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Arma 3 (Mac port) not allowing/crashing in 4K or any higher display resolution than 1080P
Acknowledged, NormalPublic

Description

Latest Arma 3 1.70 Mac Port, while running under Metal 2.0 on 4K display, does not allow any higher display resolution than 1920x1080. While Mac desktop and monitor is 3840x2160, the game runs 1920x1080 maximum, thus the grahics look blurry and performance probably hits as well (downscaling - the game actually shows higher FPS with 200% oversampling in the display settings than with 100% sampling at 1920x1080), although in gameplay the difference was negligible.

Setting Arma 3 to 3840x2160 manually by editing the appropriate resolution entries in Arma3.cfg (located at ~/Library/Application Support/com.vpltd.Arma3/GameDocuments/Arma 3/Arma3.cfg):
winWidth
winHeight
winDefWidth
winDefHeight
fullScreenWidth
fullScreenHeight
renderWidth
renderHeight
to 3840 and 2160 respectively,

the game crashes, with cause of crash stated as In one go, tried to upload data stream of size 33177600, bigger than maximal supported size 16777216! Crashing out.

Relevant eon.txt logfile info:

[thread 00000002][47922]: eON_WindowEvent: ResizeBuffers 3840 x 2160
[thread 00000012][E][47923]: In one go, tried to upload data stream of size 33177600, bigger than maximal supported size 16777216! Crashing out.
[thread 00000002][47929]: eON_WindowEvent: SetFullscreenState false 0x0

Further relevant info from rpt log:

Original output filename: Arma3Retail_DX11_x64
Exe timestamp: 0000/00/00 00:00:00

Type: Public
Build: Stable
Version: 1.70.0

Allocator: c:\volumes\3tb\steam\steamapps\common\arma 3\dll\tbb4malloc_bi_x64.dll
PhysMem: 14 GiB, VirtMem : 131072 GiB, AvailPhys : 7.7 GiB, AvailVirt : 131069 GiB, AvailPage : 11 GiB

Detected OS X
Reported VRAM size for limiter:8192 MB
Cannot register unknown string STR_VIV_GETIN
Cannot register unknown string STR_VIV_DROP
Cannot register unknown string STR_VIV_UNLOAD

DX11 - Initializing DX11 engine.
DX11 - Using DXGI adapter 0 (detected in config).
DX11 - Using DXGI adapter 0.

  • adapter description : Virtual display at (0 x 0)
  • adapter vendor ID : 1
  • adapter device ID : 1
  • adapter subsys ID : 1
  • adapter revision : 1
  • dedicated video memory : 0
  • dedicated system memory : 0
  • shared system memory : 0 InitSound ... InitSound - complete

PhysX3 SDK Init started ...
PhysX3 SDK Init ended.
SimulWeather - Cloud Renderer - noise texture file is not specified!
Loading movesType CfgGesturesMale
Creating action map cache
MovesType CfgGesturesMale load time 365 ms
Loading movesType CfgMovesMaleSdr
Reading cached action map data
MovesType CfgMovesMaleSdr load time 4159 ms

Relevant info from crash dump:

Graphics Info:
NVIDIA GeForce GTX 1080� 256 MiB VRAM (device 10de:1b80 rev 161, com.nvidia.web.GeForceWeb)

[thread ffffffff][I][0]: Log system initialised
[thread ffffffff][I][1]: eON_Core::init() - libICU initialised with result 0.
[thread ffffffff][I][1]: Default allowed number of simultaneously open files in the system is 356.
[thread ffffffff][I][1]: Setting allowed number of simultaneously open files to OPEN_MAX = 10240
[thread 00000001][I][1]: macOS version 10.12.6
[thread 00000001][I][1]: Detected 1 Metal devices
[thread 00000001][I][1]: Device 0: 'NVIDIA GeForce GTX 1080', depth24stencil8 format supported, recommended max working size: 8589934592 bytes ( 8388608 kB, 8192 MB )
[thread 00000001][I][1]: supports MTLFeatureSet_OSX_GPUFamily1_v1 feature set
[thread 00000001][I][1]: supports MTLFeatureSet_OSX_GPUFamily1_v2 feature set
[thread 00000001][I][1]: supports sample count: 1
[thread 00000001][I][1]: supports sample count: 2
[thread 00000001][I][1]: supports sample count: 4
[thread 00000001][I][1]: supports sample count: 8
[thread 00000001][I][1]: Using device 'NVIDIA GeForce GTX 1080'

[thread 00000002][I][80200]: eON_WindowEvent: ResizeBuffers 3840 x 2160
[thread 00000012][E][80216]: In one go, tried to upload data stream of size 33177600, bigger than maximal supported size 16777216! Crashing out.

Also, this buffer overuse keeps growing in the error report all the time, creating new streaming buffer:

[thread 00000013][I][25323]: Max dynamic buffer memory overuse now: 3650192 bytes
[thread 00000012][I][25678]: Created another data streaming buffer, 16777216 bytes in size

The machine is perfectly fine running Arma3 in 4K under BootCamp.

One time and one time only, the game changed to 4K in windowed mode in the video settings menu correctly (though windowed only, thus only 1/4 of the screen was visible due to HiDPI desktop), but crashed again after changing back to fullscreen and back.

Details

Severity
Crash
Resolution
Open
Reproducibility
Always
Operating System
MacOS x64
Operating System Version
10.12.6
Category
Game Crash
Steps To Reproduce
  1. settings, video settings, display resolution - with 4K display running either in HiDPI mode or regular 4K res - highest res you can choose is 1920x1080
  1. edit arma3.cfg, replace all resolutions (windowed, render, fullscreen) with native 4K res 3840x2160, run game - game crashes with above error.
Additional Information

Arma 3 version 1.70.000000 (Mac port)
MacOS Sierra 10.12.6
GPU Nvidia 1080, 8GB VRAM
Nvidia Web Drivers 10.18.5 (378.05.05.25f01)

Event Timeline

fraczek created this task.Sep 20 2017, 7:58 PM
fraczek renamed this task from Arma 3 (Mac port) not allowing/working in 4K or any higher display resolution than 1080P to Arma 3 (Mac port) not allowing/crashing in 4K or any higher display resolution than 1080P.
fraczek updated the task description. (Show Details)
Wulf changed the task status from New to Acknowledged.Sep 21 2017, 3:19 PM

Not that much change in version 1.76, max resolution supported is 2560 wide, upon setting 3840 wide in cfg same error occured:

In one go, tried to upload data stream of size 20971520, bigger than maximal supported size 16777216! Crashing out.

and Max dynamic buffer memory overuse now keeps increasing.

However, at least the game is playable at 2560 wide, which is a welcome improvement for 4K displays. Unfortunately, to recognise the resolution, Mac OS must be changed to non-HiDPI mode (HiDPI mode renders the screen at e.g. 3840 wide, while scaling the text size and vector graphics elements 2x, thus delivering a 1080P sized text, but 2x crisper, with graphics rendering at full 3840). In HiDPI 1080, the game allows only 1080P resolution, thus looks blurry. When setting display settings to 2560 non-HiDPI or 3840 non-HiDPI, the game allows 2560 wide resolution without problem.

At least, the game is playable at 2560, tried for one hour various missions, without a crash.

Trees and foliage still exhibit white spots upon changing LODs, and I get a weird shadows artifact where 1/8th of my screen (a pie-sized section, lower right) is rendered without shadow rendering, but that could be unrelated, card related or for another tracker.