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View Full Version : Beta build 71275 is up!



NoRailgunner
Jun 7 2010, 12:37
First run - try it out without addon/mods (=vanilla) and report good or bad things :)

http://www.arma2.com/beta-patch.php


Another link if above wont work: Beta Patch 71275 (http://web.comhem.se/aphex/arma/ARMA2_Build_71275.zip) (Alex).

Big Dawg KS
Jun 7 2010, 12:38
Erm... changelog plz?

I ask only because I can't check the arma2.com page... :(

neokika
Jun 7 2010, 12:43
Changelog has no changes.

_neo_

NoRailgunner
Jun 7 2010, 12:44
...guess BIS will update it asap. ;)

Beagle
Jun 7 2010, 12:56
First thing i noticed that my fps in default benchmark 1 did rise again...from 26fps with 71141 to consistent 27fps with 71275

thats a total plus in fps on my old system of 5fps since last full patch 1.05

I use exThreads=7

No graphical anomalies so far.

Fireball
Jun 7 2010, 13:54
First run - try it out without addon/mods (=vanilla) and report good or bad things :)


Actually it's supposed to fix crashes from previous betas concerning file packing, empty LODs etc. so go and do test it as usual ;)

(Keep in mind though, that Addons may deliver other bugs, which should not be connected with the core game.)

otreblA_SNAKE_[ITA]
Jun 7 2010, 14:11
I had stutterin problems with the last patch...I'll try this one asap, I'll let you know if there are any improvements

todayskiller
Jun 7 2010, 16:16
is it suppose to take 1 hour to download lol

SASrecon
Jun 7 2010, 16:31
is it suppose to take 1 hour to download lolnope it's supposed to be like the other beta patches, guess the server is just slow at the moment due to other people also downloading it..

Richey79
Jun 7 2010, 16:37
Duala works fine with it. The latest version of Okt_Noblur still works with this beta.

Seemed to stutter a little more, but I haven't defragged properly since installing it. After defragging, as smooth as ever on stock single-player missions and an ACE MP game of Domi (I don't set my VD >2,500 usually).

It will take a bit more time to tell if it's stable for long MP sessions, though. The last beta did occasionally hard crash after an hour or more (tested on ACE servers).

Some will test with vanilla, others addons. It's a good way to get an overview of both performance and compatibility for the community, so long as feedback is clear and the vanilla code isn't blamed for incompatibility errors.

- I'm still getting some artifacts with an ATI card. Less than in the period after release. I'm getting them even with shadows off. They're particularly common in smoke. -FLUSH gets rid of them temporarily.

Alex72
Jun 7 2010, 16:39
Yep very slow. Timed out for me bunch of times. Now its struggling at 25kb/s. :)

-=seany=-
Jun 7 2010, 17:08
Yes Duala is working again, thank you.

I think Bis servers are slow because they are uploading OA Gold Master to Disc Printers :D

langgis08
Jun 7 2010, 17:27
the whole i-net seems to be slow atm ;)

even jumping between the forums/posts here seems to take longer than usual, my email-service on web.de is crawling on the floor, too.
must be all the Arma2-Players worldwide (not to mention the players from foreign galaxies :D) that are pulling the new stuff at the same time !

back to serious: I just updated via six-updater-suite and download time here was fair.


BIS relation to its community is the best in the world :)
yes, it is - thank you BIS

HyperU2
Jun 7 2010, 17:29
Speed has been up and down for me. It's a day of impatience, I just pre ordered Arrowhead. :)

Alex72
Jun 7 2010, 17:33
Anyone with the patch can help out host it for a little while? Still no go over here been trying for over an hour.

langgis08
Jun 7 2010, 17:40
Alex, uploading @<hidden> ... at incredible high 78kb/sec :(
link to be followed, hope so

EDIT: must be the net complete, indeed

Tonci87
Jun 7 2010, 17:45
Net works fine for me, just this site is slow like Hell

langgis08
Jun 7 2010, 17:51
here you go, try it as an alternative (zipped from beta-folder made by six-updater)
http://rapidshare.com/files/396366833/beta.zip.html

EDIT: just read, that rapidshare download is (if it's not a collector's account)
limited to 10 downloads, perhaps someone could host it to an unlimited site

EDIT2:
!!!!! IMPORTANT !!!!!
there's no "install.exe" in this package, it's the via rsync installed /beta-Folder out of /ArmA2/-Inst-Folder. Maybe won't work for others - sorry, didn't know that. Maybe someone can host the "install.exe" ?

Alex72
Jun 7 2010, 17:53
Thanks langgis08. :)

Will host it from my webspace with fast connection. Will update this post.

M1n1d0u
Jun 7 2010, 17:56
work with ace 2 ?

Alex72
Jun 7 2010, 18:06
Anyone with the beta installation file can host it?

Langgis08's link is to beta through Rsync wich shouldnt work. Not even for Rsync'ers since it isnt installed but just put in your beta folder.

otreblA_SNAKE_[ITA]
Jun 7 2010, 18:06
I've tried this patch with -cpuCount=2 and -exThreads=7, good performance but there's still some stuttering and I think AI management can be handled in a better way: in the single player campaign performance isn't excellent due to the effect [a lot of] AIs have on the CPU

HyperU2
Jun 7 2010, 18:09
I've always preferred Megaupload more than RS

http://www.megaupload.com/?d=MEY2MNND

Alex72
Jun 7 2010, 18:13
Thanks HyperU2.

Adding the beta to my webspace and updating the first post to include it if anyone else has problems with downloading from the official site.

We so need to clean this thread up. :)

TimRiceSE
Jun 7 2010, 18:16
Error found in file addons\ui.pbo (97c3feb3!=5bfbe39b)
Error found in file addons\ui.pbo (97c3feb3!=bfab7680)

Anyone else getting this error on install?

Dead3yez
Jun 7 2010, 18:18
another

http://www.filefront.com/16678129/BETA71275.7z/

Alex72
Jun 7 2010, 18:26
First post edited with additional download link. Hopefully its a fast one.

Sickboy
Jun 7 2010, 18:54
Anyone with the beta installation file can host it?

Langgis08's link is to beta through Rsync wich shouldnt work. Not even for Rsync'ers since it isnt installed but just put in your beta folder.

Mate it works perfectly fine :) Better get more users on six-update rsync (~7 MB download per beta update, instead of ~30 :)), especially the official BI mirror should be ignored as much as possible; sometimes I wonder if the forum will return from another black-out by beta-download :D

TonyGrunt
Jun 7 2010, 19:03
Uploaded on my premium rapidshare account.
http://rapidshare.com/files/396384817/ARMA2_Build_71275.zip.html

langgis08
Jun 7 2010, 19:07
Mate it works perfectly fine Better get more users on six-update rsync (~7 MB download per beta update, instead of ~30 ), especially the official BI mirror should be ignored as much as possible; sometimes I wonder if the forum will return from another black-out by beta-download

:) thinking so, too ... on my 2 x hdd dual boot rig I've several times copied the /beta-folder from one hdd to another (from xp to vista if I was too lazy too install for a 2nd time) after just having deleted the old /beta --> for me it has always worked out that way.

todayskiller
Jun 7 2010, 19:27
I have weird problems with this beta using exThreads=7...I loaded up a single player mission...and my Guy looked all paper like :D lol.

