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View Full Version : Patch 69645 - changes under the hood



Suma
Apr 23 2010, 14:03
New beta patch 69645 may appear not huge based on the change list (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_Build_69645.log), but it contains very significant changes under the hood.

As the changes were made to the engine core, including the core memory allocator, extensive testing is badly needed.

Download at http://www.arma2.com/beta-patch.php or directly from ARMA2_Build_69645.zip (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_Build_69645.zip), feedback welcome.

Suma
Apr 23 2010, 14:22
Please, post only real feedback here, not general oohs and wows (off course with the exception of oohs and wows based on your testing). While it can be pleasing to read them for a while, it is hard to find the real information between them.

I have delete a few initials oohs and wows, I hope those who have posted them will not be offended. ;)

Enjoy. :)

KeyCat
Apr 23 2010, 14:22
[68694] Reduced parallax map artifacts on sloped terrain.


Haven't had time to try it yet but THANK YOU for looking into this little annoyance!

Now lets see if we can do some AI testing this weekend :)

/KC

Alex72
Apr 23 2010, 14:34
Initial test: Me alone with a hummer driving fast and me just walking/turning around. Testing initial stutter level on loading textures and models.

Result: More initial stutter than previous beta build. Feels like it "tries" to load textures/models but fails and thus tries and tries and tries until i go further and really load them up closer. Before it felt like it loads everything and when done - stutter is gone. Now i get the feeling it has a hard time loading far away textures and keep them.

This is just my first experience. Will test more ofcourse but nice to see if anyone else noticed this or if im alone. Please test to sit in a car and drive it forward and stop - back up stop etc. To me the stutter never stops like previous versions. It should load textures etc to start smothen the gameplay, but it doesnt happen kind of. Keeps stuttering.

Tested all on HIGH, and also all on NORMAL. Nvidia GTX275 (197.45).

UPDATE: Initially i had a lot of stutter but after playing for almost an hour now it feels better. Cant say what this is other than the game has had time to load a lot of things into my memory. Going through a village feels pretty good now. More testing...

SaOk
Apr 23 2010, 14:36
Everything seemed to work great first, but after a cutscene in my sp mission the ground suddently disapeared when I turned on NVGoggles. I havent had that bug never before.

http://img156.imageshack.us/i/arma22010042317292652.jpg/
http://img263.imageshack.us/i/arma22010042317291918.jpg/
http://img401.imageshack.us/i/arma22010042317285384.jpg/
http://img263.imageshack.us/i/arma22010042317282794.jpg/
http://img340.imageshack.us/i/arma22010042317281595.jpg/

My comp: Q6600, 4Gb memory, HD4890, Vista 64bit, Ati drivers 10.2.
The game was played without any custom addons and mods. Only this beta was enabled.

Btw. Also the nation flag markers seems to be gone.

Update: The bug is there even in the editor. Its not related to NVGoggles, time or my mission. And I only get it on Chernarus - Utes works fine.

http://img40.imageshack.us/img40/5254/arma22010042317580928.jpg

CarlGustaffa
Apr 23 2010, 14:58
Hmmm. Immediately, the patch does seem to be a lot smoother, with less stuttering. Especially when turning your head. But after a chopper flight from airport to Rog area, I started to get some nasty blueish/whiteish ground textures. I figured it was just my GT8800 gfx card not being able to cope or something. I had 3000m visibility, but about only 350m actual visibility due to fog. But when I arrived, the problem persisted. It will go on and off depending on where I look. Sideways affect. Up or down (by 1 pixel) affect. Zooming in and out affect. Standing/proning, it is good during the change, bad again when the transition has ended. It appears that I'm able to look right through the polygon underneath me.

Note that this was while running ACE and an addon to exchange the clutter with lower grass. Will test further later.

Edit: Yeah, saoks images describes it well. Including that weird vertical texture stretch in his second image.

Thr0tt
Apr 23 2010, 15:03
Can I suggest just running vanilla and the benchmarks included in the last official patch. Running it with other mods / clutter removal / loads of tweaks is just not the best test as it could be anything.

Rellikki
Apr 23 2010, 15:11
I also got the disappearing ground glitch. Happened during the official benchmark test mission. No other addOns used.

Capt_Caveman
Apr 23 2010, 15:51
just run the beta and get 3-5 fps increase on ingame benchmarks..seems more stable but will give it thrashing tonite!!

Fox '09
Apr 23 2010, 15:54
gives an error "your version is 1.04.." when I have EW campaign, the game shows 1.05 in game and in the multiplayer browser.. hmm

I am running the steam version though..

edit:

ah, deleting the (already existing) beta folder fixed it


edit2:

it runs great, can't tell if there are missing textures (as shown above) or my graphics card is just artifacting... but it still runs 40+ FPS in most places, 60 in the dense forest.. compared to around 30-40 for everything.

on custom maps I do notice the texture is "removed" if I aim/zoom sometimes. Cherno runs fine though.

[FRL]Myke
Apr 23 2010, 15:56
Not sure if this belongs here inside...

Topic: new scripting command "hideObject"

Issue: Hard to say as it is not clearly described whats the purpose of it is. But i'll write what i've seen and devs might see if it works as inteded or not:
Object hidden = BRDM(ATGM)
Initline: this hideObject true

Result: the visual representation is "gone". In the AH-1 Radar, the red targetdot is still visible, also the onscreen dot which shows the object being right outside the monitor edges (situational awareness indicator?). Also engine noises aswell as dust effects (i can "see" the BRDM moving, following the dusttrack).
I'm not able to lock on AGM-114 Hellfire nor AIM-9X Sidewinder, which i think is intended.

Pauliesss
Apr 23 2010, 15:56
I don´t see any improvement, for me it seems the same.

Cultivator
Apr 23 2010, 16:09
Hey Suma,

I also noticed a bug, while flying and looking arround. (White ground textures) Yes, i used addons in the video, but i also tested it without addons and got the same result. With the regular 1.5 final-patch i have no problems.

Here ist the video...
http://video.xfire.com/28bedd-4.jpg (http://de.xfire.com/video/28bedd/)
Hardeware: Dualcore Intel E6850 3GH, ATI HD 4870 (1 Gb), 3 GB DDR2

OK... will continue testing now... ;)

Regards Culti

Edit: Its the same bug, which was reported by saok, didn´t noticed his last screenshot... ;/

sprayer_faust
Apr 23 2010, 16:17
I have also spotted this anomaly... It was at 065087.

http://img4.glowfoto.com/images/2010/04/23-1034395592T.jpg (http://www.glowfoto.com/viewimage.php?img=23-103439L&y=2010&m=04&t=jpg&rand=5592&srv=img4)

http://img5.glowfoto.com/images/2010/04/23-0848495079T.jpg (http://www.glowfoto.com/viewimage.php?img=23-084849L&y=2010&m=04&t=jpg&rand=5079&srv=img5)

Mosh
Apr 23 2010, 16:19
disappearing ground glitch
no addon used
overall much more stutter

just playing default singleplayer mission (the first one)

Alex72
Apr 23 2010, 16:40
White ground same here. And i have more stuttering compared to earlier builds. No addons.

http://web.comhem.se/aphex/BETAsmall.jpg

Link: LARGE IMAGE (http://web.comhem.se/aphex/BETA.jpg)

Beagle
Apr 23 2010, 16:49
Very good performance here very nice touch with the team calling out reloading or grenades. Much better NV performance and I love the new way the Laserdesignator works now with visible Laserspot. Better texture loading and no more blurry textures an near objects. Stuttering in flight or fast driving is gone, as well when looking around fast.

