [], false] call bi> Error Missing } Dont have this code in the mission file anywhere
thanks. I successfully extracted some stuff out of these commands and sent a PM to Dedmen with all logs
Thats a years old config error from basegame. Its not perf caused
there has to be more than just that line
Dedmen, could you already take a look into the logs I sent you?
maybe next week
I also got the generic script error of doom in eden, couldn't figure out what fnc it called though 🙂
found facepalm
it clearly errors even in the editor why no one reported it?
"Land_RepairDepot_01_civ_F" createvehicle position player
I don't launch my game every day, but the first time I got that error was yesterday.
These types of errors only recently started getting reported in Dev / Prof, no matter them existing in the data for much longer.
The error wasn't printed before last prof. The error reporting was fixed, but the error is old
I suggest you don't look at error log while playing old man 🫂
I dont see why wouldnt it show before, the error is straight forward and there are only 2 type of objects that were affected
every missing } error wasn't printed
you mean it was a bug in error reporting? Oh you!
Are there bigger implication with fixing this?
no, we can now see years old errors of scripts that have been broken for a long time. Thats it
So you created more work for yourself.
it's not just related to game errors. many people in #arma3_scripting channel were like "why doesn't my script work? it shows no errors" and they were just missing a } but the game never reported it
Fix those errors can summon, more errors!?
Does the Performance branch have any real benefit or increase to performance for higher end GPU/CPUs?
Nothing noticeable. One man always report degradation.
Server side is more performant. And perf mostly like beta version for experimental features and tweaks
Just wanted to follow up:
We are still currently using v7 and I have enabled -cpuCount as you suggested a few days ago with my last post in here. Since then, we have yet to experience a system freeze/crash. I still want to wait another few days/a week before declaring it 'fixed', but this is the longest we have been without a freeze for a while now. Just thought you'd want to know since I guess that means it could have been a multi-threading issue that was causing it. After a week or so, I will probably port us over to newer performance builds, but at least v7 seems stable for us now. Will keep you posted if we have another crash or freeze though.
NeilZar is testing a different potential fix currently
Is running diag_captureSlowFrame on a server supposed to log the output to a file? diag_captureFrameToFile successfully creates a file in the .rpt directory, but I can't find anything created from diag_captureSlowFrame. Running arma3serverprofiling_x64.exe (latest version) on server. No errors in rpt.
"Opens "capture frame" dialog if current frame exceeds set threshold in seconds"
so i guess no
How do you then profile a slow frame on a server? Write some logic to detect a slowdown and then use diag_captureFrame to capture the next frames? https://community.bistudio.com/wiki/diag_captureFrame description says it will capture to a file on server instead of UI, so it's not conclusive to me whether or not the slow frame capture is supposed to do the same.
Arma profiler by dedmen. Not the same but great for profiling scripts
This? https://steamcommunity.com/sharedfiles/filedetails/?id=1652506957
I have used it before - forgot it existed.
Well it should.. work.. :sadcat:
Not sure if it's engine profiling is working currently 
In my experience it never worked on server.
is there any documentation on what that profiling UI is displaying? and what the numbers in "tree" mode mean.
I remember to use it on server some time ago (1, 2 years?) and it wrote a text file near rpt files.
diag_captureFrameToFile
No
😦
does anyone know what the ms stand for in the tree mode?
milliseconds.
It's kinda standard profiling output. The parent number is the total for everything underneath.
Difficulty is that no-one apparentl;y knows or tells what most of the five-letter categories are. You can figure some out by what's in them.
https://imgur.com/a/KHpYZst
looking at this for example, I don't see how that first number is the total of everything below
oh, the second number is the total.
first number is more like an offset but I'm not sure what the point of it is.
Like you can calculate the first number from the second number.
I guess it's the time offset of the call, and they're basically in order.
But the second number is the useful one.
wSimE is quite fun, has vehicle simulation costs with the classnames.
there's another one somewhere with identifiable scripts in it.
is there wiki somewhere on this? Id like to test cup i feel like they have a unit that causes mad lag spike
i know for fact there big boat does it
If there is then I haven't seen it. Purely personal experimentation.
any unofficial collection of findings? Our server sometimes takes a random nosedive FPS wise and I'm trying to figure out why
When we spawn big cup naval ship we go from 45fps to 12fps instatly, ones we delete the boat it slowly recovers. But i feel like there is also a ground vehicle that does it but its hard to find out which one
Spawn them all in editor, capture a frame, look at wSimE and you should see it.
nah that wont do shit, has to be MP loaded server
It's fine locally?
yep
@hushed seal Nosedive where it stays low afterwards (usually) or a short-term blip?
stays low afterwards, recovers once everyone disconnects
We had similar issues with the Antistasi community servers when they were set to maxmem=3072
Would apparently run fine for a bit, then dive to ~5fps and stick there. Sometimes recovered after a clearup.
time from start of frame. Needed for the graphing
👍 thanks
Has anyone experienced server FPS being severely degraded once more than 4GB of ram usage are reported in #monitor?
are you on 32bit exe ?
usally for 64bit ones you over 6/7GB game starts to page your harddrive like crazy and its where FPS goes to 2-5
It's the sensors / aiTgt
Also happens if you have a lot of players in same area and bunch of RHS helis in same area too.
does it have to be RHS?
Propably not but so far I mostly had it with their helis, might be related to sensor setup.
or maybe scripting? do they use any scripting for their vehicles?
What is the current procedure for sharing crash dumps?
sliding into my DM's (during a workday) or making a FT ticket
I'll DM you then. Many thanks!
workday :harold:
My old report said it was CUP vics so probably can be caused by any vehicle with long distance sensors. Hard to repro as it seem to happen only with a lot of players.
#perf_prof_branch message
not on my pc right now so I only got this shitty screencap from the stream:
Basically every heli was taking 30ms for tgTrk on every client, causing stutters.
Something similar happens with CUP frigate as the guy above mentioned, in my experience even 2-3 of them can kill the frames.
And IIRC it shows the same in profiler, bazilion of tgSee
@celest sparrow good info here
Nope, 64bit and server has a total of 128GB of ram, so it's definitely not running out.
I had a similar problem... Here is the ticket... https://feedback.bistudio.com/T161044
The Repo mission is one soldier and many darter (or other Helis with Ai crew) around and you get shutters because of aiGct and tgSee.
In my case it was on this map Sangin. On vanilla maps my Repo doesn't produce shutters. Are you on a vanilla map or on a modded map?
Chinook issue was on chernarus, frigate one I don't remember but I think it was modded.
Hmm why all clients needs to know what heli see
lock detection?
because commands like targets and knowsAbout generate all their data locally.
EntityAI SubSkeleton index was not initialized properly (repeated 13049x in the last 60sec)
getting few of this bad boys
Is there still a comand line parameter to suppress logging of objects not found?
class advanced options in server.cfg @oak nymph
Thank you Mildly_interested
Can you test this both on Vanilla maps? I think some maps cause a problem with Ai turrets from helis/drones.