Another thing with this beta (I think it's this beta)...My guy never yells, Fire In The Hole! or stuff like that when he throws a grenade with this beta patch :(

Kridian
Jun 7 2010, 20:09
work with ace 2 ?

Yep! No more CTDs with weapon rest. :)

Tankbuster
Jun 7 2010, 20:14
2 questions;

Can I use this on a Windows dedi server?

If I do, will all the clients need it too?

Tanky -Paul-

Beagle
Jun 7 2010, 20:25
My guy never yells, Fire In The Hole! or stuff like that when he throws a grenade with this beta patch :(Lone player characters never do that...you have to add A.I. subordinates you can yell at.

[HUD]Dorph
Jun 7 2010, 20:39
Yes it can be used on dedi-server, and clients can connect without it.

Dead3yez
Jun 7 2010, 20:41
2 questions;

Can I use this on a Windows dedi server?

Yes, the beta comes with an ArmA2server.exe ;)



If I do, will all the clients need it too?

Tanky -Paul-

Nope. But clients having it as well shouldn't hurt. ;)

Blaunarwal
Jun 7 2010, 20:59
Duala loads without ctd at this version, but an old mission on duala which run perfectly some betas before before makes the game ctd, when I load it. So there's still something unsolved with this version.

quicksilver67
Jun 7 2010, 21:30
I am running an old Benny mission file with Isla Duala and am not experiencing any issues, currently. Map seems to take a tiny little bit longer to load, but loads without issue with BIS base addons. Map is also working fine with numerous custom addons, including CAA1. Have not tried it with ACE.

todayskiller
Jun 7 2010, 21:31
Lone player characters never do that...you have to add A.I. subordinates you can yell at.

well I had 2 guys with me, and It didn't work...but I'll try again :D

SnowSky
Jun 7 2010, 21:40
A friendly eeeeoh @<hidden>,

was playing the new beta - and after a while (~50min) ArmA2 Crashed.

Was playing without mods Multiplayer (Warfare 2.060 BE Lite on Chernogorsk).

arma2.RPT:
=====================================================================
== D:\Games\ArmAII\beta\arma2.exe
== "D:\Games\ArmAII\beta\arma2.exe" -nosplash -mod=beta -exThreads=7
=====================================================================
Exe timestamp: 2010/06/07 15:37:05
Current time: 2010/06/07 22:43:13