A.I. is much more responsive even in danger mode.

Zipper5
Apr 23 2010, 17:03
It seems that the flag markers have disappeared. You get errors about them even when playing the official missions. I took these at the starts of Trial by Fire and Counterattack (I wasn't using any mods at all):

http://zipper5.armaholic.eu/pictures/error_trial_by_fire.jpg

http://zipper5.armaholic.eu/pictures/error_counter_attack.jpg

Haven't encountered the disappearing ground bug yet, though. Performance-wise - can't say yet, will do some more testing.

W0lle
Apr 23 2010, 17:13
I also have that white ground issue now, haven't noticed any increased performance yet.

GTX 280 (driver 196.21)

MavericK96
Apr 23 2010, 17:17
About the same performance for me, and sadly it does not fix the Default video memory crash. :(

Though it did introduce a new error when it crashed, on top of the "v-buffer" thing:


Error during v-buffer creation: error 8876017c
Error during v-buffer creation: error 8876017c
Vertex buffer needs to be created before rendering. Out of memory? ca\buildings2\houseblocks\houseblock_a\houseblock_a2.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\structures\rail\railway\rails_linebreak_concrete.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\buildings\misc\plot_green_vrat_r.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\rocks2\r2_rockwall.p3d

GossamerSolid
Apr 23 2010, 17:20
I think I'll hold off of downloading till that graphical glitch gets fixed :)

but I like the fact that BIS is still actively developing the game!

Beagle
Apr 23 2010, 17:21
I think I'll hold off of downloading till that graphical glitch gets fixed :)

but I like the fact that BIS is still actively developing the game!
I have not found such glitches, must be very hardware dependent.

GossamerSolid
Apr 23 2010, 17:24
I have not found such glitches, must be very hardware dependent.


Everybody that has posted it so far seems to have an ATI card. I guess I'll test seeing as I have a GTX 260 Core 216

MavericK96
Apr 23 2010, 17:25
Just tried with Very High video memory setting. Stutter actually seems worse, and I'm only using ~3900 VD. LOD thrashing might be slightly improved but performance-wise it seems either the same or worse than before. :(

Did not notice the white ground while flying around, but I didn't test for that long.

Drew
Apr 23 2010, 17:29
for the people who have teh white ground issue, what Graphics card do u have plz?

sprayer_faust
Apr 23 2010, 17:30
Everybody that has posted it so far seems to have an ATI card. I guess I'll test seeing as I have a GTX 260 Core 216

I have the glitch with a gtx 285.

[FRL]Myke
Apr 23 2010, 17:32
No Graphic glitches, HD5870 here.

Horus
Apr 23 2010, 17:33
I also have that white ground issue now, haven't noticed any increased performance yet.
http://img291.imageshack.us/img291/5893/696451.th.jpg (http://img291.imageshack.us/i/696451.jpg/) http://img64.imageshack.us/img64/1351/696452.th.jpg (http://img64.imageshack.us/i/696452.jpg/) http://img526.imageshack.us/img526/2043/696453.th.jpg (http://img526.imageshack.us/i/696453.jpg/)


Mods: CA;beta
Distribution: 1465
Exe version: 1.05.69645
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
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.
Error: cannot load sound 'ca\dubbing\global\radio\male05\en\engagingtargete.wss', header cannot be loaded.

WinXP SP3, ATI 5750 10.3 Catalyst, 2GB system memory

Pauld
Apr 23 2010, 17:34
No graphic glitches, 8800 GTS. :)

Malick
Apr 23 2010, 17:38
Thanks for the update !
However I notice much more stutter when moving, even though the FPS counter seems to be higher than previous beta. It's a bit strange for me.

nVidia 9800GT with 1Go DDR3
AMD4600X2 @<hidden>

Everything to High except AA disabled
VD 2500m
Post Processing disabled

FPS on Chernarus for previous beta build 63826 was around 25, but no stutter
With 69645, fps shows 28-30, but heavy stutter when moving on foot...

Malick

Drew
Apr 23 2010, 17:38
no white issues here and I'm on a 4850 as well~

W0lle
Apr 23 2010, 17:40
for the people who have teh white ground issue, what Graphics card do u have plz?

GTX 280 here, but not installed the latest drivers yet. But guess that makes no difference.

MavericK96
Apr 23 2010, 17:42
Also worth noting, when I was testing the Default video memory crash, once when I did it (a couple low flybys of Chernarus does it every time) I instead started to get MASSIVE rendering errors, with black dots all over the screen and then random grey/white polygon flashes. When I exited to Windows, some of the black dots were still flashing around on my screen. I've tested my GPUs with FurMark Xtreme Burning mode for 15+ minutes, and never do the cards get over 90C, nor do they artifact at all, so it is NOT a heat issue. Something is very wrong with this beta's rendering methods, and I'd exercise caution when using it.

[TwK]Danny
Apr 23 2010, 17:45
Suma, this patch is causing some serious performance issues on my rig. There is a 33% measured drop in performance. I do not know why, i use the exact same settings and run the same mission for testing (start of village sweep). I cannot comment on stuttering because the game, with the beta patch, is compleatly unplayable.

My system is a AMD Phenom X4 965 (a quadcore at 3.4GHz), 4GB of DDR 7-7-7-24-1T memory and a AMD Radeon HD 4890 1GB graphics card.

Here are 2 screenshots with a FPS counter in the top-right corner.

This is with the official 1.05 patch:
http://img23.imageshack.us/i/arma22010042319323299.jpg/

As you will see, its running at 30fps.

But with this beta patch:
http://img691.imageshack.us/i/arma22010042319345234.jpg/

The performance drops to 19fps on the exact same scene!

Basicly for me these current tweaks are not working at all. If you want a screenshots of what settings i use i can take one. But its 1920X1200, all veryhigh except for AA, terrain and detail (all three set to "normal"). 3600m draw distance.

evilfury
Apr 23 2010, 17:46
No problems here at all. Did you guys remove old beta and than install the new one? Performance increase for me. GJ BIS!

MavericK96
Apr 23 2010, 17:48
No problems here at all. Did you guys remove old beta and than install the new one? Performance increase for me. GJ BIS!

Yep, pretty much a fresh install of ArmA2, fresh install of Win7, fresh beta install.

Alex72
Apr 23 2010, 17:50
Thanks for the update !
However I notice much more stutter when moving, even though the FPS counter seems to be higher than previous beta. It's a bit strange for me.

Nope. Not strange at all. I have the same style as you. FPS is good in the "background", but more stutter. Like it cant load the textures and tries over and over kinda. Thats the feel, but i dont know what really causes it.

GossamerSolid
Apr 23 2010, 17:55
Ok I installed it.

