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Framerate Loss When Shooting
Closed, ResolvedPublic

Description

I noticed when firing on full-auto that you get an unnecessary framerate drop. Since shooting is a pretty basic thing in ArmA, I think it should be optimized.
Here are a few framerate comparasions:

Base framerate: 54
Framerate laying prone (with particle effects) on low: 43 (That's 11 FPS!)
Framerate standing on low: 44
Framerate laying prone on high: 39
Framerate standing on high: 36

These framerates were taken to be shown here when they got the slowest; it happens usually after 30 rounds, the size of an average magazine.
Other thing I noticed is that this FPS loss is a lot more evident when playing a multiplayer game, when you're actually shooting someone and missing due to fps's lost during this event.
Workarounds:
Possibly add a lower setting for particles (Some people, like me, care only for framerate)(I realize that the particles aren't the only thing that kill fps.)

*Why I think this should be addressed? Firing a weapon is very common in a game like this; having such framerate drop isn't very appealing.*

Details

Legacy ID
4136890457
Severity
None
Resolution
Open
Reproducibility
Always
Category
Performance
Steps To Reproduce

Place player in editor.
Fire a full magazine on auto with your preferred FPS counter.
Notice how the framerate drops, sometimes drastically.

Additional Information

Specs:
GTX 650 4GB
12288MB RAM
Intel Core I5 2.8 GHz

Event Timeline

BogatyrVoss edited Additional Information. (Show Details)
BogatyrVoss set Category to Performance.
BogatyrVoss set Reproducibility to Always.
BogatyrVoss set Severity to None.
BogatyrVoss set Resolution to Open.
BogatyrVoss set Legacy ID to 4136890457.May 7 2016, 3:25 PM
Bohemia added a subscriber: Horalo.Jul 11 2013, 4:32 AM
MadDogX added a subscriber: MadDogX.May 7 2016, 3:25 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.