Item str_disp_server_control listed twice
Exe version: 1.05.71275
Error: cannot load sound 'ca\dubbing\global\radio\male05\en\engagingtargete.wss', header cannot be loaded.
Error: cannot load sound 'ca\dubbing\global\radio\male05\en\engagingtargete.wss', header cannot be loaded.
Unexpected stringtable format inside <Text ID="STR_WF_Accept"><Key>
Unexpected stringtable format inside <Text ID="STR_WF_Accept"><Key>
Unexpected stringtable format inside <Text ID="STR_WF_Accept"><Key>
Unexpected stringtable format inside <Text ID="STR_WF_Build_Complete"><Key>
Unexpected stringtable format inside <Text ID="STR_WF_Disband"><Key>
Unsupported language German in stringtable
Cannot create object 2:72158
Cannot create object 2:72160
Cannot create object 2:73156
Cannot create object 2:73161
Cannot create object 2:73184
Unit not created: Subgroup 2:74604 not found
Cannot create object 2:74509
Unit not created: Subgroup 2:74604 not found
Cannot create object 2:74511
Client: Object 2:67054 (type Type_90) not found.
Client: Object 2:67062 (type Type_90) not found.
Client: Object 2:69449 (type Type_90) not found.
Client: Object 2:70015 (type Type_90) not found.
Client: Object 2:70362 (type Type_90) not found.
Client: Object 2:70396 (type Type_90) not found.
Client: Object 2:71341 (type Type_90) not found.
Client: Object 2:71766 (type Type_90) not found.
Client: Object 2:72022 (type Type_90) not found.
Client: Object 2:72533 (type Type_90) not found.
Client: Object 2:72562 (type Type_90) not found.
Client: Object 2:72599 (type Type_90) not found.
Client: Object 2:72820 (type Type_90) not found.
Client: Object 2:73274 (type Type_90) not found.
Client: Object 2:73275 (type Type_90) not found.
Client: Object 2:73571 (type Type_90) not found.
Client: Object 2:73572 (type Type_90) not found.
Client: Object 2:74509 (type Type_86) not found.
Client: Object 2:74511 (type Type_86) not found.
Client: Object 2:74622 (type Type_90) not found.
Client: Object 2:67054 (type Type_90) not found.
Client: Object 2:67062 (type Type_90) not found.
Client: Object 2:69449 (type Type_90) not found.
Client: Object 2:70015 (type Type_90) not found.
Client: Object 2:70362 (type Type_90) not found.
Client: Object 2:70396 (type Type_90) not found.
Client: Object 2:71341 (type Type_90) not found.
Client: Object 2:71766 (type Type_90) not found.
Face
Glasses
Client: Object 2:72533 (type Type_90) not found.
Client: Object 2:72562 (type Type_90) not found.
Client: Object 2:72599 (type Type_90) not found.
Client: Object 2:72820 (type Type_90) not found.
Client: Object 2:73274 (type Type_90) not found.
Client: Object 2:73275 (type Type_90) not found.
Client: Object 2:73571 (type Type_90) not found.
Client: Object 2:73572 (type Type_90) not found.
Client: Object 2:74509 (type Type_86) not found.
Client: Object 2:74511 (type Type_86) not found.
Client: Object 2:74622 (type Type_90) not found.
O 1-1-F:3 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 346:638 (type Type_98) not found.
Client: Object 346:639 (type Type_100) not found.
Client: Object 346:641 (type Type_95) not found.
Client: Object 346:638 (type Type_99) not found.
Client: Object 346:640 (type Type_191) not found.
Client: Object 346:639 (type Type_191) not found.
Client: Object 346:640 (type Type_100) not found.
Client: Object 346:641 (type Type_96) not found.
Client: Object 346:642 (type Type_86) not found.
Client: Object (id 342:643, type Type_121) is local - update is ignored.
Client: Object 372:251 (type Type_121) not found.
Client: Object 319:771 (type Type_121) not found.
Client: Object 319:775 (type Type_121) not found.
Client: Object 370:175 (type Type_121) not found.
Client: Object 378:28 (type Type_121) not found.
Client: Object 221:2181 (type Type_121) not found.
Client: Object 354:412 (type Type_121) not found.
Client: Object 335:528 (type Type_121) not found.
Client: Object 371:193 (type Type_121) not found.
Client: Object 335:532 (type Type_121) not found.
Client: Object 345:731 (type Type_121) not found.
Client: Nonnetwork object 47ac7000.
Client: Nonnetwork object 473ec000.
Client: Object 207:3915 (type Type_86) not found.
Client: Object 207:3914 (type Type_67) not found.
Client: Object 207:3914 (type Type_93) not found.
Client: Object 380:22 (type Type_93) not found.
Client: Object 380:22 (type Type_67) not found.
Client: Object 380:23 (type Type_86) not found.
O 1-2-A:12 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 340:632 (type Type_66) not found.
Client: Object 340:632 (type Type_67) not found.
Client: Object 2:75038 (type Type_66) not found.
Client: Object 2:75038 (type Type_67) not found.
Client: Object 368:141 (type Type_67) not found.
Client: Object 368:141 (type Type_66) not found.
Client: Object 2:75050 (type Type_67) not found.
Client: Object 2:75050 (type Type_66) not found.
Protocol bin\config.bin/RadioProtocolEN/: Missing word Vyshnoye
Client: Nonnetwork object 47ac7000.
Client: Nonnetwork object 40392000.
Client: Object 372:294 (type Type_67) not found.
Client: Object 372:294 (type Type_66) not found.
B Oscar:4 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 2:75129 (type Type_67) not found.
Client: Object 2:75129 (type Type_66) not found.
Client: Object 2:75116 (type Type_67) not found.
O 1-2-A:6 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-F:3 REMOTE: Getting out while IsMoveOutInProgress
O 1-2-A:6 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 338:617 (type Type_67) not found.
Client: Object 338:617 (type Type_66) not found.
O 1-2-A:6 REMOTE: Getting out while IsMoveOutInProgress
Remote entity want to supply: EastSlot5
Remote entity want to supply: EastSlot5
Remote entity want to supply: EastSlot5
O 1-2-A:12 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-F:3 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-F:2 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-F:2 REMOTE: Getting out while IsMoveOutInProgress
EastSlot7: Getting out while IsMoveOutInProgress
O 1-2-A:12 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 363:488 (type Type_67) not found.
Client: Object 363:488 (type Type_66) not found.
Addon ca_ah64d (entry AH64D) not found in the list of active addons.
Warning Message: Sie können diese Mission nicht spielen/bearbeiten, da sie auf heruntergeladenen Inhalten basiert, die gelöscht wurden.
ca_ah64d
Addon ca_ah64d (entry M230) not found in the list of active addons.
Warning Message: Sie können diese Mission nicht spielen/bearbeiten, da sie auf heruntergeladenen Inhalten basiert, die gelöscht wurden.
ca_ah64d
Client: Object 355:712 (type Type_67) not found.
Client: Object 355:712 (type Type_66) not found.
O 1-1-L:4 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-L:4 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-L:4 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 352:572 (type Type_67) not found.
Client: Object 352:572 (type Type_66) not found.
Client: Object 372:418 (type Type_66) not found.
Client: Object 372:418 (type Type_67) not found.
O 1-1-L:4 REMOTE: Getting out while IsMoveOutInProgress
O 1-2-B:2 REMOTE: Getting out while IsMoveOutInProgress
Client: Object 296:1286 (type Type_67) not found.
Client: Object 296:1286 (type Type_66) not found.
Client: Object 2:75930 (type Type_67) not found.
Client: Object 2:75930 (type Type_66) not found.
Client: Object 335:748 (type Type_67) not found.
Client: Object 335:748 (type Type_66) not found.
B Delta:11 REMOTE: Getting out while IsMoveOutInProgress
O 1-1-L:4 REMOTE: Getting out while IsMoveOutInProgress
Unit is not in cargo
Remote entity want to supply: O 1-1-I:2 REMOTE
Remote entity want to supply: O 1-1-I:2 REMOTE
Remote entity want to supply: O 1-1-I:2 REMOTE
Remote entity want to supply: O 1-1-I:2 REMOTE
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 00BA4778
graphics: D3D9, Device: ATI Radeon HD 5800 Series, Driver:atiu9pag.dll 8.14.1.6105
resolution: 1920x1080x32
Addons:
CAAir2_C130J in ca\air2\c130j\, CAAir2_UH1Y in ca\air2\uh1y\
CA_Animals2_Cow in ca\animals2\cow\, CABuildings2 in ca\buildings2\
CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\
Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\
Chernarus in ca\chernarus\, CA_Dubbing in ca\dubbing\
CA_Modules_DynO in ca\modules\dyno\, CASounds_Missions in ca\soundmissions\
CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\
CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\
CAStructuresHouse_Church_02 in ca\structures\house\church_02\
CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\
CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\, CA_AIR2_Su25 in ca\air2\su25\
CABuildingParts in ca\buildings2\buildingparts\
CA_Missions_SecOps in ca\missions\som\
CA_Missions_FirstAidSystem in ca\modules\fa\, CA_Modules_ZoRA in ca\modules\zora\