Minor performance gain for me, no white ground texture issue.

Specs:

Q6600 @<hidden>
4gb DDR2
GTX 260 Core 216
Win 7 Pro x64

TheCrusader
Apr 23 2010, 17:55
LOD popping seems reduced to me and the beta seems to work well so far, but I will continue testing.

Cheers
Crusader

i7 920, 6GB DDR3, HD4850, WinXP

p.s.
Dont know if that is the right place but you should really looking into the tracked driving AI, wheeled is fine after patch 1.04(?).

JW Custom
Apr 23 2010, 18:18
I'm also getting the dissapearing ground texture issue on Chernarus using a GTX 285. I had no dissapearing ground texture on Utes but it was quite laggy/stuttering, even when i quit the test mission the games menu system was really laggy to navigate.

I also had a CTD while loading a Isla Duala mission up in the editor, could have been a coincedence though!

Playing on Isla Duala seems as smooth as always, no noticable performance increase/decrease and no dissapearing ground bug.

h -
Apr 23 2010, 18:30
First batch of testing I did.

All the below mentioned tests done with some background processes running.

Benchmarks are the benchmark missions that come with the game, each one run 4 times with each tested build.
I ran ArmAMarkII to test LODding and texture loading despite the fact that for me it gives a lot of viewdistance rlated scripting errors and seems sometimes to forget the cinema borders.

System:
Win7 Ultimate 64bit
4Gb DDR2 (800Mhz + OC)
Q6600 @<hidden> 3.2Ghz
ATI 4890 (OC'd) 1Gb
Abit IP35 Pro motherboard

Arma2 settings:
Resolution: 1920x1200
3D res: 125%
Viewdistance: 2000
Texture detail: Very High
Video Memory: Very High
AA: Disabled
Terrain Detail: Normal
Object Detail: Very High
Shadow Detail: Very High
PP: Very High

No Addons/Mods running.

.62017
Benchmark 1 31 average FPS
Benchmark 2 17 average FPS
AMkII 2964.xx

.63826
Benchmark 1 31 average FPS
Benchmark 2 18 average FPS
AMkII 3011.xx

.69645
Benchmark 1 26 average FPS
Benchmark 2 17 average FPS (seemed smoother than the build .62017 with the same FPS)
AMkII 3158.xx


I also get the missing ground/road texture problem with this latest beta, as well as the missing markers error. But as the ArmAMark score shows LODding and texture loading is faster (for example the last test, the "Space Capsule" runs very smoothly as well as the airport flyby thingy), however it is slightly obscured by the fact that when going fast enough for example tanks would "forget" to switch to the correct LODs so closeby tanks would use the worst LOD. I didn't get any other missing textures in ArmAMark than the runway textures in the airport flyby test..
Even though the average FPS is not that much lower it feels much more stuttery than same FPS with the older builds.

Dwarden
Apr 23 2010, 18:51
may i ask these with the dissapering ground texture what's Your driver build?

197.55, 197.45, 197.41 or older? just for sure ... thanks in advance

JW Custom
Apr 23 2010, 18:55
may i ask these with the dissapering ground texture what's Your driver build?

197.55, 197.45, 197.41 or older? just for sure ... thanks in advance

I get it with both 197.45 and 195.81. Also ATI users are having the problem so i doubt it's a nvidia driver issue :)

Inkompetent
Apr 23 2010, 18:59
After some first quick testing both day- and night-time in Chernarus I can report no issues at all, with and without NVGs, and increased FPS both around towns (especially around towns), and when flying in general.

System:
Windows XP Professional 32-bit SP3
Intel Core2 Duo E6750 @<hidden> 3.60GHz.
2x1GB Corsair Dominator DDR2 PC8500 @<hidden> 4-4-4-14
Gigabyte GA-P35-DS3 Bulk 1
ASUS Radeon HD4850 512MB, 10.4a beta drivers
Samsung 7200rpm 500GB SATA-II 16MB cache

ArmA2 settings:
Resolution: 1280x994 Windowed
3D resolution: 100%
View distance: 3000m
Texture detail: Normal
Video memory: Very high
Anistropic filtering: Normal
Antialiasing: Disabled
Terrain detail: High
Objects detail: High
Shadow detail: High
Postprocessing: Disabled

Yoma
Apr 23 2010, 19:11
I also get the dissapearing ground texture thing.
GTX 285, QX9650, gpu driver v197.13 on winXP32

sprayer_faust
Apr 23 2010, 19:11
I had the disappearing ground glitch with 196.21 and still have it now with 197.45 (WinXp32).

Protegimus
Apr 23 2010, 19:13
Missing ground textures on Tschernarussland, always reproduceable in and around Kamenka, also at grid 026 129 hill spot height 121.

System spec's:
i7 920 @<hidden>, Asus P6T Deluxe v2, 12GB DDR3 (8GB ramdrive), ATI HD5870 driver 10.3, WinXP Pro SP2, DirectX9 Feb 2010

ArmA II settings:
Resolution: 1920x1200
3D res: 100%
Viewdistance: 2046
Texture detail: Normal
Video Memory: Very High
AF: High
AA: Low
Terrain Detail: High
Object Detail: High
Shadow Detail: Very High
PP: Off

Changing in game graphics setting appears to have no effect on the issue.

Protegimus

Dwarden
Apr 23 2010, 19:18
ok thanks for the driver builds / and GPU type details ...

SaOk
Apr 23 2010, 19:21
The ground disapearing bug was fixed after I increased visibility quite much and got back to old (3000m->5000m->3000m). I havent restarted the game yet, but at least I can load the missions now freely without the bug.

But the game feels running slower than before. Also there is something wrong with time in scripts. Suddently in one of my sqs scripted cutscene all commands was coming with massive delay. Timings looked like doubled at somepoints.

Edit: For Dwarden - I have the ground bug with 10.2 and 10.3 ATI drivers (HD4890).

Edit2: The all scripts seems to be really slow. My SP mission "Black Forest" was working fine at start but suddently all the scripts are having massive lag (cutscenes, sidechats, show fall and all other stuff from different scripts are coming/refreshed with extreme lag). Scripts have worked great before.

Vyte
Apr 23 2010, 19:29
Hey,

my System:

Intel I5 750 2.66 GHz
NX 8800GT 1GB DDR3
4 GB Ram


Without Beta Patch (1.05) a special Place in the Editor >>>>> 41 FPS

With Beta on the same Place in the Editor >>>>> 31 FPS

Benchmark results with Beta Patch >>>>> 5-8 FPS less

sprayer_faust
Apr 23 2010, 19:37
The ground disapearing bug was fixed after I increased visibility quite much and got back to old (3000m->5000m->3000m). I havent restarted the game yet, but at least I can load the missions now freely without the bug.



I confirm. 2000 -> 10000 -> 2000 got rid of the glitch for the whole game session. The bug did not reappear after I quit and restarted a scenario in the editor. But it would probably return after a game restart.

I like how flying jets with larger view distances feels smoother (holding cca. 20 fps, 6000m view distance, 3000m altitude).