You still have freezes if you remove -cpuCount?
Neil tested a alternative fix that seems to work so far.
ermoving that thread characteristics thing seemed to have fixed it for him.
I will try to remember to disable that on next weeks prof build, would be great if you can test then and confirm that that does it
I have not removed -cpuCount. I can remove it with this coming scheduled restart and see if it freezes again after that.
I've just now removed -cpuCount. We'll see how the next few days go. Usually, it freezes within 48-72hrs, so I imagine it wouldn't take long for me to get back to you about it.
can you let it dry run without players to not harm them? 
Exile players are strong, they can endure that since they all have PTSD from Arma already 
We run the same framework (ExileMod) and also test everything on the live server, its a more realistic test environment tbh.
Testing on production. Love it! 😁
If there was a way to simulate actually having players on the server that'd be great, until then production testing it is 😄
Just buy 80 Arma copies, what's the big deal? 😉
Can't really simulate the stuff players do, so there is no other way to test reliably imho.
And since it's a hobby and we don't earn money with it there is no pressure and most of the players are understanding.
I figured out a interesting fact. The problem with Nextcloud sync raising the CPU load of a Arma 3 process is only related to my Exile servers. With A3 Vanilla (but with the same mods excluding Exile) there is no increasing in CPU usage.
And 80 computers! 😅
ever heard of VMs? 😎
I wonder if you could pay one of these captcha clickfarms to do the testing for you...
and a addition, this problem does NOT occurring only with Nextcloud, also with downloading files in general
funny enough that I never figured that out (because I generally don't download via the machine). When the CPU load gets 100%, the download speed is reduced to around 1 MB/s. Strangely enough
Never had such problems, I download updates while exile server is running and no problems. (steamcmd or windows updates)
maybe a bug in the Intel Net Drivers? 😮
Also when only connecting via RDP to the machine the A3 processes jump up to 100% usage. This is so annoying. Cannot do anything on the machine....
VPS or dedicated machine ? Specs of the server ?
that happens since v2.08 update, i also got it on my dedicated server.
@kindred radish
AMD Ryzen 9 5950X
128GB DDR4 ECC
Asus Pro WS 565-ACE
just by connecting via RDP? not happening for us
Same, just connected while task manager is open and no load spikes (40 players online).
https://gyazo.com/cb4ac5865d704ad75c193996a2d0f4b5
Test downloaded Arma server via SteamCMD and it spikes (of-course it does when it downloads ~7GB in less than a minute)
https://gyazo.com/fd6704b650183bd4dce2fb7e9aeec665
it happens when one server is on full load (70 players)
I also talked with our provider (Hetzner), they only gave me the advice to update the drivers. Indeed the Intel software updated the drivers from 12.18.11.1 to 13.0.13.0
The mainboard uses Intel I211AT as Controller just fyi
i got two dedicated servers running arma 3 servers, a xeon without issues and amd ryzen 7 5800X which has the issue
I'll dm you
but, well.. this driver messes up with extdb3 - I rolled back to 12.18.11.1, no problems with extdb3..
oh fair enough, we only have a intel server under that kind of load
haven't tried it on our 3600 server
Any performance improvements currently being worked on? 👍
no
(Enfusion is currently being worked on) 
new prof probably tomorrow, I'll try
has anyone reported on strange server freeze issue for V11 yet ?
my group hosts a weekly event every Wednesday and we get ~50 people each week
last week the server would just freeze when everyone was loading in and downloading the mission
:sad:
not a hard crash
the behavior felt similar to the freeze issue that was happening a few versions back where the server would stop doing anything but remain running and alive
yellow chain, no crash, increasing dsync warning in logs
do you all spawn in at once or is it staggered?
we attempted staggered too
took longer to die but it happened eventually
this issue does not happen on normal days when we get ~20-30 people playing the normal map rotation
which nic and kernel?
Intel I210 Gigyabit nic
not sure about the kernel, we upgraded the distro like 2 days ago
we were running debian 10, so whatever was the latest on that distro
basic.cfg in case this is somehow related to how many messages are sent
MaxBandwidth=1000000000;
MaxMsgSend=1024;
MaxSizeGuaranteed=512;
MaxSizeNonguaranteed=256;
MinErrorToSend = 0.010;
MinErrorToSendNear = 0.10;```
maxPacketSize = 1430;
MinBandwidth = 16000;
initBandwidth = 1250000;
}```
current kernel is 5.16.0 but like I said, we haven't tested on this one yet
does MaxMsgSend somehow affect how the server sends the mission file to joining players ?
if MaxMsgSend=1024 is per frame, could we be chugging the network if server fps is high and a lot of people joining ?
check kernel logs if you're seeing any nic reset entries
something like e1000e 0000:00:1f.6 eno1: Detected Hardware Unit Hang:
We've had something similar happen a few months ago (on windows tho) and it went away with setting MaxMsgSend=48
isn't 48 awfully low ?
Yup, but so far it worked fine for our group and atleast 4 others who I told about that, all in the range of 50 to 100 players
I can't get these logs because the distro was upgraded to debian 11 and the old logs are not there anymore
however one of the guys did say he had trouble SSHing to the box when all this was happening
was getting timeouts
might be the e1000 UDP offloading issue then
it resets the NIC which takes a little while
I've been able to confirm this happens with Arma servers, both for our own boxes and other communities
there's a workaround which disables the offloading, we've had no problems since
will try thank you
ethtool -K <interface> tso off gso off tx off rx off or some combo of it
By statistics from #monitorDS for sure. You gotta reduce that to lower values. 1024 is insane......
I reduced it to 256 for the event today, hopefully it will help
it would be nice to be able to run #monitor via SQF like you can do with other diag commands
unless there is a way that I don't know of
ahhh this is useful thank you
anyone else having issues running the monitords command? monitor works fine but monitords doesn't show anything in the server console nor the console log file
2.08.149255 new PROFILING branch with PERFORMANCE binaries, v12, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Adjusted helicopter upside down damage handling
- Tweaked: Savegame scheduled scripts are now saved as bytecode
- Tweaked: Multiple changes in the audio system, potential crash fixes
- Fixed: High Command was not working - https://feedback.bistudio.com/T163682
- Removed: AvSetMmThreadCharacteristics due to potential Windows Server freezing
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
Custom connections?
Not mentioned in changelog because clientside compatibility
👍
- Tweaked: Savegame scheduled scripts are now saved as bytecode
does this have any significant impact on loading/saving speed?
no
I wanted all scripts, which with many mods does have a significant impact, but thats disabled now.
AvSetMmThreadCharacteristics... sounds interesting. Could this also solve the problem I have with my high cpu usage?
did it start happening shortly before v2.08 release?
Prof v8 of 2.06 is when it was introduced.
Too bad for Alder Lake owners
Too bad for Alder Lake owners?