pond_test in ca\structures\pond\
CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\
CAStructuresHouse_Church_03 in ca\structures\house\church_03\
CAStructuresHouse_Church_05R in ca\structures\house\church_05r\
CAWater2_LHD in ca\water2\lhd\, CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\
CAWheeled2_Ikarus in ca\wheeled2\ikarus\
CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\
Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\
CA_Missions_BattlefieldClearance in ca\modules\bc\
CA_Missions_GarbageCollector in ca\modules\garbage_collector\
CA_Modules_Marta in ca\modules\marta\
CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\
CAStructures_Rail in ca\structures\rail\
CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\
CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\
CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\
CAWheeled_Pickup in ca\wheeled\datsun_armed\
CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\
CAWheeled2_MTVR in ca\wheeled2\mtvr\
CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\
CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\
Farm_WTower in ca\buildings2\farm_wtower\, CARoads2Dam in ca\roads2\dam\
CASounds in ca\sounds\, CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\
CAStructures_Mil in ca\structures\mil\
CAStructuresHouse_HouseV2 in ca\structures\house\housev2\
CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\
Ind_SawMill in ca\structures\ind_sawmill\
CAStructuresLand_Ind_Stack_Big in ca\structures\ind\
CATracked2_T90 in ca\tracked2\t90\, CAWeapons_SPG9 in ca\weapons\spg9\
CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\
CAWeapons_ZU23 in ca\weapons\zu23\
CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\
CAWeapons_bizon in ca\weapons\bizon\
CAWeapons_Warfare_weapons in ca\weapons\static\
CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_BTR90 in ca\wheeled2\btr90\
CA_Animals2_Rabbit in ca\animals2\rabbit\
CA_Animals2_Anim_Config in ca\animals2\animconfig\
Rail_House_01 in ca\buildings2\rail_house_01\
CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\
Ind_Workshop01 in ca\buildings2\ind_workshop01\, CACharacters2 in ca\characters2\
CA_Modules_Coin in ca\modules\coin\, CARoads2Bridge in ca\roads2\bridge\
CASigns2 in ca\signs2\, CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\
CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\
CAStructures_Castle in ca\structures\castle\
CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\
CATracked2_T34 in ca\tracked2\t34\, CAWater2_Fregata in ca\water2\fregata\
CAWheeled in ca\wheeled\, Arma2_Ka52 in ca\air2\ka52\
CAAir2_ChukarTarget in ca\air2\chukar\
CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\
Barn_Metal in ca\buildings2\barn_metal\
CA_Missions_Armory2 in ca\missions\armory\, CA_Missions in ca\missions\
missions_ew in ca\missions_ew\
CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\
CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\
CAStructuresInd_Quarry in ca\structures\ind_quarry\
CAweapons_m107 in ca\weapons\m107\, CAWeapons_M1014 in ca\weapons\m1014\
CAWheeled2_LAV25 in ca\wheeled2\lav25\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\
CAWheeled3_TT650 in ca\wheeled3\tt650\, CAAir in ca\air\, HALO_Test in ca\air2\halo\
CA_Anims in ca\anims\, Ind_Tank in ca\buildings2\ind_tank\
Farm_Cowshed in ca\buildings2\farm_cowshed\
Shed_wooden in ca\buildings2\shed_wooden\
ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\
Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\
CA_Heads in ca\characters\heads\, CALanguage_missions in ca\languagemissions\
BI_SRRS in ca\modules\srrs\, CA_Modules_UAV in ca\modules\uav\
CA_Missions_AlternativeInjurySimulation in ca\modules\ais\
CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\
CAStructures in ca\structures\, CATracked2_BMP3 in ca\tracked2\bmp3\
Warfare2 in ca\warfare2\, CAWater2_seafox in ca\water2\seafox\
CAWheeled2_VWGolf in ca\wheeled2\vwgolf\, CAWheeled2_MMT in ca\wheeled2\mmt\
CAUI in ca\ui\, CAAnimals in ca\animals\
CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\
Misc_WaterStation in ca\buildings2\misc_waterstation\
CATEC in ca\buildings2\buildingparts\signs\tec\
A_GeneralStore_01 in ca\buildings2\a_generalstore_01\, CA_Editor in ca\editor\
CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\
CA_Modules_Silvie in ca\modules\silvie\, CARocks2 in ca\rocks2\
CAStructuresShed_Small in ca\structures\shed\shed_small\
CAStructuresHouse_HouseBT in ca\structures\house\housebt\, Utes in ca\utes\
CAWeapons in ca\weapons\, CAWeapons2 in ca\weapons2\, CAAir2 in ca\air2\
CAAir3_Su34 in ca\air3\su34\, CA_Anims_Wmn in ca\anims\characters\config\wmn\
A_Crane_02 in ca\buildings2\a_crane_02\
CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\
CACharacters in ca\characters\
CAStructuresHouse_HouseV in ca\structures\house\housev\, CAFonts in ca\uifonts\
CAWheeled2_V3S in ca\wheeled2\v3s\, CAWheeled3_M1030 in ca\wheeled3\m1030\
HotFix in ca\HotFix\, CAAir2_MV22 in ca\air2\mv22\, CAAir3 in ca\air3\
CA_Animals2_Chicken in ca\animals2\birds\chicken\, CA_Animals2 in ca\animals2\
CA_Anims_Sdr in ca\anims\characters\config\sdr\
Misc_PowerStation in ca\buildings2\misc_powerstation\
CABuildingParts_Signs in ca\buildings2\buildingparts\signs\
IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\
Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\
Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CAMisc in ca\misc\
CA_Modules_clouds in ca\modules\clouds\, CA_Modules_Alice in ca\modules\alice\
CA_Modules_Animals in ca\modules\animals\
CAWheeled_Offroad in ca\wheeled\hilux_armed\, CAAir2_F35B in ca\air2\f35b\
CAAir2_Pchela1T in ca\air2\pchela1t\, CA_Animals2_Sheep in ca\animals2\sheep\
CA_Animals2_Dogs in ca\animals2\dogs\, Ind_Garage01 in ca\buildings2\ind_garage01\
CAData in ca\, CA_Dubbing_Counterattack in ca\dubbing\counterattack\
CALanguage in ca\language\, CA_Modules_ARTY in ca\modules\arty\
CARoads2 in ca\roads2\, A_TVTower in ca\structures\a_tvtower\
CAStructuresHouse in ca\structures\house\, CAWater in ca\water\
CAWater2_Destroyer in ca\water2\destroyer\, CAWater2 in ca\water2\
CAWeapons2_SMAW in ca\weapons2\smaw\
CA_Animals2_WildBoar in ca\animals2\wildboar\
CA_Anims_Char in ca\anims\characters\config\
Shed_small in ca\buildings2\shed_small\
CABuildings2_A_Pub in ca\buildings2\a_pub\, WarfareBuildings in ca\misc3\wf\
CA_Modules_Functions in ca\modules\functions\
CAStructuresBarn_W in ca\structures\barn_w\
CAStructures_Wall in ca\structures\wall\
CAStructures_Railway in ca\structures\rail\railway\, CATracked in ca\tracked\
CAWeapons_Saiga12K in ca\weapons\saiga12k\
CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\
CAA10 in ca\a10\, CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\
A_statue in ca\buildings2\a_statue\
Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\
CAData_ParticleEffects in ca\data\particleeffects\, CAMisc2 in ca\misc2\
CA_HighCommand in ca\modules\hc\, CA_Modules in ca\modules\
CA_Missions_AmbientCombat in ca\modules\ambient_combat\
CAStructures_Nav_pier in ca\structures\nav_pier\
CAStructures_Ruins in ca\structures\ruins\
CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\, CATracked2 in ca\tracked2\
CAweapons_ksvk in ca\weapons\ksvk\, CAWeapons2_RPG18 in ca\weapons2\rpg18\
CAWheeled2 in ca\wheeled2\
CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\
CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\, CA_AH64D in ca\ah64\
Church_01 in ca\buildings2\church_01\, HouseRuins in ca\buildings2\houseruins\
Ind_Shed_01 in ca\buildings2\ind_shed_01\
Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\
CAMisc3 in ca\misc3\, CA_HC_Sounds in ca\missions\data\sounds\, CAMusic in ca\music\
CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\
CAStructures_Nav in ca\structures\nav\
CAWater2_fishing_boat in ca\water2\fishing_boat\
CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\
CAWeapons_Kord in ca\weapons\kord\, CAWeapons_Colt1911 in ca\weapons\colt1911\
CAWheeled3 in ca\wheeled3\, CA_CruiseMissile in ca\air2\cruisemissile\
CA_Animals2_Goat in ca\animals2\goat\, CABuildings in ca\buildings\
Ind_Shed_02 in ca\buildings2\ind_shed_02\
CA_Modules_StratLayer in ca\modules\strat_layer\
CAStructures_A_CraneCon in ca\structures\a_cranecon\
CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\
CATracked2_AAV in ca\tracked2\aav\, CAWater2_smallboat_1 in ca\water2\small_boat\
CAWeapons_DMR in ca\weapons\dmr\, CAWeapons_AK in ca\weapons\ak\
Mods: CA;beta
Distribution: 1461
Version 1.05.71275
Fault address: 00BA4778 02:000E6778 D:\Games\ArmAII\beta\arma2.exe
file: WarfareV2_060Lite (__CUR_MP)
world: Chernarus
Prev. code bytes: 41 72 6D 41 32 53 74 65 61 6D 2E 70 64 62 00 00
Fault code bytes: 00 00 00 00 00 00 00 00 00 00 00 00 18 B0 BD 00