Dwarden
Apr 23 2010, 19:44
when You testing the performance please try these visibility ranges
2000, 2500, 3000, 5000m (combine with terrain Normal/High/Very High)

You might see increase with sub 2500-3000m values and then decrease with values highers

so keep the feedback going :)

Thr0tt
Apr 23 2010, 19:49
To get rid of dissapearing textures just go to your distance slider and move it up then down back to your normal position. Should then all be good.

Edit: Sorry thats a lie, 3000 seems to be the sweet spot so I don't get the missing textures, anything below then areas or blocks go missing. Playble though.

Bouben
Apr 23 2010, 19:52
Hello there,

I've got huge FPS increase even with view distance over 3km on Chernarus but significantly more, sometimes almost permanent stutter. But no texture glitches at all so far.

Looking around is super-smooth for me now.

ATI RADEON HD 3850

AMD Turion X2 Ultra 64 Mobile 2,20GHZ

4GB DDR

As for gameplay: long long firefights, without AK and machinegun snipers and generally more responsive and clever AI. I enjoyed it very much and some of you might know, that I am a very critical player who complains a lot.

Very impressed.

EDIT: Oh boy, and I am able to increase resolution from 1360x768 to 1680x1050 without any significant performance loss!! Unbeliavable!

Mosh
Apr 23 2010, 20:04
may i ask these with the dissapering ground texture what's Your driver build?

197.55, 197.45, 197.41 or older? just for sure ... thanks in advance

197.45 GTX 275

I turned down the VD from 3800 to 2000 because of the stuttering of new beta and that is when I saw white ground. I'll mess around with different settings...

h -
Apr 23 2010, 20:08
You might see increase with sub 2500-3000m values and then decrease with values highers
Isn't that quite obvious... :confused:

Anyhoo, forgot to mention in my "report" that the drivers used were 10.0 and 10.3 without any difference between them, and the missing textures appear at least between WD 1000 and 2500, going over 5000 stopped the missing textures but obviously the FPS is at 20 or below and stutters like hell (edit: with the settings I used, obviously :p )..

EDIT:
Missing textures appear like these (for me):
http://kint.1g.fi/arma2/missingtexture001.jpg
http://kint.1g.fi/arma2/missingtexture002.jpg

Blackland
Apr 23 2010, 20:12
Many "out of memory", DX9 and VRAM failure.


arma2.rpt, first single player mission
Mods: CA;beta
Distribution: 1461
Exe version: 1.05.69645
File description.ext, line 82: '/RscListBox.maxHistoryDelay': Missing ';' at the end of line
File description.ext, line 352: '/DlgStart/Btn_Go.action': Missing ';' prior '}'
File description.ext, line 525: '/DlgSetup/Btn_Go.action': Missing ';' prior '}'
File description.ext, line 14: '.ShowCompass': Missing ';' at the end of line
File description.ext, line 15: '.ShowGPS': Missing ';' at the end of line
File description.ext, line 16: '.ShowRadio': Missing ';' at the end of line
File description.ext, line 17: '.ShowMap': Missing ';' at the end of line
File description.ext, line 18: '.ShowWatch': Missing ';' at the end of line
File description.ext, line 19: '.showNotepad': Missing ';' at the end of line
File description.ext, line 27: '/CfgIdentities/Kommandant.name': Missing ';' at the end of line
File description.ext, line 28: '/CfgIdentities/Kommandant.face': Missing ';' at the end of line
File description.ext, line 29: '/CfgIdentities/Kommandant.glasses': Missing ';' at the end of line
File description.ext, line 30: '/CfgIdentities/Kommandant.speaker': Missing ';' at the end of line
File description.ext, line 30: '/CfgIdentities/Kommandant.pitch': Missing ';' at the end of line
File description.ext, line 35: '/CfgIdentities/Hans.name': Missing ';' at the end of line
File description.ext, line 36: '/CfgIdentities/Hans.face': Missing ';' at the end of line
File description.ext, line 37: '/CfgIdentities/Hans.glasses': Missing ';' at the end of line
File description.ext, line 38: '/CfgIdentities/Hans.speaker': Missing ';' at the end of line
File description.ext, line 38: '/CfgIdentities/Hans.pitch': Missing ';' at the end of line
File description.ext, line 43: '/CfgIdentities/Paul.name': Missing ';' at the end of line
File description.ext, line 44: '/CfgIdentities/Paul.face': Missing ';' at the end of line
File description.ext, line 45: '/CfgIdentities/Paul.glasses': Missing ';' at the end of line
File description.ext, line 46: '/CfgIdentities/Paul.speaker': Missing ';' at the end of line
File description.ext, line 46: '/CfgIdentities/Paul.pitch': Missing ';' at the end of line
File description.ext, line 51: '/CfgIdentities/Stefan.name': Missing ';' at the end of line
File description.ext, line 52: '/CfgIdentities/Stefan.face': Missing ';' at the end of line
File description.ext, line 53: '/CfgIdentities/Stefan.glasses': Missing ';' at the end of line
File description.ext, line 54: '/CfgIdentities/Stefan.speaker': Missing ';' at the end of line
File description.ext, line 54: '/CfgIdentities/Stefan.pitch': Missing ';' at the end of line
File description.ext, line 59: '/CfgIdentities/Jochen.name': Missing ';' at the end of line
File description.ext, line 60: '/CfgIdentities/Jochen.face': Missing ';' at the end of line
File description.ext, line 61: '/CfgIdentities/Jochen.glasses': Missing ';' at the end of line
File description.ext, line 62: '/CfgIdentities/Jochen.speaker': Missing ';' at the end of line
File description.ext, line 62: '/CfgIdentities/Jochen.pitch': Missing ';' at the end of line
File description.ext, line 67: '/CfgIdentities/Uwe.name': Missing ';' at the end of line
File description.ext, line 68: '/CfgIdentities/Uwe.face': Missing ';' at the end of line
File description.ext, line 69: '/CfgIdentities/Uwe.glasses': Missing ';' at the end of line
File description.ext, line 70: '/CfgIdentities/Uwe.speaker': Missing ';' at the end of line
File description.ext, line 70: '/CfgIdentities/Uwe.pitch': Missing ';' at the end of line
String STR_M12_Name not found
File description.ext, line 3: '.onLoadOutro': Missing ';' at the end of line
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
crewman: Getting out while IsMoveOutInProgress
Cannot create video memory surface DXT5,1024x1024 (size 1398096 B), Error 8876017c
Error: Failed to create surface texture (ca\rocks2\data\rocks_01_nohq.paa:1)
Forced memory flush (5595136 system memory surface creation failed)
Virtual memory total 2047 MB (2147352576 B)
Virtual memory free 1000 MB (1049141248 B)
Physical memory free 542 MB (569024512 B)
Page file free 8 MB (8462336 B)
Process working set 445 MB (466821120 B)
Process page file used 490 MB (514125824 B)
Runtime reserved 363 MB (380633088 B)
Runtime committed 227 MB (239038464 B)
Longest free VM region: 712638464
Small mapped regions: 9, size 40960 B
Cannot create system memory surface DXT5,2048x2048 (size 5595136 B), Error 8007000e
Error during v-buffer creation: error 8876017c
Vertex buffer needs to be created before rendering. Out of memory? ca\buildings2\shed_small\shed_w02.p3d
Error during v-buffer creation: error 8876017c
Vertex buffer needs to be created before rendering. Out of memory? ca\buildings2\shed_small\shed_w02.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\misc\t72_wrecked_turret.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\structures\nav_boathouse\nav_boathouse_piert.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\characters2\civil\woman\housewife\housewife.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\structures\house\church_05r\church_05r.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\structures\nav_boathouse\nav_boathouse_piert.p3d
ErrorMessage: Out of memory (requested 11935564 KB). footprint 0 KB.