From previous perf changelog,
- Tweaked: Use AvSetMmThreadCharacteristics to tell windows that we are a Game
since alder lake has heterogeneous cores the scheduler needs to figure out how to schedule threads among performance and efficiency cores
👍 Thanks.
Err, no. This problem occurs for almost 2 or 3 years now
High CPU usage is normally what you're aiming for in Arma :P
no you want good server and client fps, but that usually leads to high cpu usage 😛
Server and client v12:
Edit:
- killed ai
- loot something from AI uniform ->work
- switch uniform by right click on AI uniform ->work
- loot something from old uniform laying on ground->work
- switch uniform back by right click on old uniform on ground->work
- loot something from AI uniform on ground ->doesn't work
(all by drag and drop)
After the first switch the uniforms laying as paket in the near of dead body (not part of the dead body anymore). Maybe that has influence of the problem?
I tried this also with backpack. This works.
I also tried older versions of profiling branch. This is seen since v02 (00 and 01 i cannot test because it crashes).
Another thing:
had a silencer in uniform. Switch unifrm by righjt clikc on uniform on ground. Switch happen but uniform on ground (my old uniform with silencer) has no item in it
if i switch back, silencer is in uniform
Hi,
I changed server to normal branch, client is prof. Now it seems to work
unfortunately from my observation the 149255 seems to end with noticeably worse server-side FPS on WL with lot AI
This is not funny at all. Arma 3 processes producing high cpu usage when any kind of network process with high bandwith usage is running in background, e. g RDP connections. The remote machine is stalling and its not possible to do anything. Only solution is to kill the A3 processes.
RDP doesn't take that much network really, also not happening to us, I always watch task manager via RDP on main OPs without having the whole box lock up
I would guess that's Arma using blocking sends and UDP having ultra-low priority, but that should only be an issue if you're actually upstream-constrained...
the CPU usage of the Arma 3 processes is generally 5-10%, depending on the players. But when this bug occurs, all processes going up to 30% and the general CPU usage is 100%. It's not only RDP. Its downloading via browser, Nextcloud or all kinds of network usage.
I cannot kill the processes every time I want to work on the remote
I also sent Dedmen dumps, but I didnt get any answer till today sadly. and I have no idea what to look in these dumps
that really sounds more like a hardware problem and arma going nuts because its network threads are going mental, does capture frame still work under these circumstances or not?
well, the hoster gave me the opportunity to change the hardware. maybe I can take this into account. capute frame worked
but without Arma 3 running, the server itself behaves well without any problems (for my view)
would be interesting to see what frametime is spent on networking
Dedmen got the results per DM some weeks ago
dedmen forgot about it
We switched the hardware (except the hard drives).. let's see
The problem was solved after hardware change?
Nope, problem still exists
Hi, I ran a large TvT event the last sunday, 90+ players, no AI, using the last perf (v12). Server FPS were very high and fairly stable through the game (it lasted 2hrs 10 min), but we experienced very long time for downloading data. I was monitoring the server via #monitor in chat as well as #monitords and my monitor in chat was suddendly interrupted, while instead the monitords on server was running and fps were high. After a certain time I had a lot of monitor messages in chat, sent all in once. Players took a lot of time to pass from briefing to game, and they took a lot of time to download the data as I said before. But everything was fine in the end and no complains about server performances, just this unusual long time to spread data in the network (at least what appears to me). Any hint? Thanks in advance!
Do you know what is causing this?
[Feature Request] Add ability to adjust the number of tank tracks and foot steps shown
https://feedback.bistudio.com/T156441
Dedmen:
For foodsteps (humans and animals) the time is
50 seconds for thermal vision or
10 seconds for non-thermal vision.The time to live for tank tracks is 60 seconds, but it also cleans up if the track is outside of a bounding sphere of 20m.
So max lifetime is 60 seconds, max distance from tank is 20m.
If I understand this right.So its not as simple as tweaking a number of "max active tracks"
But I don't see a reason not to up the lifetime to like double or triple the current value, and also up the range for tank tracks.
Any chance to just up the values for perf/prof branch and see if people can notice/measure any fps impact?
better yet ability to turn it off lol
They stay on if you disable their simulation.
Should be possible if its not config and if I don't forget
food steps 😋 yumyum
Turn it off with some FPS gain 🤓
@whole cloud something cooking in your kitchen for this? #perf_prof_branch message
We ran a similar event on March 3 using the stable and we had not this behaviour, less server FPS though
Do you (or others) have something to suggest? Might it be related to MaxMsgSend as suggested in some posts above?
¯_(ツ)_/¯
You can try previous builds. We play 150+ TvTs on v9 I guess.
Thank you, we can try this, did you have any issue? I thought v12 fixed the issue you reported about server freeze. We did not have a freeze but a very slow flow of information from server to clients, at least what it seems to me. What about MMS? Which value do you recommend?
We play with same basic config for over 5 years on a3.
I can’t check config right now. But as much as I remember mms 256. Min bandwidth 80 mbit even on 1 gbit server connection. Also we have modified errors values.
We don’t have freeze issues caused by Microsoft parameter which was removed in v12
Also mission file load (when you go from lobby to briefing) depends on speed defined in socket section. (If defined.)
Thanks so much @gritty wasp ! I have this in class sockets
class sockets { maxPacketSize=1430; initBandwidth=1250000; };
This is the same for a while now though, I did not change it, but only the last sunday we had such slow downloading data
this is not on stable yet, right?
@whole cloud btw thanks for your reply about that high cpu usage problem, but I'm 100% sure that it doesnt have any to do with scripts. There must be something in Arma 3 netcode. I restarted the Arma 3 servers, normal cpu usage. Disconnect from RDP. Reconnect to RDP, cpu usage jumps to 100% instantly
Hi, any one would like to try my port of rpmalloc memory allocator to Arma series? 😆
https://github.com/GoldJohnKing/rpmalloc/releases
More information about it has been updated to this post:
https://forums.bohemia.net/forums/topic/237134-golds-cma-the-first-ever-port-of-microsofts-mimalloc-and-epics-rpmalloc-and-a-new-version-of-intels-tbbmalloc/
Wow! 👍
Anybody of you also noticed that Arma 3 Server processes run WMI Performance Adapter?
You mean Windows Multimedia something or Windows Management Instrumentation?
this high cpu usage problem is so annoying, again connected via RDP and the usage jumps to 100%...
err, just to be sure. I found this error when closing a Arma 3 process. should it be like that?
Name of the corrupted application: a3chernarus.exe, version: 2.8.149.255, timestamp: 0x62601b53 Name of the corrupt module: mscoreei.dll, version: 4.8.4380.0, timestamp: 0x608baf11 Exception Code: 0xc0000005 Fehleroffset: 0x000000000003fb28 ID of the faulty process: 0x33f8 Start time of the faulty application: 0x01d860457bb36fb9 Path of the faulty application: D:\Servers\arma3\chernarus\a3chernarus.exe Path of the corrupted module: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\mscoreei.dll Berichtskennung: 6a16abd3-75b3-4a1d-9816-bb3380b012e2 Full name of the corrupted package: Application ID relative to the corrupted package:
A3chernarus.exe?! 