Registers:
EAX:00BA4778 EBX:1DD4B6C0
ECX:2C6E2E40 EDX:00ACE83C
ESI:1E0EA400 EDI:00000000
CS:EIP:0023:00BA4778
SS:ESP:002B:016FF7BC EBP:016FF7F0
DS:002B ES:002B FS:0053 GS:002B
Flags:00010202

my average FPS on Benchmark 1: 55
my average FPS on Benchmark 1: 21

Another problem I noticed: Wanted to continue the Campaign - but then I got an Error something because of the stringtable for the languages- maybe some content has been changed

MavericK96
Jun 7 2010, 22:02
Nice beta, a few average FPS increase over the last couple betas. Stability seems decent as well. Good work, BIS. :cool:

InFireBaptize
Jun 7 2010, 22:07
so the exThreads=7 is only for quad processors? or Core 2 Duo can use that too?

jpinard
Jun 7 2010, 22:11
Since I'm a beta behind should I skip last beta and just test this one, or test both?

Dwarden
Jun 7 2010, 23:08
to help us please don't post whole arma2.RPT (ending some dozen lines enough)
as w/o crashdumps (arma2.bidmp / arma2.mdmp) that info is useless in most cases (i repeat most)

goto http://dev-heaven.net/projects/cis/issues/new
create new ticket and upload all these files rpt and dumps (ideally compressed by 7-zip)

where are these files located is in help http://dev-heaven.net/projects/cis/wiki

Eagles-=Fly=-
Jun 7 2010, 23:10
I lost 1 fps in benckmark 1 and it's not smoothly like 71213., I tried with all exthred and "7" give me the best performance
for me 71213 is the best beta, with "7" too.




Asus P5B
Intel core 2 duo 6320
ram: 2x2 Giga kingstone
vga: saphire hd 4850 1 Giga memory -10.3- ati driver

mr.g-c
Jun 7 2010, 23:11
Tried the beta and got the following two issues over the previous betas:

1. Performance or overall "smoothness" worsen since last versions on Tschernarus. Had to lower VD from 4000m to 3000m again

2. After longer Playing (1hour++) i was getting some LOD issues. To be more specific, after teamswitching to another End of Chernarus, the Tank near me, stayed in a very very low LOD for the Rest of the time. "Shift+Minus FLUSH" didn't resolved it btw.
Was definately not for me in any previous betas.

System: Q6600 Quadcore, 8GB Ram, Vista x64 Ultimate, ATI Toxic HD 4890, everything newest drivers and system updates/service-packs.
Played in Fullscreen with "-exThreads=7".

Regards, Christian

stevedrumsdw
Jun 7 2010, 23:46
so the exThreads=7 is only for quad processors? or Core 2 Duo can use that too?

Where is this exThreds= setting located at? I am using the ARMA 2 launcher program don't see it?

MavericK96
Jun 7 2010, 23:50
to help us please don't post whole arma2.RPT (ending some dozen lines enough)
as w/o crashdumps (arma2.bidmp / arma2.mdmp) that info is useless in most cases (i repeat most)


That's good to know, thanks. I've been cropping the .RPT files to just the latest instance of ArmA2, but maybe even then that can get too long.

---------- Post added at 04:50 PM ---------- Previous post was at 04:48 PM ----------


so the exThreads=7 is only for quad processors? or Core 2 Duo can use that too?


Where is this exThreds= setting located at? I am using the ARMA 2 launcher program don't see it?

You guys need to read through the last couple beta threads.

http://forums.bistudio.com/showthread.php?t=99972

http://forums.bistudio.com/showthread.php?t=99927

exThreads is a parameter that has just been introduced as of the last dozen or less betas, so it's likely not going to be in any ArmA2 launcher program.

jpinard
Jun 8 2010, 00:18
Can someone chime in and help explain something? I have a full-page spreadsheet of beta data from the last month and I need to make sure I'm not missing something that may be of value to BI.

* As someone else asked, is "-exThreads=7" supposed to be the premium option for quad-core computers?

* Is it necessary for quad-core users to comparison test with "exThreads=5"?

* Without "exThreads=" in the command line, what default value is it using?

* The last beta I've fully tested is v70951. Since it takes me ~6 hours to completely test & bench each beta, should I be testing the older v71216 or just skip to the current v71275?

* BI - Can you please adjust the physics so tanks don't launch 100 meters into the air when running over a rock? In general all vehicle dynamics are a bit off ie. they bounce like kids toys instead of acting like heavy objects. This greatly reduces the realism when you see this as default behavior.

Thanks, things are looking good! :)

kdjac
Jun 8 2010, 00:31
If i join a server 1st with the beta only people with the beta can join after me.

Strange that.

Fair few crashes running with exthreads but overall a smoother game, turning it off gives a slight increase but no crashing.

MavericK96
Jun 8 2010, 01:45
Can someone chime in and help explain something? I have a full-page spreadsheet of beta data from the last month and I need to make sure I'm not missing something that may be of value to BI.

1: As someone else asked, is "-exThreads=7" supposed to be the premium option for quad-core computers?

2: Is it necessary for quad-core users to comparison test with "exThreads=5"?

3: Without "exThreads=" in the command line, what default value is it using?


1: Supposedly, yes. By default the game now uses exThreads=7 with a quad-core processor.

2: You can always try it, but in my experience exThreads=7 was better.

3: Quote from Dwarden in another thread:


0 at <3 cores
7 at 3> cores

i think on 3 core AMDs it also uses 0 as default

Also, the game now sets cpuCount=4 to quad-core processors by default as well.

---------- Post added at 06:45 PM ---------- Previous post was at 06:19 PM ----------

I did some flying around over Chernogorsk in this beta, and though there seems to be more stutter when you fly at a very low altitude than past betas, I did not get any "Receiving..." screen or "Out of Memory" errors at my usual settings, nor have I gotten any crashes so far in my basic benchmarking with this beta. :yay: Granted, I only flew around for 10 minutes or so, but it usually happens by then.

One thing I did notice is that when I restarted the mission (just a one plane flying mission over Chernogorsk in the editor) the "Receiving..." screen was up for much longer than before. So I guess maybe more of the loading is done pre-mission rather than having the screen pop up in the middle of the mission now. But hey, that works for me. Waiting a bit longer to load is much improved over flying a plane and having the screen black out, causing me to crash into the ground.

EDIT: I forgot there was something else I wanted to mention. It seems like, in general, what is causing the most stutter for me is when trees/objects change to the highest LOD while in a fast-moving plane. It seems to be speed and altitude dependent, being that the lower you are and the faster you're going seems to produce more stutter (because of all the high LODs trying to load very quickly). I would almost say that, like with the grass, BIS should look into making the highest LOD models/textures not appear while in a fast-moving aircraft, even when fairly low to the ground. You're going too fast to really tell the difference anyway, and I think it would improve performance a lot.