GTX260++, Win7 x86, GF197.45, NVIDIA System Info
Prozessor: Intel(R) Core(TM)2 Quad CPU Q9550 @<hidden> 2.83GHz (3656 MHz)
Betriebssystem: Windows 7 Home Premium, 32-bit
DirectX-Version: 11.0
GPU-Prozessor: GeForce GTX 260
Treiberversion: 197.45
CUDA-Kerne: 216
Kerntakt: 637 MHz
Shadertakt: 1371 MHz
Speichertaktfrequenz: 1027 MHz (2054 MHz Datenrate)
Speicherschnittstelle: 448-Bit
Gesamter verfügbarer Grafikspeicher: 1663 MB
Dedizierter Videospeicher: 896 MB
System-Videospeicher: 0 MB
Freigegebener Systemspeicher: 767 MB
Video-BIOS-Version: 62.00.38.00.01
IRQ: 16
Bus: PCI Express x16

[Komponenten]

nvCplUIR.dll 2.8.313.10 NVIDIA Control Panel
nvCplUI.exe 2.8.313.10 NVIDIA Control Panel
nvWSSR.dll 6.14.11.9745 NVIDIA Workstation Server
nvWSS.dll 6.14.11.9745 NVIDIA Workstation Server
nvViTvSR.dll 6.14.11.9745 NVIDIA Video Server
nvViTvS.dll 6.14.11.9745 NVIDIA Video Server
nvMoblSR.dll 6.14.11.9745 NVIDIA Mobile Server
nvMoblS.dll 6.14.11.9745 NVIDIA Mobile Server
NVSTVIEW.EXE 7.17.11.9745 NVIDIA GeForce 3D Vision
NVSTTEST.EXE 7.17.11.9745 NVIDIA 3D Vision Test Application
NVSTRES.DLL 7.17.11.9745 NVIDIA 3D Vision Module (0)
nvDispSR.dll 6.14.11.9745 NVIDIA Display Server
NVMCTRAY.DLL 8.17.11.9745 NVIDIA Media Center Library
nvDispS.dll 6.14.11.9745 NVIDIA Display Server
NVCPL.DLL 8.17.11.9745 NVIDIA Compatible Windows7 Display driver, Version 197.45
PhysX 09.10.0129 NVIDIA PhysX
NVCUDA.DLL 8.17.11.9745 NVIDIA CUDA 3.0.1 driver
nvGameSR.dll 6.14.11.9745 NVIDIA 3D Settings Server
nvGameS.dll 6.14.11.9745 NVIDIA 3D Settings Server


€: after pc restart (my ram was reduces to 2 GB, sorry) and now 4 GB RAM (incl. 2GB RAM Disk) the beta patch works better