That's not a vanilla exe
its actually the perf prof exe just renamed
I have a server tool running which scans for the process, if its not running the server is restarting automatically
Well that's a .NET module. I don't think Arma uses .NET at all 
it does for the launcher
is there such a thing as perf launcher though?
Well there's a small bar at the top that shows the branch when you use the perf (or dev) branch 
well, if Arma 3 don't use any .NET module, how is this error present in the Event Viewer? 😄
some custom extension that chainloads it, maybe?
Have you gone back to basics to ensure vanilla arma shows the same behavior and after a reinstall of windows that the issue still shows up as I've never heard of RDP causing behavior like you're describing
Sure, I even changed the hardware because we thought it might be a issue with the Ethernet Controller, but nope. Reinstalling was also done (well, a switch from Win2k19 to Win2k22) and both have the same issue.
Can confirm that Arma exe doesn't use .NET
only .com and .org
bohemia**.net**
checkmate
And you always use watchdog tool? Maybe it is bloatware? Or some extension?
The wtchdog tool I use is self scripted
2.10 has a date? When? 👍
in the future!
2.10 actually IS a date
it means the 2th of October
(or 10th of February if you live in the US)
ISO-8601 FTW
Nah, using common sense is enough 😛
You just need to count the number of countries and how they interpret the string to know which one is "correct" 😛
Correct date is year-month-day so we can sort it correctly 😀
Well, this is debatable 😛
https://en.wikipedia.org/wiki/Endianness
Wow... so that actually means that US date representation really is middle-endian! 😱
I actually googled it and that's the name for that format 😄
Wow, thats a great idea 🤣
That would be funny
But thats a sunday :sad:
so 2.12 last patch confirmed then 😏
No, 2.28 will be the last one. Release date: 2031.2.28
If we skip a couple years due to missing the release date, it could be pushed back to 2035.2.28
Great, sooner than I thought 🧘♂️
2.28.2035 you mean? 
well current version is: 2.09.149299
see you in year 149299 guys 💀
😮 I hope Jeff Bezos sells immortality pills before I die.
selling yes, working 
🙅♂️
I encounter a strange bug since the latest perf release which cannot be killed in any way
https://abload.de/img/screenshot2022-05-140z8jss.png
-> this process is marked as "suspended"
https://abload.de/img/screenshot2022-05-14048kfw.png
-> there is no data found for that process, but it's running
https://abload.de/img/screenshot2022-05-140z6jl0.png
-> Process Hacker (and any other tools) cannot kill it because PID 1664, the process, is already closed but it's still running
https://abload.de/img/screenshot2022-05-140v5kvs.png
I'm sorry that I only can provide the errors in German, but they literally mean "Cannot kill process, access denied" in any way.
Napf bitcoin miner version ?
no, but I might think it's related to the -debug parameter
that doesn't make sense, debug only adds more RPT logging
2.08.149367 new PROFILING branch with PERFORMANCE binaries, v13, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Star visibility in night vision - https://www.reddit.com/r/arma/comments/ue1nho
- Fixed: "trim" command not behaving correctly if all except the first character is trimmed off
- Fixed: Floating bodies and PhysX objects after a building collapse - https://feedback.bistudio.com/T63050
- Fixed: Several game crashes
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
so you have not abandoned us yet 
(abandons us now)
Haven't done much profiling branchable stuff, all the TI stuff cannot go because shaders stuff
- Fixed: Floating bodies and PhysX objects after a building collapse - https://feedback.bistudio.com/T63050Nice, bye bye my lovely code 🥲
I use "BuildingChanged" mission event handler to fix that.
If the construction is hidden or deleted, will the bodies still float?
the new code from KK does the same, just in engine
KK is really giving you a run for your money lately 🤣
Seems like the new thing is not yet worthy of leaving A3
yes, they will float as they only react to building change. Since engine does not delete buildings, you can script body removals on delete
Actually was it just a thought, but as you said its not related to that. I also have no idea if its related to a mod (no info in RPT about that) or Windows (nothing found in the Management Console)
I didnt upgraded to v13 yet, maybe "Fixed: Several game crashes" will fix my issue
unlikely, you don't have crashes
Yeah thats true
Hi,
have found a bug with profiling (remote server):
CIVs can wear all clothes.
- start mission as civ with a basecap (other huts are too big for suit inventory)
- as civ go to dead CSAT, open inventory of dead CSAT
- put your basecap on ground () ->work
- take CSAT suit and wear it (right click) -> work
- take basecap and put in CSAT suit ->work
- take basecap from suit and drag and drop on Head-Slot->doesn't work
-> if you try last point, server throw: "Server: Object 2:19 not found (message Type_203)"
server and client v13
In local MP there is no problem, only remote.
I think it is only on prof. First I recognize this on playing Dynmic Bulwarks on Prof. Then switched Server to Vanilla and probs are gone.
I checked to prov 2.08 v2 i think (v0 and v1 are crashed on my server). all 2.08 prof seems to have this issue
With stable you mean "official" or development branch? Dev branch i cannot check because server is linux.
mission on weferlingen dropped to 5 fps with 100-250 ms render latency all of a sudden
i.e. good old 3 fps issue
now another player got it with stable branch
weferlingen is unplayable in large scale events, the fps bugs occurs way too often
If you look into the inventory system, maybe you consider also to fix this
https://feedback.bistudio.com/T164025
we had that yesterday on altis...
server on profiling.exe, clients usually perf or stable
we've had participants with the issue on almost every large scale weferlingen event 😦
Yes. "After random time", ok. Sure I shall invest a random amount of time into it
😂 ...looks like...after random time
I assume that "a random amount" is > 0 so i appreciate your effort.
Could you add a 100% repro?
It is already.
Hi, i'm Donnovan, your big friend. Please fix the map crash problem, you already have the Crash Report.
Add Phone verification to avoid bad people. Thanks and bye. 🌻
@hexed gorge wrong channel, Walter
What Donnovan?
was this for A3 or AR ? also discord-server feedback to #discord_server
so anyone else got 0 fps bug on 367 server, while 255 was fine ?
- Tweaked: Star visibility in night vision
Is this not suppose to work on dedi?
I have both server and client on perf
its a clientside fix
allow me to up it by 1
2.08.149459 new PROFILING branch with PERFORMANCE binaries, v14, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Ability for mods to distribute Eden Editor Compositions in their data
- Added: filePatchingExceptions[] server config option
- Tweaked: Unauthorized Headless Client log messages now also includes the IP address
- Fixed: Unloading a magazine from a weapon into a container could overfill the container
- Fixed: Eden Editor script error when the Undo-action is used - https://feedback.bistudio.com/T162775
- Fixed: Shots from remote players would have aiDispersionCoef applied to them, even if the shooter is not AI - https://feedback.bistudio.com/T163665
- Fixed: Flag cloth would not animate on vehicles in 1st person view in some cases - https://feedback.bistudio.com/T164798
- Fixed: The amount of surface dust generated from ammo impacts ignored surface humidity
- Fixed: Possible crash when the refresh button inside the audio options removes a device, the last device was selected, and the cancel button is pressed
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
Is there anything in the profiling build to debug what's using so much RAM during a mission?