KaBoNG
Jun 8 2010, 04:39
Further to Richey79's post here (http://forums.bistudio.com/showpost.php?p=1644698&postcount=10) I can confirm that the latest version of Okt_Noblur (http://forums.bistudio.com/showthread.php?t=97853) (for beta 71141) still works with this beta (checked with HashCheck after extracting bin.pbo).

Now BIS, about adding an option in video settings to do what oktane's mod does... ;)

-------

Update: Just after posting this I found that oktane has created a new version of his mod, marked for this beta. Thanks oktane!

p.s. Ya, this post is chock full of shameless plugs for this wonderful mod, so sue me. :D

NoRailgunner
Jun 8 2010, 09:41
I got overall better fps with this build without using parameters.

Cross fingers that BIS will optimize & improve AI too and bring back the direct control over them. For example its imho better to have an option to override AI behaviour + weapon usage - as long as they arent able to act like humans (using human cognitive skills). No need to make it annoying or complicated if we can have a choice. :)

Tankbuster
Jun 8 2010, 09:51
Yes, the beta comes with an ArmA2server.exe ;)




Nope. But clients having it as well shouldn't hurt. ;)

Thanks DE. I think you know why I'm asking. :)

Beagle
Jun 8 2010, 11:53
I noticed that the call outs introduced in 69645

[65703] New: Units report when reloading in combat situations.
[65703] New: Units report when throwing grenades in combat situations.

are removed. Thats sad since this was one of the best ambience producing new features in this beta line.

Furthet testing showed another fps gained with removal of -exThreads parameter for me.

fps in Benchmark 1 rised from 22 with 1.05 to 28 with 71275

Big Dawg KS
Jun 8 2010, 12:13
Cross fingers that BIS will optimize & improve AI too and bring back the direct control over them. For example its imho better to have an option to override AI behaviour + weapon usage - as long as they arent able to act like humans (using human cognitive skills). No need to make it annoying or complicated if we can have a choice. :)

Are you asking BIS to introduce cheats? :j:

MadDogX
Jun 8 2010, 12:18
Are you asking BIS to introduce cheats? :j:
How is having more direct control over the AI cheating?

Big Dawg KS
Jun 8 2010, 12:24
How is having more direct control over the AI cheating?

Gives you an advantage in combat that BIS doesn't want you to have. If I recall, they were very adamant about making the AI more human... and that means relinquishing some control over them.

Unless he was talking about through editing. In which case the more flexability the better.

NoRailgunner
Jun 8 2010, 13:31
I am talking about more control over AI eg

> you can simply + directly order the AI to use the Laserdesignator or AT/AA launcher or pistol or other weapons

> you order to switch behaviour/combat stance does have an effect

> player should be + stay responsible for his orders/team and AI should follow them

As I said - as long as the AI isnt able to use cognition and common sense it would be better to have a "AI override" option.

Big Dawg KS - this isnt cheating or gives you any more advantage in combat - you can give even more and different order in mp to your human teammate. AIs aren't that good like humans. ;)

Big Dawg KS
Jun 8 2010, 13:39
order to switch behaviour/combat stance does have an effect

Why do you think that it doesn't? It certainly does, I guarantee you.


Big Dawg KS - this isnt cheating or gives you any more advantage in combat - you can give even more and different order in mp to your human teammate. AIs aren't that good like humans.

But if you gave an order to your teamate player that was difficult/impossible/stupid he wouldn't do it, at least not as you ordered him to. Why should AI act like mindless robots? Remember, BIS has always had a strong position on AI having the same "rights" and abilities as human players... so that would include the ability to deny following orders (when appropriate of course).

NoRailgunner
Jun 8 2010, 14:44
AI behaviour/combat stance
The order doesnt work like it should - for example:
if you want the AI group move quickly from place A to place B or
if you want them to get in a vehicle in the fastest way
Now the player as team leader can order "safe" - "aware" etc but the AI will stay in danger loop until #2 is saying "Its safe".

about "mindless robots"
AI developments are great and good but they still have a long way until they will act like humans. There is no need to reduce or dumb down controls over AI - only for the sake of having somekind of an faked "human touch".
Imho the overriding AI option should work with existing AI mode - as additional control to get over some annoying AI issues.

MadMike[Brig2010]
Jun 8 2010, 15:24
Yep! No more CTDs with weapon rest. :)

Not for me, ArmA still crashes with ACE2 when i want to deploy the bipod. :confused:

@ST
Jun 8 2010, 15:26
Please BIS, get rid of those really annoying antialliasing- artifacts, had them in every beta since 63826; in nightvision- mode they´re worst:(

Big Dawg KS
Jun 8 2010, 15:30
Please BIS, get rid of those really annoying antialliasing- artifacts, had them in every beta since 63826; in nightvision- mode they´re worst:(

Did you see Suma's post?


Probably never for ArmA 2. Fixing it would require DX 10.1, there is too little control over anti-aliased surface sampling in DX 9 (and this is also the reason why you can see the same artefact in many games).

Maybe for the next iteration of RV.

@ST
Jun 8 2010, 16:30
Thanks for info, Big Dawg...

Stick_Hogue
Jun 8 2010, 20:05
I didn't get a chance to post this before discovering beta 71275 is already up. I was running beta 70951 with a mission/map that runs for days (there's so much to do on it). I noticed that nighttime conditions have changed a lot since the last time I played nighttime conditions. This map generates random weather, but the nighttime implementation of the engine seems to have overriden the fog parameter. Visibility is something like 180m at night, even on a crystal clear moonlit night. After daybreak there's a persistent fog - the fog weather parameter seems to be overriden by it. And the visibility is so low that it appears as if this fog is what is causing the ridiculously low nighttime draw distance. So: at night there's 180m draw distance, after daybreak there's a fog that makes an equivalent draw distance, possibly from that same fog which is overriding weather fog parameter. You can't see squat, but apparently the AIs can see a little farther than you.

Maybe this only happens as time progresses into nighttime and then daytime, as opposed to when you initialize mission time to night. I know a lot of maps don't run as long as mine so maybe nobody has experienced this happening as time progresses. For me this ruins the game. Wanted to register it here just in case. I'll go look for comments about this in recent beta threads.

langgis08
Jun 8 2010, 20:13
about "mindless robots"
AI developments are great and good but they still have a long way until they will act like humans. There is no need to reduce or dumb down controls over AI - only for the sake of having somekind of an faked "human touch".
Imho the overriding AI option should work with existing AI mode - as additional control to get over some annoying AI issues.

This could become an almost philosophical discussion ;) I like that.