new arma2.rpt:
Mods: CA;beta
Distribution: 1461
Exe version: 1.05.69645
File description.ext, line 82: '/RscListBox.maxHistoryDelay': Missing ';' at the end of line
File description.ext, line 352: '/DlgStart/Btn_Go.action': Missing ';' prior '}'
File description.ext, line 525: '/DlgSetup/Btn_Go.action': Missing ';' prior '}'
File description.ext, line 14: '.ShowCompass': Missing ';' at the end of line
File description.ext, line 15: '.ShowGPS': Missing ';' at the end of line
File description.ext, line 16: '.ShowRadio': Missing ';' at the end of line
File description.ext, line 17: '.ShowMap': Missing ';' at the end of line
File description.ext, line 18: '.ShowWatch': Missing ';' at the end of line
File description.ext, line 19: '.showNotepad': Missing ';' at the end of line
File description.ext, line 27: '/CfgIdentities/Kommandant.name': Missing ';' at the end of line
File description.ext, line 28: '/CfgIdentities/Kommandant.face': Missing ';' at the end of line
File description.ext, line 29: '/CfgIdentities/Kommandant.glasses': Missing ';' at the end of line
File description.ext, line 30: '/CfgIdentities/Kommandant.speaker': Missing ';' at the end of line
File description.ext, line 30: '/CfgIdentities/Kommandant.pitch': Missing ';' at the end of line
File description.ext, line 35: '/CfgIdentities/Hans.name': Missing ';' at the end of line
File description.ext, line 36: '/CfgIdentities/Hans.face': Missing ';' at the end of line
File description.ext, line 37: '/CfgIdentities/Hans.glasses': Missing ';' at the end of line
File description.ext, line 38: '/CfgIdentities/Hans.speaker': Missing ';' at the end of line
File description.ext, line 38: '/CfgIdentities/Hans.pitch': Missing ';' at the end of line
File description.ext, line 43: '/CfgIdentities/Paul.name': Missing ';' at the end of line
File description.ext, line 44: '/CfgIdentities/Paul.face': Missing ';' at the end of line
File description.ext, line 45: '/CfgIdentities/Paul.glasses': Missing ';' at the end of line
File description.ext, line 46: '/CfgIdentities/Paul.speaker': Missing ';' at the end of line
File description.ext, line 46: '/CfgIdentities/Paul.pitch': Missing ';' at the end of line
File description.ext, line 51: '/CfgIdentities/Stefan.name': Missing ';' at the end of line
File description.ext, line 52: '/CfgIdentities/Stefan.face': Missing ';' at the end of line
File description.ext, line 53: '/CfgIdentities/Stefan.glasses': Missing ';' at the end of line
File description.ext, line 54: '/CfgIdentities/Stefan.speaker': Missing ';' at the end of line
File description.ext, line 54: '/CfgIdentities/Stefan.pitch': Missing ';' at the end of line
File description.ext, line 59: '/CfgIdentities/Jochen.name': Missing ';' at the end of line
File description.ext, line 60: '/CfgIdentities/Jochen.face': Missing ';' at the end of line
File description.ext, line 61: '/CfgIdentities/Jochen.glasses': Missing ';' at the end of line
File description.ext, line 62: '/CfgIdentities/Jochen.speaker': Missing ';' at the end of line
File description.ext, line 62: '/CfgIdentities/Jochen.pitch': Missing ';' at the end of line
File description.ext, line 67: '/CfgIdentities/Uwe.name': Missing ';' at the end of line
File description.ext, line 68: '/CfgIdentities/Uwe.face': Missing ';' at the end of line
File description.ext, line 69: '/CfgIdentities/Uwe.glasses': Missing ';' at the end of line
File description.ext, line 70: '/CfgIdentities/Uwe.speaker': Missing ';' at the end of line
File description.ext, line 70: '/CfgIdentities/Uwe.pitch': Missing ';' at the end of line
String STR_M12_Name not found
File description.ext, line 3: '.onLoadOutro': Missing ';' at the end of line
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
crewman: Getting out while IsMoveOutInProgress
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_US'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.icon'.
Warning Message: '/' is not a value
Warning Message: No entry '.size'.
Warning Message: '/' is not a value
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Warning Message: No entry 'bin\config.bin/CfgMarkers.Faction_INS'.
Warning Message: No entry '.color'.
Warning Message: Size: '/' not an array
Warning Message: Size: '/' not an array
Error: cannot load sound 'ca\dubbing\global\radio\male05\en\engagingtargete.wss', header cannot be loaded.
Creating debriefing
File description.ext, line 82: '/RscListBox.maxHistoryDelay': Missing ';' at the end of line
File description.ext, line 352: '/DlgStart/Btn_Go.action': Missing ';' prior '}'
File description.ext, line 525: '/DlgSetup/Btn_Go.action': Missing ';' prior '}'
File description.ext, line 14: '.ShowCompass': Missing ';' at the end of line
File description.ext, line 15: '.ShowGPS': Missing ';' at the end of line
File description.ext, line 16: '.ShowRadio': Missing ';' at the end of line
File description.ext, line 17: '.ShowMap': Missing ';' at the end of line
File description.ext, line 18: '.ShowWatch': Missing ';' at the end of line
File description.ext, line 19: '.showNotepad': Missing ';' at the end of line
File description.ext, line 27: '/CfgIdentities/Kommandant.name': Missing ';' at the end of line
File description.ext, line 28: '/CfgIdentities/Kommandant.face': Missing ';' at the end of line
File description.ext, line 29: '/CfgIdentities/Kommandant.glasses': Missing ';' at the end of line
File description.ext, line 30: '/CfgIdentities/Kommandant.speaker': Missing ';' at the end of line
File description.ext, line 30: '/CfgIdentities/Kommandant.pitch': Missing ';' at the end of line
File description.ext, line 35: '/CfgIdentities/Hans.name': Missing ';' at the end of line
File description.ext, line 36: '/CfgIdentities/Hans.face': Missing ';' at the end of line
File description.ext, line 37: '/CfgIdentities/Hans.glasses': Missing ';' at the end of line
File description.ext, line 38: '/CfgIdentities/Hans.speaker': Missing ';' at the end of line
File description.ext, line 38: '/CfgIdentities/Hans.pitch': Missing ';' at the end of line
File description.ext, line 43: '/CfgIdentities/Paul.name': Missing ';' at the end of line
File description.ext, line 44: '/CfgIdentities/Paul.face': Missing ';' at the end of line
File description.ext, line 45: '/CfgIdentities/Paul.glasses': Missing ';' at the end of line
File description.ext, line 46: '/CfgIdentities/Paul.speaker': Missing ';' at the end of line
File description.ext, line 46: '/CfgIdentities/Paul.pitch': Missing ';' at the end of line
File description.ext, line 51: '/CfgIdentities/Stefan.name': Missing ';' at the end of line
File description.ext, line 52: '/CfgIdentities/Stefan.face': Missing ';' at the end of line
File description.ext, line 53: '/CfgIdentities/Stefan.glasses': Missing ';' at the end of line
File description.ext, line 54: '/CfgIdentities/Stefan.speaker': Missing ';' at the end of line
File description.ext, line 54: '/CfgIdentities/Stefan.pitch': Missing ';' at the end of line
File description.ext, line 59: '/CfgIdentities/Jochen.name': Missing ';' at the end of line
File description.ext, line 60: '/CfgIdentities/Jochen.face': Missing ';' at the end of line
File description.ext, line 61: '/CfgIdentities/Jochen.glasses': Missing ';' at the end of line
File description.ext, line 62: '/CfgIdentities/Jochen.speaker': Missing ';' at the end of line
File description.ext, line 62: '/CfgIdentities/Jochen.pitch': Missing ';' at the end of line
File description.ext, line 67: '/CfgIdentities/Uwe.name': Missing ';' at the end of line
File description.ext, line 68: '/CfgIdentities/Uwe.face': Missing ';' at the end of line
File description.ext, line 69: '/CfgIdentities/Uwe.glasses': Missing ';' at the end of line
File description.ext, line 70: '/CfgIdentities/Uwe.speaker': Missing ';' at the end of line
File description.ext, line 70: '/CfgIdentities/Uwe.pitch': Missing ';' at the end of line
String STR_M12_Name not found
File description.ext, line 3: '.onLoadOutro': Missing ';' at the end of line

the performance was not better - KI little better but, she is more careful??!!

Himmelsfeuer
Apr 23 2010, 20:16
My experience is very good with this one so far.
- Better FPS and Performance overall
- More Viewdistance possible without stuttering
- AI is more responseble now in Danger Mode

1 thing i experienced, i dont know if it should be like that..
1 guy of my 5 men squad[ i was the leader] was killed, but never reported, till i reported his status via the menu. happened 3 times now.

I tested one of my missions on the intro and noticed again that texture streaming is much better now. would love to get more improvements on that later!

=KCT=BlackMamba
Apr 23 2010, 20:17
tried a few games and benchmark tests with catalyst 10.4 preview drivers

viewdistance set to 1600 and everything except the antialiasing set to highest
my ground dissapears,.. specialy on hills.
benchmark score 48 fps.

Himmelsfeuer
Apr 23 2010, 20:43
Oh men, i love this patch........AI is responsable now, even if they spotted enemys, they arent stuck in danger anymore:)

Clausewitz
Apr 23 2010, 21:08
AT Launcher use is quite better. AI hits enemy vehicles at proper range and also while moving. Very good! Keep this in further patches!

Other changes not tested yet.

Lighttower
Apr 23 2010, 21:15
Got white ground when looking at certain angles.

ATI 4870, 10.3 drivers on WinXp32.

SaOk
Apr 23 2010, 21:24
AI in combat is definitely much better than before. I didnt see them standing silly in gunfire anymore. Overally I like the AI now very much but still its difficult to withdraw if there is a battle going.

The ground bug was fixed with visibility bar in vanilla game, but the bug still occurs in ACE2 mod so there must be something wrong. Also am I the only one who is witnessed to really bad laggy script behaviour?