Eh, yes. There is a memory info dump, I think when you do a capture frame it dumps that to RPT too
But it will only roughly tell you what types of script variables use how much, not where they come from
👍 We've seem to be getting the good old 3FPS bug with disappearing trees again and have no clue where it's coming from.
It correlates with server ram usage so we're hoping to just avoid it by keeping our mission small.
- Added: Ability for mods to distribute Eden Editor Compositions in their data
how to use this feature?
awesomeness thanks
@whole cloud
Thanks you and the other guys for fixing things in A3.
I would ask for this bug in profiling:
#perf_prof_branch message
This blocks me to use perf build on my potato server. And the server needs your perf build. 🙂
If you have a reliable repro and have confirmed it on the latest prof, you should make a ticket so it can be properly tracked.
OK. I created a ticket: https://feedback.bistudio.com/T165733
In both 149367 and 149459 I've had several chunks like this in the RPT shortly after starting a localhost mission:
4:15:21 Unexpected network message, possible hacking attempt id=2, name='********', steamid='*********************', msgType=387
4:15:21 In last 1000 miliseconds was lost another 4 these messages.
4:15:21 User tried to set invalid material
4:15:21 User tried to set invalid material
4:15:21 User tried to set invalid material
4:15:21 User tried to set invalid material
4:15:21 User tried to set invalid material
Main branch doesn't do it. Any idea what this is?
I have been having issues in Zeus with placing down my custom compositions. My custom compositions and steam workshop compositions/steam subscribed content appear on the list, and the steam workshop compositions have no issue being placed, although with my own custom compositions, they aren't placing down at all, or even loading when I select it and attempt to place them down. Is there a fix for this? I have had no problems with it a few days ago, but all of a sudden I'm having this issue and I'm not sure how to fix it.
- I have tried to restart my game, PC, opening Eden Editor and then closing out and joining a Zeus server, although they still don't want to be placed.
- Another thing is that my custom compositions work and place just fine in the eden editor, and the problem only occurs as game master in a Zeus server.
-- @empty goblet @whole cloud I inquired about this issue in another Arma 3 related discord server and I was told to ask here and tag you two. Would there be a fix for this? - Another note is that I use the Arma 3 Profiling Branch version along with the companion mod and have had no issues with this before, and this bug appeared to me just recently in these past days with no fix that I've found.
setObjectMaterial [..., ""]
empty string
I think empty should be fine, so fixed
you have this issue since last update?
I messed with how compositions are handled so... oops I will definitely have broken it
Yes I do believe the problem may have started after the update, although I do know of other Game Masters who have not had the problem I’m having though, and were able to place down their compositions in zeus servers today.
I forgot a ! when I added support for mod compositions :harold:
Is fixed next build
You forget it!!!!!!!!!
Having same issue myself
Only Steam Workshop compositions. Not their own made compositions.
Issues occured after the update, no word as of yet as to wtf is going on or if there will even be a fix.
Bruh <#perf_prof_branch message>
fix build comes tomorrow
Where did you expect and where did you search for information about it? Wondering where I should post
I stand corrected! My fault.
Was gandering in this discord's mission maker channel, didn't see anything about a fix, just people wondering what was going on with the issue.
My fault. Should have looked a bit higher up.
Mh I was looking at #arma3_scenario and didn't notice anything
Ah I found in #zeus_discussion
Regardless, thank you for correcting me and the quick work on resolving the issue!
Is there any particular timeline for when the update will go live?
Tomorrow afternoon-ish europe time.
Unless something unexpected goes wrong
2.08.149534 new PROFILING branch with PERFORMANCE binaries, v15, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: "Unlisted" visibility for Scenario and Composition uploads (translation is missing for now, so it shows up as an empty text field) - https://feedback.bistudio.com/T163573
- Tweaked: Improved performance of nearestObject if the desired object is close to the source position
- Tweaked: Improved performance of isFlatEmpty if objects blocking the space are close to the center
- Tweaked: Improved performance of nearestObjects, nearObjects, nearestTerrainObjects, nearSupplies, nearRoads when scanning a large area
- Fixed: Inventory desync issue - https://feedback.bistudio.com/T165733
- Fixed: Helicopters 'hopping' when landing due to telling AI to disembark
- Fixed: Placing custom compositions in Zeus not working since the previous update
- Fixed: Linux server was autodetecting cpuCount as the number of threads instead of the number of cores
- Fixed: onUnload was not called when a title effect display was destroyed
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
What about the Profiling Branch Companion Mod nowadays? Does it still make sense to load it or has everything been merged into the game already?
I believe that is just the sqfc files of functions_f and ui_f, so not everything has been merged yet.
I've been playing with it enabled for a while without any (visible?) issues at all. Maybe it would be time to consider merging them?
We reverted it after 2.08 due to issues in loading savegames. That should now be fixed, so we're trying again in 2.10.
On savegame load scripts were compiled from string, instead of loading the bytecode.
And as script state gets serialized by index of instruction that was last executed, and bytecode (due to optimizer) has less instructions.
The game re-ran some instructions after savegame load that it shouldn't have.
But since recently we have bytecode serialization for savegames and its been tested on profiling branch for a couple months now, and it should work fine :harold:
Mission loading hangs with one thread at 100%
that should generate a freeze dump? does it?
in RPT folder
i tried vanilla server this seems to load
does linux server write this? i don*t see rpts. only terminal window
linux 32bit in docker
can you check in htop which thread is at 100%?
thread names should be enabled I think 🤔
Or mabe it was only enabled on prof
htop?
yes, or top or whatever process monitor you like that shows threads
yeah i will try. i would message in 2 hours
After today's profiling build release on Steam, a couple of our developers are getting repeatable (but not yet tracked down to a small root cause) game crashes that were a regression from the previous build. They're on windows, x64. I wish I had a small reproduction case for you, but I haven't had to time to dig deeply. Our current 100% reproduction method is planting a blasting charge on Olympus - I just haven't had the time to dig down to root cause. I have frozen mdmp from one of them I can provide if that might help. Based on timing, I'm assuming this is the 2.08v15 build, but I'm not in a place to attempt to dig further personally right now, and I'm unsure if it'll even happen on Linux/Proton.
Just let me know who to send the mdmp to or if more details would help, though I doubt I'd be able to offer anything without spending some more time digging down to a simpler reproduction case.
I'm quite sure that Dedmen is that person or the bugtracker, otherwise
I'd assumed, I just try not to DM people like that w/o hearing something from them first and trying the community for people who've already tracked it down. If he mentions something I'll toss it his way right away.