I dunno how many of us have ever been in a real war as soldier (hopefully not so many, of course) ... luckily I've never been to war, all of my real experience as soldier comes by serving 12months in the German Bundeswehr, early nineties when I was around 20years old (damn, am I old but so what ;) ) I remember when we went for a simulated infantry combat "blue country" vs "green country" - therefore we had laserpointers mounted on our G3's and everyone was wearing sensors on chest, back and on the helmet ...
I remember, too - and that's my bridge to topic - that somehow everyone of us was kind of "alone on his own", the group wasn't a group anymore after 10 seconds of shooting our blank cartridges, some simulated grenades had exploded and there was a little (in fact just a very little of course) feeling of "how it could be" --> I guess a soldier will follow his orders (as a "robot") until a certain point when combat becomes too intense and everything turns diffuse and bizarre, and then it's time for his own survival instinct to take command ...
So:

Why should AI act like mindless robots? You're right Big Dawg, they shouldn't. I like the way AI acts atm because imo it's closer to reality than 100% obeying orders in combat situations (which can be suicide, btw) -- that's why it's ok that for example the team looks/turns 3 times around before it gets "into the car", before it moves "to that tree" and so on ... (I don't wanna have a button "get your ass out of here at any costs", because not everyone would do in real, I guess)


I got overall better fps with this build without using parameters.
Yep, me too. Especially the frame drops become more and more rare :)

Tankbuster
Jun 8 2010, 20:43
I didn't get a chance to post this before discovering beta 71275 is already up. I was running beta 70951 with a mission/map that runs for days (there's so much to do on it). I noticed that nighttime conditions have changed a lot since the last time I played nighttime conditions. This map generates random weather, but the nighttime implementation of the engine seems to have overriden the fog parameter. Visibility is something like 180m at night, even on a crystal clear moonlit night. After daybreak there's a persistent fog - the fog weather parameter seems to be overriden by it. And the visibility is so low that it appears as if this fog is what is causing the ridiculously low nighttime draw distance. So: at night there's 180m draw distance, after daybreak there's a fog that makes an equivalent draw distance, possibly from that same fog which is overriding weather fog parameter. You can't see squat, but apparently the AIs can see a little farther than you.



This has been happening for ages. It precedes betas. If you let a persistent server run for a couple of days, you get this happening. A ring of fog closes in restricting VD.

See my post here.
http://forums.bistudio.com/showthread.php?t=95914&highlight=fog

MavericK96
Jun 9 2010, 00:54
After playing this build a bit longer (online MP in ACE, mind you) it seems to have considerably lower framerate, or at least more stutter than previous builds, but I haven't gotten a single crash or "Receiving..." screen the entire time I was flying around in an A-10, so that's a plus. One weird thing was when I was going in for a landing, I blew up for no apparent reason (could have been AA though, who knows) and then suddenly the game sort of locked for a little while, and when I respawned all the textures were gone, replaced by blocky, single-color ones and the game was going at about 5 FPS. I couldn't hit ESC to get out of the game and I had to close it directly from the task manager. Never had that issue before, but overall stability has improved greatly, though perhaps at the cost of framerate/stutter.

No Use For A Name
Jun 9 2010, 01:54
Works great for me

Stick_Hogue
Jun 9 2010, 02:56
This has been happening for ages. It precedes betas. If you let a persistent server run for a couple of days, you get this happening. A ring of fog closes in restricting VD.

See my post here.
http://forums.bistudio.com/showthread.php?t=95914&highlight=fog

Aw, damn. Thanks for the info.
I posted on that thread to confirm it does happen on hosted server (that's my situation) with a repeating weather script running. (fog seems to be ignored, but I have experienced changes in rain after the VD and fog set in)
stick

jpinard
Jun 9 2010, 05:53
It's taken me a while, but I've finally completed a comprehensive testing & analysis of the beta upgrade path. 50+ hours and includes every Benchmark available including two of my own. Links and demonstrations further below.
All tests were completed in duplicate or triplicate.

Since there's such a major limit on picture size here in the forums, the only screenshot of the data I can provide is blurry & reduced, but is just to give you an idea of what's included:
http://www.jeffpinard.com/A2B3.jpg

Here is the full spreadsheet in standard Excel format:
http://www.jeffpinard.com/ArmA2_Benchmarks_1.xls

The Excel spreadsheet data is divided into 4 parts.
* Lines 1-16 are the individual tests - distance @<hidden>
* Lines 20-25 are the individual tests - distance @<hidden>
* Lines 29-35 are the averages & this is the data that counts - distance @<hidden>
* Lines 37-39 are the averages for the 6000m distance. once again, this is the data you want.
* I outlined the most important data points in red.
* All tests performed with all graphic settings maxed out (FSAA & AF both set to Very high).
* Screen resolution set to 1920x1200.
* View distance set to 3500m, latter tests include 6000m as well.
* Responsiveness tested running around a massive 300 person battle defense & assault.

Versions Tested:
* v1.05
* Beta v63826 - Old video card
* Beta v63826 - current HW
* Beta v70313
* Beta v70313 -exThreads=3
* Beta v70951
* Beta v71275 -exThreads=7

* v1.05 (distance=6000)
* Beta v70951 (distance=6000)
* Beta v71275 -exThreads=7 (distance=6000)

Benchmarks & abbreviations used:
* Scenario Benchmark 1 (Bench 1)
* Scenario Benchmark 2 (Bench 2)
* ArmAllMark 1.0 (Test One, Two, Three, Four, Five, OFPMark)
* Chernogorsk City FPS 6 (C6 ave, min, Highest, Lowest)
* jpinard Helo Test (H frames, H Time, H Min, H Max, H Avg)
* jpinard Jet Test (J Frames, J Time, J Min, J Max, J Avg)

To see how my Helo bench test works click here:
http://www.youtube.com/watch?v=rJjtMTHx1hU

To see how my Jet test works click here:
http://www.youtube.com/watch?v=94Gkk1qtjHI

To download both tests click here:
http://www.jeffpinard.com/jpinard%20ArmA2%20Benchmark%20Tests.zip

I created the extra tests because it didn't feel like any of the synthetic tests pushed every aspect of the game. Please read the Youtube description for more details.

In summary, each beta I tested has generally improved performance most notably when looking at 6000 meter distance. Supersonic jet performance is amazing in this build. The current beta has the greatest increase in speed but there are 2 major problems:

1. I've experienced Game hangs I've never seen before while the missions are loading in ArmaMark and Chernogorsk City (C6_FPS_6). The lock-up rate was quite high at 33%.

2. Sound is cutting out worse in this beta than in any other build I've tested. Beta v70951 was by far the best at managing massive amount of sound properly.


System Specs:
* Intel Core i7 920 2.66GHz overclocked to 4.3 GHz stable
* Asus P6X58D Premium Motherboard BIOS v.0703
* G.Skill DDR3 2000 in Triple Channel Mode - 6 Gig
* NVidia GeForce GTX 480 Driver v197.75
* PCIe Titanium Sound Blaster X-Fi Titanium Fatality
* Planar PX2611W 26" widescreen LCD
* Win7/Boot drive on 80 Gig Intel X25M SSD
* ArmA2 installed by itself on second 80 Gig Intel X25M SSD

MavericK96
Jun 9 2010, 06:02
jpinard, your link doesn't work but WOW. Amazing work. Thank you for this. :)

EDIT: Spreadsheet link, that is. This one works: http://www.jeffpinard.com/ArmA2%20Benchmarks-1.xls

jpinard
Jun 9 2010, 06:10
Link fixed: http://www.jeffpinard.com/ArmA2_Benchmarks_1.xls

Few more notes:

* Reason there are x's for several categories is because Armamark sets its own view distances, so re-testing with 6000m range is redundant, and I hadn't designed the jet test yet for older betas.
* There are observational notes in the far right columns highlighted in orange.
* No mods were loaded or tested.
* Link for those without Excel (image): http://www.jeffpinard.com/Arma2%20Benchmarks.jpg

Thanks Maverick. Hopefully BI and others can use data. I'll continue to update the spreadsheet as beta patches come out if I remain healthy. :)

MavericK96
Jun 9 2010, 06:33
What I'm most impressed by is your personal benchmarks, because like you said, the _FPS_6 bench does not show a lot of variance between betas, where your benchmarks definitely do.