Yoma
Apr 23 2010, 21:51
Beta exe version number is a bit odd.
Breaks away from older versioning system.
eg: 1.5.0.62017
new beta version: 1.5.69.645 , would expect 1.5.0.69645
It's not a biggy but would like to know if this is the way it'll be from now on.
(AddonSync now keeps thinking there is a new beta :D )


Groundtexture stuff indeeds goes away when setting vd =3000 here.
Overal the game "feels" a lot better, a lot less visible texture lag.
I did run into some "headless" soldiers, kind of spooky but great fun.

darthmuller_cro
Apr 23 2010, 21:52
I am most impressed with preformance... finally in nicely playable range! Of course i know this optimization is not over so i cant wait to see it done. Thanks BIS for their time... i must go play arma 2 now :D

Mosh
Apr 23 2010, 21:56
when You testing the performance please try these visibility ranges
2000, 2500, 3000, 5000m (combine with terrain Normal/High/Very High)

You might see increase with sub 2500-3000m values and then decrease with values highers

so keep the feedback going :)


Chernarus (exact location at end of video 1), Superpowers mission, no addons, right where I spawned

all 4 videos show 500 - 10000 VD, and are about 30 seconds each

low resolution, low settings
E13KGjCVg9o

normal resolution, low settings
jekby09gffA

normal resolution, normal settings
1NQ0sulqUxc

normal resolution, high settings
K04rvrWybpM

the same thing at 1000, 2000, 3000, and so on... and happens at other locations

haven't tried any other islands yet

cpu specs in spoiler

EDIT: Utes fine so far, and haven't noticed the annoying stutter I got when I first booted up this beta, actually running pretty good now, except for the crazy terrain of course :)

[HUD]Dorph
Apr 23 2010, 22:08
The patch are for me much better performance - stuttering over. BUT......
Crash after short flying, guess its vid-mem crash - arma ctd with flw.
OUT OF MEMORY (REQUESTET 11935564KB)
FOOTPRINT 653KB

MJK-Ranger
Apr 23 2010, 22:09
Hi.
Same problem here to. But the white texture is gone if i change my VD above 3000. I use normally 1500.
I stay with the previous beta patch. :) When i increase the VD from 1500 to 3000m i lose 15 FPS.

No Use For A Name
Apr 23 2010, 22:18
I just played a couple SP missions and ran the benchmarks with the new patch and didn't notice any major difference; but I never did get the ground texture bug.

Dwarden
Apr 23 2010, 22:52
Isn't that quite obvious... :confused:

Anyhoo, forgot to mention in my "report" that the drivers used were 10.0 and 10.3 without any difference between them, and the missing textures appear at least between WD 1000 and 2500, going over 5000 stopped the missing textures but obviously the FPS is at 20 or below and stutters like hell (edit: with the settings I used, obviously :p )..



the main point i tried to make was about the amount of the differences and stuttering some experiencing ...

not the logical 'speedup' with lower settings ...

MavericK96
Apr 23 2010, 23:14
Many "out of memory", DX9 and VRAM failure.

the performance was not better - KI little better but, she is more careful??!!

Try turning off Threaded Optimization in the nVidia Control Panel. I posted this in the other beta thread (thanks to sprayer_faust for the information) but I'll post it here as well.

Not so much a fix as a workaround, but after doing that I've had zero crashes with the "error in v-buffer" stuff. No performance difference between Threaded Optimization on/off that I could see.

metalcraze
Apr 24 2010, 00:39
When flying on a plane the ground seems to be culled around the edges of the screen e.g. disappearing.

Textures also take much higher times to load and the HDD thrashing becomes almost unbearable which wasn't as bad with the previous beta

sprayer_faust
Apr 24 2010, 00:49
I did some frame rate tests...

Running around in a forest and then in Chernogorsk (no AI present).

This is what I got, when Texture detail was a variable (going from normal to very high).

http://img6.glowfoto.com/images/2010/04/23-1729542484T.jpg (http://www.glowfoto.com/viewimage.php?img=23-172954L&y=2010&m=04&t=jpg&rand=2484&srv=img6)

And the coinciding graph. The mean values of each line in the upper picture were used to plot the curve.

http://img5.glowfoto.com/images/2010/04/23-1711302750T.jpg (http://www.glowfoto.com/viewimage.php?img=23-171130L&y=2010&m=04&t=jpg&rand=2750&srv=img5)



And the data for when the Landscape detail was a variable:

http://img4.glowfoto.com/images/2010/04/23-1905134381T.jpg (http://www.glowfoto.com/viewimage.php?img=23-190513L&y=2010&m=04&t=jpg&rand=4381&srv=img4)

And the graph:

http://img6.glowfoto.com/images/2010/04/23-1737387167T.jpg (http://www.glowfoto.com/viewimage.php?img=23-173738L&y=2010&m=04&t=jpg&rand=7167&srv=img6)


So for me (performance-wise) the patch was a bit worse than the previous one. However I wasn't paying attention to stutter reduction (if any was present :D).

Punisher5555
Apr 24 2010, 00:52
I am still testing, but so far my stuttering (LOD thrashing) is gone. I have only run the stock BIS infantry missions so far. Also it is now correctly using all my video memory in my 285 GTX 1GB when I set the video memory to very high. I am very impressed.

I have not seen any missing textures. My setting is normal on that.

Only issue so far is I keep getting that I am missing the "cfg.markers.xxxx" at the start of the stock missions. I just hit continue.

Test setup:
Windows 7 Pro x64
8GB RAM
EVGA 285 GTX 1GB w/197.45 drivers.
view distance 3000
no mods except Beta.

W0lle
Apr 24 2010, 01:33
The problem with the textures seems to be gone here after I set my viewdistance to 3500, before it was set to 3000.

If I go back to 3000, the textures are screwed up again.

Fireball
Apr 24 2010, 01:39
I've got significant FPS issues when going prone, standing up, zooming in by holding RMB or scoping, while apart from aforementioned situations, FPS seems "normal".

Example FPS measures vs. action:

walking around normally: 25 FPS
dropping to prone & standing up: stutter down to 7-10 FPS
zooming in & scoping: stutter during zoom operation and FPS steady around 7 FPS

I've tried to make a video but it did not record the FRAPS FPS indicator top left, for some reason.

EDIT:

Video on http://www.youtube.com/watch?v=y8ZR1a66qSE for those with the good eye mark (since FPS indicator went missing)

I tried to repro it in vanilla editor mission with no luck yet.

EDIT2:

http://dev-heaven.net/issues/10271

EDIT3:
Started some Warfare BE locally on my machine with no such issue yet, maybe a one-time issue, but maybe it will also surface much more after many player tried it for a longer while...

jpinard
Apr 24 2010, 02:11
Can I ask why you would need to do a fresh install? Doesn't the beta patch just over-write previous files?

twisted
Apr 24 2010, 02:14
radeon 4870. set normal quality except video is 1:1.
get the missing floor texture for the first few seconds of benchmark1. also parachute training mission has the parachute flikering very quickly every few seconds. no major perf improvement noticed.

Spike 21
Apr 24 2010, 03:01
Nice to have a patch after 3 months,25 fixes is good,but need to keep going,much more to fix...I don't really care about Operation Arrowhead,until they fix this one and make it playable,and enjoyable...

twisted
Apr 24 2010, 03:22
one thing to add. AI seems better and put down loads more fire and seem to take cover. is it my imagination or can this be confirmed?

looking around seems smoother but my distance is only 1600m

CarlGustaffa
Apr 24 2010, 05:57
for the people who have teh white ground issue, what Graphics card do u have plz?


Everybody that has posted it so far seems to have an ATI card. I guess I'll test seeing as I have a GTX 260 Core 216

Negative, in my original post I stated that I have an NVidia card, but it is a 9800GTX, not a 8800 (typo).


may i ask these with the dissapering ground texture what's Your driver build?