Given the 100% reproducability for us right now, I was sort-of crossing my fingers for other's cases to help narrow down the scope.
If he mentions something I'll send it over to him straight away; thanks 🙂
For game crashes I need the crash reports.
If the crash report is obvious I don't need a repro. If I can get them today I may be able to fix it tomorrow.
sent 🙂 I only have the one from him right now, but it's 100% reproducible for them (luckily?) so I can easily get more examples if necessary. Thanks for the help!
I haven't been able to get away from regular work to look into it myself yet, but, looking at the changelog on the forums, one thing that caught my eye is there are a few nearestObject calls in the vicinity of where it was crashing
win32u!NtUserMessageCall [fail:0]
user32!RealDefWindowProcWorker [fail:0]
user32!RealDefWindowProcW [fail:0]
uxtheme!DoMsgDefault [fail:0]
uxtheme!OnDwpSysCommand [fail:0]
uxtheme!_ThemeDefWindowProc [fail:0]
uxtheme!ThemeDefWindowProcW [fail:0]
user32!DefWindowProcW [fail:0]
I may need more dumps
in the freeze dump its not doing any multithreading work (the new stuff in last update), it just.. apparently froze inside windows code?
Do you have a FREEZE1 dump? it usually does 2 per freeze
That dump was from someone who's since gone to bed but give me 10ish minutes and I can get you a full set of whatever is produced.
Ah thank you. Sad, but much better 😄
Well they probably didn't implemented nearestObject as efficiently as possible, because if you do it wrong, it causes freezes 🤣 crap
I'm gonna place a bet that something called nearestObject at 0,0,0 coordinates and thus the grid index got negative :stamp:
I won my own bet 
I got some crash dumps since yesterday's perf update, I will send it to you.
Fix for the freeze should be able to go out today, in maybe 3 hours
Just had an odd case on localhost profiling branch where a bunch of remoteExecs that were pending when I aborted the mission were apparently executed immediately after restarting it (before initServer).
Not sure I can replicate but it seemed... interesting :P
(saving is disabled, for what that's worth)
I forgot the usual "unless unexpected bad things happen" disclaimer.
Unexpected bad things happened, but still 🥐
Eh 🤞 I mean
more unexpected bad things 🥐
🥐 ← you missed them btw, forcing me into travelling once more to your office
You know the entry fee 🍯
I hate unexpected bad things 
talking about me?
now you did a typo while reading, unexpected bad things, not unexpected mad things
That one night changed a lot
Thanks a bunch! Sorry I didn't get to reply last night 💤
👀
The freeze fix is ready, but our buildserver decided that yesterday was monday and also he stood up with the wrong leg so he's not been in the mood to work right.
But today is a long day so hopefully it not be too long
2.08.149549 new PROFILING branch with PERFORMANCE binaries, v16, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Freeze when calling nearestObject with a position that was close to the edge of the terrain
- Tweaked: Voice over Net is now by default handled via the server instead of peer-to-peer (config option exists to switch it back)
- Tweaked: Vehicles now change locality to the effective commander if no driver or copilot are available
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
@unborn urchin 
I think that was after yesterdays dev branch was built
yep definitely working! works for hasDriver = -1 and the statics
was monitoring local vehicle player and it would go from false to true after a moment and the driverless tanks actually could be driven now
So I fixed driverless tanks by accident? 🤣
pretty much, I thought for a long time it was a locality issue
@summer raft FYI you asked about that two months ago
as they'd work fine in local hosted/sp but not for clients/dedicated
@whole cloud you are now my favorite. Don't tell the others.
oh no, now I have to resurrect the stridsvagn S / 103 😦
does it work with AI this time or still only player?
It would also transfer locality to a AI commander pretty sure
I think previously if you had a tank with hasDriver = -1; the AI would never do anyhing
i only tested with players as that was the only issue I was aware of
@whole cloud well that's awesome. Thank you sir for remembering me!
I don't know how it works in engine, but maybe it is possible and easy to fix. Countermeasures from driver(or any other slot) available not only to effective commander?
Won't do
The Arma 3 dev that does the profiling (performance build), is he here on discord or contactable?
was that a joke? 
No, I like getpos instead of the rest, I never joke
But
What, what is funny, Arma official ppl aren't around here or what
there's your man
Nice I will nag him then, thanks
uh-oh…
looks at his bio 😬
inb4
Why not post here?
i have a hunch
Hi after update my server still crashes, I will send you the crash dumps. We have currently fall back to v14 as it does not crash.

Looking to override the particle hard limits
Also it doesn't involve dragon fire, although that's not a bad idea
What do you mean by particle hard limits
Hardlimit for particle count, between 16k and 19k in engine. If you have more particles the engine just deletes them
Yup, ironically the first search result about it is a thread by polpox lol
Been testing some comps and found out when applying textures or materials to the falcon drones, while they apply them when leaving a area of around 200-300 metres they will return back to their normal version which doesn't happened to any other aircraft or vehicles I have tested out.
Also discovered that both hurons (unarmed and armed) camos can't be swapped over to the different camo with the armed variant unable to swap to black and the unarmed unable to swap to green once saved as a comp then placing them down. Also testing setobjecttextureglobal on the hurons doesn't work on them as well.
I wonder if it is possible to fix the keyframe animations working again on dedicated servers
@plain trout got a ticket?
What could trigger this in RPT? Only happens on this branch
12:47:53 Tried to AccessTargetList for non-local AI group while non-local targeting was disabled! Engine will now enable non-local targeting which will hurt clientside performance.
In the main branch, all AIs do full visibiliity checks on every client, unless you use disableRemoteSensors. This data is needed so that commands like targets and knowsAbout will return data on any client.
Prof has an optimisation where it only does visibility checks for local AIs. targets will work as before if called on local units. If you use it on non-local units, it switches back to doing visibility checks everywhere.
lambs should only check knowsAbout and the like local to ai. besides that messages usually pops up at the very start and lambs routines only really run upon danger events
Antistasi will trigger it due to undercover-related checks. Need to rewrite some stuff.
@tribal pasture ↑
@silk pewter Made disableRemoteSensors true; much earlier, did disableAI "all" on agents, lets see if it helps
In general my mission is player-only apart from lobby Logic units and few static agents
beware of (AI) mods too
No mods are used, strictly vanilla
you, I like you
There are also some in engine things that can trigger it
no
bad Dedmen, bad!
Any hints?
no
We run player vs player with no AI mission and if we do have this triggered, then everyone will
yep many people get it
mal;loc
Hi, was the crash issue since V15 fixed? 😅
(I guess not since there's still no update published)
I'm a professional thing forgetter
Thats so weird.
Server is crashing on mission switch, while cleaning up cut effects, like cutRsc script command.
For one the crash doesn't make sense to me, and second a server has no UI, there should never be any UI effects there 🤔
Its probably not reproducible because most servers don't have UI scripts running on a server without UI
It thinks there are 101 elements in an empty array and crashes when trying to remove 101 elements from a array that has zero.
