This is all I see in the rpt after all four of our servers crash a couple of minutes after startup. It doesn't appear to be writing to log at the moment either, so it's making things very difficult to fix.
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May 10 2016
I'll be honest, I didn't even see the front flaps so I suspect I've reported a bogus issue. If the front flaps were going down on the first press then I suspect they were going back up as well.
I'll have a look and report back.
Edit: Turns out I'm unobservant, the flaps work correctly. Many apologies, this can be closed now.
Will also add this is not related to the 0fps issue.
Just closing an old ticket.
Some more information:
First time I loaded up Altis, I was getting 0 FPS, sound and graphics were updating at about the same rate. In reality, I was getting one frame every couple of seconds.
Looking around a bit, I started using the following startup parameters:
-noLogs -cpuCount=4 -exThreads=3 -high -maxMem=2048 -noBenchmark -world=empty
Initially, I was using these with a graphics profile of "Low" with all post processing turned off. This actually helped a lot, I would tend towards around 40FPS with occasional stuttering if I looked towards a busy part of the map, for example towns and so on. That said, the scenario would run for about 15 minutes, then would irretrievably begin stuttering at about 1 - 2 FPS. Couldn't recover it at all.
Changing to the "Standard" graphics settings, meant I had a much prettier look around Altis for fifteen minutes, then the stutter would cut in and the game became unplayable.
While running the game, I've had the Windows task manager opened at the "Performance" tab and have been watching the activity of the processors.
What seems to be happening is some sort of in game event takes place which seems to effect the way the game addresses the processors. In my case, activity on cores 1, 3 and 4 drops to about 10% while core 2 goes to between 30% and 40%.
I haven't isolated the cause down to a specific event in game, because it can be different each time. Common causes are:
a) switching out of the map screen;
b) panning the view past a busy section of terrain;
c) alt-Tabbing out of the game momentarily.
The experimenting I've been doing have been with my soldier sitting in a Stomper and being driven over the map. The stomper is the version without a turret. However, when the glitches start, I find the extremely low detail model of the stomper seems to grow a turret occasionally, then lose it.
On Stratis, I'm getting 40ish FPS.
Computer details: Athlon II X4 640 Propus processor, 4GB RAM, NVIDIA GeForce GT 640 with 2048MB RAM, Windows 7 Ulimate 32 bit.
Latest patch for me made some huge differences, I was able to go into the main town of Altis for the first time and I was able to race a quad bike around the cart track near the airport, however opening the map turned out to be the trigger in this case which caused the LOD issues to appear. There is always a trigger of some sort, whether it's traversing the viewport towards a busy part of the island, opening the map or using the right mouse button to peer at something.
Before doing that though, with the last patch I was getting 30 - 40FPS in near the main airport, so there is some real progress being made.
Agree with B00tsy about the LOD things and so on. It may be a slightly different, but related issue there though. I'm getting some really frustrating issues with graphics, but I can't find any logs to hunt through.
Tiger's solution works for me as well. It means no roads are marked on the map which makes things a bit old school and I'm not sure what effect it will have on autonomous vehicles, but it mostly gets around the framerate issue.
I don't think the map is free of problems though, I am still getting a certain amount of non-responsiveness from the GUI while moving around the program after Altis has been loaded. That may be a different but related issue though.
*Edit - turns out renaming this file makes ground based autonomous vehicles mostly forget about roads. It's odd, they seem to veer towards where the road texture is, but then after a while they seem to give up and just go off road. In addition, renaming this file sometimes makes grass grow on the roads in front of you, as well as occasionally seeing things like reflector stakes which should be on the side of the roads, appear in the middle.
Uploaded my DxDiag.txt to this report as well as at http://feedback.arma3.com/view.php?id=13347. Might be worth merging all the duplicates.
Appears to be fixed in the Dev build.
Robots got feelings too. That's an interesting point abotu Asimov's laws, especially regarding faction. I noticed they don't tend to stop or try to evade when you walk in front of them or apprach them from the side while they are moving. Saw some horribly maimed pixels that day.
Just noticed something similar to this, trying to fence in some animals from the sites module, they seem to be able to just walk through placed objects.
Surely it would be up to the mission designer to decide whether UAVs are usable or not? For some game modes objects spawn dynamically, if an empty UAV spawns which is of the opposing faction, then whatever actions triggered the reward of the spawn become pointless.
This isn't on main branch yet is it?
As am I, this is getting a little ridiculous now. Six months for an issue to be considered 'new' is a bit slack, BIS. Can we do something about this please?
Just saw this has been assigned, thanks very much DarkDruid, really appreciate it.