Alex72
Jun 9 2010, 06:56
I had my first CTD with a beta when i tested this one yesterday (vanilla A2). I was in Chernogorsk and was turning around when it happened. I usually test this with the betas to feel it out and it never gave me a CTD.

Will test more when i get home from work.

jpinard
Jun 9 2010, 07:22
What I'm most impressed by is your personal benchmarks, because like you said, the _FPS_6 bench does not show a lot of variance between betas, where your benchmarks definitely do.

Yes, you've got to turn the view-distance up to 6000+ before you start to see any meaningful separation in _FPS_6 on my rig.

The HeloTest is by far the most comprehensive. Skimming treetops at a decent clip for 2 minutes, then the latter stage moves into a small battle. Just enough to force the AI to think, deal, the graphics get pushed not by blowing by trees but by the special effects of fire, smoke, explosions, the close formation firing Helos, and vocal cues. The Jet-Test skims along the whole of Chernarus at high subsonic and supersonic speeds, then tops it off with a little hill-top target practice for the AI at the end. This is perfect for really pushing the new thread-streaming algorithm BI is using.

With both tests being 4 minutes you get a very good frame-check and a meaningful average fps.

dogz
Jun 9 2010, 09:47
jpinard it looks like you have good attention to detail and you appear to be quite thorough.

May I ask why you do not list your HD spec in your system specs???
May I also ask what it is?

NoRailgunner
Jun 9 2010, 11:52
langgis08 in this case BIS screwed up the chain of command.
Actually in A2 the player as team/groupleader has to wait on his AI #2 to declare "its safe".

Thought, another idea would be that the AI follow order if those order are repeated by player.
I dont say AI should follow given orders within a millisecond but at least they should follow them - no matter in which situation they are.

Big Dawg KS
Jun 9 2010, 12:06
langgis08 in this case BIS screwed up the chain of command.
Actually in A2 the player as team/groupleader has to wait on his AI #2 to declare "its safe".

Thought, another idea would be that the AI follow order if those order are repeated by player.
I dont say AI should follow given orders within a millisecond but at least they should follow them - no matter in which situation they are.

Open an issue in the CIT to request a new command for player leaders to say "Clear" or "It's safe" (same command, different ways of saying it). It should make your team forget about enemies you can no longer see, and only work if there are no enemies still in sight. Much better than simply forcing the AI to assume a given behaviour against their will.

JumpingHubert
Jun 9 2010, 12:11
I had my first CTD with a beta when i tested this one yesterday (vanilla A2)..
me too, first time I get ctd with a beta.

SnR
Jun 9 2010, 13:43
Vanilla MP gaming all night with no problems at all

flake
Jun 9 2010, 13:43
not played sp in a while. tried this beta and its amazing. smooth, looks great and plays really well and the jerky anims is fixed! :D

BangTail
Jun 9 2010, 13:51
No CTD's to speak of in a few hours of editing and playing.

I'm using ACE2 and several other mods.

RadicalAtHeart
Jun 9 2010, 14:02
Game suddenly freezes or FPS drops to 3 FPS. The only way to end the game is by going to task manager.

However I like this beta.

maturin
Jun 9 2010, 14:19
Game suddenly freezes or FPS drops to 3 FPS. The only way to end the game is by going to task manager.

However I like this beta.

I have also been getting freezes leading to very stubborn, drawn-out crashes with the last few betas. It's surprising, because Arma is usually so well-behaved in that regard. It also crashes harmlessly on exit sometimes.

-=seany=-
Jun 9 2010, 16:04
CTD is fixed while loading the 3rd party islands, but I have discovered I now get ctd during play after about 10 minutes with this beta on Duala. Without the beta is fine.
-exthreads=7

jpinard
Jun 9 2010, 16:21
jpinard it looks like you have good attention to detail and you appear to be quite thorough.

May I ask why you do not list your HD spec in your system specs???
May I also ask what it is?

I have 5 HD's. But you're correct that information is definately relevant. I'll add to my system secs in my first post.

langgis08
Jun 9 2010, 16:49
By default the game now uses exThreads=7 with a quad-core processor.
Good information, so everyone with a quad-core should get bests results by setting no exThread-parameter at all (if his/her tests with -exThreads=7 have beaten the other parameters, of course).
For me this is the case and so I removed -exThreads=N from command line - having same results as with -exThreads=7.

Herbal Influence
Jun 9 2010, 19:53
Everythings fine, performance better during the last betas, but AIs are as difficult to command as before one, two patches.

In simple Sector control mission they don't follow, they don't obey orders, they are so frightened that they stay behind enormous times and walks ssoooooo slowly ...

I thought that this problem mas solved ... but it's here again ... :-(

Protegimus
Jun 9 2010, 19:53
Excellent performance is maintained in forest and builtup areas, with FPS rarely dipping below 35. LOD switching is almost imperceptable running from the ramdrive and I was able to increase object and texture detail to very high without the penalty in loading time usually experienced as players view pans and zooms around.
Stability is unfortunately an issue though, with random CTD's experienced - might be 10 minutes, might be 110.
Occasional crash on exit too, as maturin reported.

Parameters -cpuCount=8 -exThreads=7 -maxmem=2047 but testing without parameters doesn't appear to matter.

I see man and child soldier classes have their sensitivity raised to 3.75 in the hotfix.pbo - would be great to know what core change requires this, or what it is aimed at improving.

Protegimus

chrisg2110
Jun 9 2010, 21:03
Game crash to Desktop with Beta Patch 71275 :( last Stable Version is 70951.



My System:

Intel Core I7
6 GB DDR 3
ATI 5870
Windows 7 64bit

Fireball
Jun 10 2010, 06:08
I've been trying some single player (EW campaign) with -exThreads=7 and since I had a sluggish feeling ("jumping" movement), switched back to -exThreads=3. The jittery movement didn't go away, so I terminated Skype which had blown up itself again to ~200 MBs memory usage and then it was smooth again.

And as expected, switching back to -exThreads=7 it's all fine, but with my GPU I didn't expect improvements;

Indeed that is the case, but it was still a recordable difference; the coastal flight FPSAnalyzer curve (% spent below fps) looks a bit flatter on the top than with -exThreads=3 (thus the high FPS shots had average more FPS again), the average FPS has improved by 1.

One thing I noticed; the scripting performance went bad drastically again; after one hour of host server of a Warfare BE session, 1 "second" of the respawn timer equaled roughly 2 real life seconds again.