I cannot see any changes in v15 that would do such a thing 🤣
It's a heavily modified and modded escape mission... Neither the mission file nor the mod list was maintained by me so... 
That's the most strange point: on V14 it never crashes like that 🤣
nvm I missed one change.
Sus
A title effect related change, and now we get cutEffect related crashes 
Ah...! 
I cannot reproduce it. The mission must be doing something special.
@tawdry gazelle how hard would it be for me to get that mission running?
Do you get crash on every restart/mission switch?
When exactly do you get it? I assume after you ran that mission, and then restarted it or switched to a different mission
Well I tried more ideas to repro. And found a different crash in same place 😄
Creating a Rsc on layer 4, which has a onUnload handler which recreates itself on layer4.. bad.
Found it.
Game is clearing all cutRsc effects at end of mission.
If you have a onUnload handler in it, that creates a new cutRsc effect while engine is currently deleting all effects... bad.
or more technical for those who care
onunload = "diag_log 'unload config'; if(isNil 'WantCrashStuff') then {WantCrashStuff=true; 50 cutRsc ['myRsc','PLAIN']}";
That finally got the same crash.
Array clear sets size to 0, then destructs all elements (which re-adds one element and re-sets size to 51), then deletes dataSo now we have data be nullptr, and size be set to 51.
Next time clear is called, it again tries to set size to 0. It sees it has 51 elements that need to be removed.
Tries to remove the elements from _data (it knows _data cannot be nullptr because size is not 0), but _data is nullptr and poof.
Thats some good detective work here
@tawdry gazelle can you send mission file. so we can check in their code if thats really what they're doing
I am not sure if it can run without mods... It is a heavily modified and heavily modded escape mission. I will send you some of the files.
In case you cant run the file I sent, you may try the original ones: https://github.com/CaptainPStar/co10_Escape
emm... Although the mission file is heavily modified, I bet the Rsc something / UI things should be left untouched...
cannot find it inside the mission file. maybe its a mod.. eh.
But I reproduced the exact same crash and fixed it so should be fine
That's great, really great! 
Thanks for finding, thats a tricky one
2.08.149598 new PROFILING branch with PERFORMANCE binaries, v17, server and client, windows 32/64-bit, linux server 32/64-bit
- Added: Publishing a scenario to Steam Workshop now adds tags for used DLCs by default
- Fixed: Combobox entries were not properly clickable if the list was bigger than its parent control
- Fixed: Redundant nulls returned by the 'agents' script command - https://feedback.bistudio.com/T75506
- Fixed: Floating ground weapon holders after building collapses - https://feedback.bistudio.com/T63050
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
Crash fix is in there, I'm just too lazy to put it on changelog
Is -noPauseAudio planned to become a default branch setting anytime?
Are you asking if we are planning to release any more game updates?
Thats a weird question to ask
no Arma 3 is not abandoned.
Tbh this should be on by default if you do a -noPause and you should have to turn it off manually using a separate switch.
Why would you want to noPause without sound? (yeah, yeah, i understand, backward compatibility...)
...Isn't -noPauseAudio already available on stable branch? It was released in the previous update, 2.08
It shows as added in 2.08, but it's not in the launcher's parameters. And when adding it in command line it doesnt work
Except while being on profiling
That's interesting. I take it you also have -noPause, since -noPauseAudio requires it?
Yes
Normally I'm always using this build, but the most recent update broke a horizontal scroll bar in king of the hill. So I have to swap to default now and without that parameter it kinda sucks 😄
It's not in the actual 2.08 patch notes. I guess the wiki is incorrect.
Oh so you stop using it because something broke.
But reporting that something broke so it can be fixed is not a priority?
If you don't report it that bug will stay and be released to everyone in 2.10 and tons of people will suffer from it
Please actually tell me about that bug so I can fix it.
Didn't have the time yesterday, sorry for not making a report then.
Since the last perf branch update this horizontal scrollbar in particular has stopped functioning. This is in king of the hill https://i.imgur.com/nA1ZIbX.png
Unable to click and drag.
@whole cloud
No script errors or rpt entries about it unfortunately
The Select button work just fine, Close button does too. It's just the scroll bar in the bottom
Thank you, I'll investigate
Anyone's linux server restarting after a mission finishes and you select a new mission recently?
i am on Arma 3 Console version 2.08.149595 x86 right now, so latest profiling version
the logs themselves are not useful as well. They show, game finished, then you see it waiting for next game, list stringtable.xml issues of missions, then you see the file being truncated and server restarted
the No entry error is normal as we do remove the vanilla missions via a mod, iirc probably even a cba optional.
I updated this morning via steamcmd
i would assume it is the lasted
notice how you announced version 2.08.149598 but mine says 2.08.149595
that is 4 commits behind
I'm wondering how you got 595. Dev is 590, prof is 598, and our checks reported no version differences during publishing.
good question, I have this as steam cmd prompt since forever
steamcmd +login user password +force_install_dir /opt/fparma/arma3/server +app_update "233780 -beta profiling -betapassword CautionSpecialProfilingAndTestingBranchArma3 " validate +quit
i ran the update once more and it is still at 595
Ah, I see we don't check the version of the Linux binaries when publishing...
mystery solved?
As to how you have an older build, yea.
Correct versions should be available on steam soon.
Correct version should now be available on Steam and GDrive.
When applying textures or materials to the falcon drone, while they apply them when leaving a area of around 200-300 metres they will reverted back to their normal camo and only comes back once getting close to them which doesn't happened to any other aircraft or vehicles.
Also discovered that both hurons (unarmed and armed) camos can't be swapped over to the different camo with the use of comps as they are reverted back, armed variant unable to swap to black and the unarmed unable to swap to green once saved as a comp then placing them down. Also testing setobjecttextureglobal on the hurons doesn't work on them as well.
vertical scrolls are broken everywhere 
I just noticed it
Do you have an example in vanilla where there is one?
I'll check. wait one
actually, horizontal you mean right? not vertical
vertical is what was fixed and what me and QA tested
I meant horizontal yes 
is there any part of the game that has a horizontal scroll?
I can't think of any 🤔
also horizontal scroll works when you use ctrlSetScrollValues. but you can't drag it with mouse
The company overview maybe? But I think thats just scrolling to zoom
as in the one when you click on the arma logo
(I think thats where it is at least)
no it doesn't have one
hm
you just rclick with mouse and drag
(unrelated to the current discussion) the server crash between selecting new missions on linux servers is now gone
ah I noticed this too I thought it was a bug in the UI i was using
There are vertical and horizontal scrollbars when you click on the DLC's (jets for example) on the main menu.
Speaking of scrollbars, it would've been useful if mouse wheel scrolled horizontal scrollbar when there is no vertical present
This menu of mine is a use case for it
Or have a config value for it
Probs can script it though
By default? I dont think changes like that that affect every user would be approved. On the other hand scripted solution is available and can be provided per custom control
same problem currently exist with the vertical scrollbar
vertical one where?
Example place where its broken ingame?
https://i.imgur.com/8ZcIuiz.jpg the one on the right, scroll wheel works fine
yeah both vertical and horizontal scrollbars are broken (can't be dragged with mouse)
vanilla example?
eden attributes
I guess it wasn't noticed because most people use the mouse scroll wheel
I don't think there are any vanilla examples for horizontal ones... 
Found one, click on zeus DLC icon in main menu
https://i.imgur.com/TFYhxBO.png
So I reproduced the horizontal one.
Arsenal vertical works, Eden entity list vertical works, eden attribute doesn't, and even scroll wheel doesn't work for me
Yeah I had a stoop moment obviously
if (out of bounds) {
if (in scroll bar) processScrollBarClick();
return;
}
I wanted to get rid of the out of bounds check, and just commented out all of it 
its only controlgroups so thats why listboxes still work
scroll wheel works for me. though I'm on dev branch
fixed nau :wobcat:
Was there any changes to setposasl or setdir by chance?
Within the last month in a public update that is?
no, why?
Ah just curious, having some weird issues with it out of nowhere.
Specifically the changes not syncing over a server, but I'm thinking maybe it just needs to be executed differently now.
@whole cloud when using _ctrlGroup ctrlShow true on a group type control, is it intended behaviour that all child controls are shown, even if they were previously hidden specifically? If it is intended behaviour, any chance of getting an alt syntax to prevent this behaviour please? There are obviously messy workarounds but I don't feel clean using them 🙃
You can use ctrlSetFade instead
Controls can still be interacted with, tabbed to etc
ctrlEnable
If thats not a new bug, then I'm not interested in it
@whole cloud "MapSingleClick" Mission EH doesn't have _ctrl value, worth adding? (even though it is now in a different order than other EHs)
(shift/ctrl/alt vs alt/shift)
Noticed something odd that's snuck in with the last update or two on the performance branch:
Tested and confirmed when running just ACE3 and CBA
Equip a Kestral 4500.
Show (via hot key or self interact etc.) Kestral and as opposed to it staying on screen until you ask for it to close, it stays open for only a couple of seconds.
Double checked that performance returns to normal on the stable branch.
This feature exists in SP and MP.
We've been experiencing other ACE3 oddities on main Ops starting at around the same time but none of these have been repeatable / consistent so might be completely unrelated. But perhaps hints that the above is more 'bug' than 'feature'?
I noticed that too 
Helo, anyone running Linux server perf/prof on 32bit?
@vivid rune told that they use phenom. Not sure if it is perf
yup
We're upgrading our linux compiler with next profiling update.
It shouldn't break anything but just in case you notice something off report it 
2.08.149626 new PROFILING branch with PERFORMANCE binaries, v18, server and client, windows 32/64-bit, linux server 32/64-bit
- Fixed: Game was unable to launch on CPUs from 2008 or earlier
- Fixed: Clicking on scrollbars in ControlGroups was not working
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
Game was unable to launch on CPUs from 2008 or earlier
was it supposed to?! 😅
AFAIR according to the minimal requirements, yes it was 😦
Processor: Intel Dual-Core 2,4 GHz or AMD Dual-Core Athlon 2,5 GHz
2.08.149626*
aa
my still working i7 930 begs to differ, Arma 3 works "fine" (on Windows)
Guess I was lucky. My old core2duo E8400 is from 2008 😄
You must be doing 360 noscopes with such a beast! 
I was, until I got an arrow in my knee.
My 870 "worked" as well 😅
Seems to be an issue when applying textures or materials to the falcon drone, while they apply them with the comp however when leaving an area of around 200-300 metres they will reverted to their normal camo and only comes back once getting close to them which this issue doesn't appear to happen to any other aircraft or vehicles.
Also discovered that both hurons variants can't be swapped over to their other camouflage which also implies to swapping their texture or material when placing them down as comps.
Do you really think that writing same message 3 times helps? Maybe you should try fourth?
? who?
ShootingManGold. Try to search “falcon drone”
oh, got it indeed
Welp it a issue that still hasn't been resolved and I haven't gotten anything back for it so I been waiting a few days for anything as it usually appears to be flooded by other issues happening at that time and with them being fixed so I just been patient and ensuring that it doesn't get forgotten by other messages.
try some sleep
since a few updates ago attempting to set textures and materials before an object is fully broadcast fails. a short sleep should solve it
you can bump an issue (as you didn't spam everyday), just reply to your own message to make it clear it is a bump
Understood will do for now on with bump messages, also will attempt the sleep on the drone though I not used a sleep script before
make sure it's scheduled
in other words, if you do it in object init, use spawn
I believe I get what to do, I attempt to do it on the Drone to see if it resolves the issue
Turns out I have no idea on working code involving sleep or spawn xD, also to give a description on the Falcon Drone issue while the material/texture does apply to it and can be seen the view distance of it has a range of around 200-300 metres before it shows the texture of the normal nato falcon which with the texture should being a csat one and hostile to nato means it will be misidentified as friendly.
Its most likely a problem with the model p3d, the faraway resolution lods probably dont have a hidden selection assigned
That could be the issue
Kestrel has this onUnload eventhandler: https://github.com/acemod/ACE3/blob/master/addons/kestrel4500/RscTitles.hpp#L226 This was bugged in Arma, the eventhandler never fired. That bug is fixed in ...
Thanks. We think (but need to retest to confirm) that one of the other bugs (stamina system breaking) is related to assisting digging trenches.
Will attempt to test this with profiling and stable version some time this week if possible
2.08.149650 new PROFILING branch with PERFORMANCE binaries, v19, server and client, windows 32/64-bit, linux server 32/64-bit
- Tweaked: Lights with dayTime and flare now automatically increase their brightness during daytime in order to stay visible - https://feedback.bistudio.com/T161893
- Fixed: Possible crash on savegame loading
If you don't want to use the Steam branch, the files are also available for alternativedownload here:
https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh
Yesssss
just started today morning on previous version of profiling branch and got a reverted user's IP in logs
returned to master branch
more details?
IP connected players is reversed
My IP on localhost 127.0.0.1
On connect to local server rcon ip is 1.0.0.127
Friend IP 134.19.135.139 but on server is 139.135.19.134
Started few profiling versions ago
in server log all player's IPs has been reverted. For example IP 123.321.456.654 to 654.456.321.123.
octets are swapped
where in server log? Where is it displayed? what example log message
few minutes
Linux server. In console log got messages
12:25:27 BattlEye Server: Player #15 ХАКЕР (100.189.128.45:9) connected
Normal output
12:54:36 BattlEye Server: Player #3 ХАКЕР (45.128.189.100:2304) connected
Broken since version 208_149459_v14
In version 208_149367_v13 IP works fine
ok so battleye, not profiling