197.55, 197.45, 197.41 or older? just for sure ... thanks in advance

NVidia 6.14.11.9107, yeah, old I guess :) 27.09.2009. Jeezus! Does time go by faster and faster the older I get? When I was a kid there was a whole year between each Christmas, now it's Christmas every bloody year - yikes! :D


To get rid of dissapearing textures just go to your distance slider and move it up then down back to your normal position. Should then all be good.

Not good, even if it worked. In multiplayer you often don't get to change this.

AnimalMother92
Apr 24 2010, 06:44
Overall feels smoother, except there is heavy lag when looking through a zoomed scope. I agree, it seems like the AI have improved somehow, but I'm not quite sure what it is.

I also have the see-thru ground problem. EVGA GTX 285 (1GB). nVidia driver 197.45. View distance = 2300.

Alex72
Apr 24 2010, 06:52
Seems budget PC's benefits from this patch wich is good. Now make medium and kick ass pc's work equally good. ;)

Switching back to previous Beta for now. Too much stutter and weird textures.

EDIT: Just tested this build one more time, and when i just normally run the world stutters continously. Old builds stutter only at the start up when you look around/run to load in all textures etc and after a few seconds its all smooth. Now it keeps stuttering all the time when moving. Even on foot. And even if theres just plain fields with not much trees or buildings. For my system at least. Well see on monday with the new system.

EDIT2: I have to say though that BIS did something really good with this Beta patch regarding long view distance. Even though this patch is very stuttery (not lag) to me i can crank it up to 10000VD and it does feel good - even though through all the stutter. I can see its lighter on the system at long VD's. But the hard weird stutter gets in the way when it comes to playing and enjoying. I have more stutter at 500VD than 10000VD and that indicates somethings wrong. :)

thomsonb
Apr 24 2010, 07:22
I also get disapearing ground since i installed this version

no addons used

Otherwise performance seems slightly reduced framerates on chernarus, but havnt had time to make any scientific tests yet!

GPU Nvidia GTX 285 driver 197.13 and Win XP

Delta 51
Apr 24 2010, 07:28
this beta patch somehow deleted my AH-64, having to reinstall

Naku
Apr 24 2010, 08:22
Disapearing ground also with Ati 5870 driver 10.2 and Win XP pro. Performance seems to be about same or little better :j:

JW Custom
Apr 24 2010, 08:50
I'm also getting dissapearing ground texture on VD 10.000m



1 thing i experienced, i dont know if it should be like that..
1 guy of my 5 men squad[ i was the leader] was killed, but never reported, till i reported his status via the menu. happened 3 times now.


Did you expect the dead guy to tell you on the radio he was dead... of course you'll have to request a report and if you get no reply it's assumed he is dead :p

SASrecon
Apr 24 2010, 09:27
stunning for me! (computer specs in sig.)
I've never been able to play ARMA2 with such beauty, 10k vd, antialiasing 8, everything on very high except terrain detail normal, object detail normal and postprocessing low/high (I wish there was a pp normal setting :( )

Not sure if this has always been in the game or if it came with this patch but I've never noticed as I've never been able to play this game with such high settings. I descovered while flying that sometimes the ground texture takes a while to load and before it loads it looks plain dark-green (but I haven't got the dissapearing ground glitch at all yet, no matter what settings I used).
The game is also using resources much better, all four cores were at 2/3 to 3/4 full and my ram was at a stable 2.5gb


Gonna test AI soon but:
Thank you very much BIS for your awesome efforts; a few more tweaks and this game will be visually-perfect!

The Ai seems much better, not sure how exactly but thy are much more responsive and work much better as a group, from what I can tell.
They also impact the performance less.

^Th0mas^
Apr 24 2010, 09:45
Good thing IMO that BIS keeps improving the AI. Great, keep it up!

SaOk
Apr 24 2010, 10:36
Some scripts seems to be working very slow in official campaign too. In "Into the Storm"-mission the conversation with doctor was getting really slow towards end. It seems that the scripts are working fine at start of the mission but the more you play the more laggy those will become.

CarlGustaffa
Apr 24 2010, 10:47
Overall feels smoother, except there is heavy lag when looking through a zoomed scope. I agree, it seems like the AI have improved somehow, but I'm not quite sure what it is.

Confirmed on the scope causing reduced FPS. Greatly reduced in fact. I thought it was the clutter addon at first, but I'm back on the old patch, and scope no longer causes fps drop. Also noticed a positive change on the AI. I like the new "reloading" messages too, not to mention the lack of "Go, I'm covering" messages :D

I'm hoping for a quickfix on the ground polygon/texturing issue, as we can then start to test it more in depth.

Richey79
Apr 24 2010, 12:22
Works well for me (4870x2, Phenom II x4 @<hidden>, 6GB DDR3).

I'm playing with 3000+ vd for the first time: previously I left it sub 2000 - I'm incredibly fussy about fps.

No texture problems here.

I think a key improvement is that any 'stutter' now manifests as an occasional <half second pause, rather than regular micro-stutters. The slightly longer irregular pauses are easy to ignore, whereas the previous LOD thrashing could feel like wading through mud.

twisted
Apr 24 2010, 12:40
not sure it is related to this patch, but never seen it before. on a specops mission from specops module to rescue prisoners in a camp, when setting it as active task the fps ground to a standstill. before then things were quite smooth.

Alex72
Apr 24 2010, 12:42
SecOps you mean? Secondary Operations Module. Saw you mentioned SpecOps in ACE thread so thaught they made a new module with special forces dropping in. :D

neokika
Apr 24 2010, 13:28
I confirm ground textures not being rendered sometimes, and from 10% to 20% loss in fps in both benchmark missions.
E8400, 4GB ddr2, GTX285, Windows 7 64bits.

_neo_

Fireball
Apr 24 2010, 13:36
Overall feels smoother, except there is heavy lag when looking through a zoomed scope. I agree, it seems like the AI have improved somehow, but I'm not quite sure what it is.



Confirmed on the scope causing reduced FPS. Greatly reduced in fact. I thought it was the clutter addon at first, but I'm back on the old patch, and scope no longer causes fps drop.

Could you two contribute evidence/computer specs etc. to my A2 CIT bug ticket

http://dev-heaven.net/issues/10271

That would greatly help to pinpoint this, since I had this too, but was unable to reproduce it, after starting A2 up for a second time only in vanilla editor. Thanks!

WillaCHilla
Apr 24 2010, 13:52
-testet the new beta yesterday with some of my mates during private coops and online-mp (domination and warfare in this case).

impressions:

performance:
In general, the performance seems to be the same overall, but the increase of the viewdistance isn´t effecting it so hard anymore. I was able to set it to 4000m-4500 with the same smoothness as it was before the patch with a Vd of 3000.
Important one I noticed, if I start the game (default world:Chernarus) it needs a bit longer to get to the main-menu as before the patch was not installed.

graphical bugs:

For me, I wasn´t able to detect any visual glitches, etc (hardware listed in my sig). 50% of the others, who were on ts (pc collections of Duals and Quads, mostly with ATIs VGAs (4890, 5850)) had the graphical bugs which are already mentioned above.

AI-performance:

mh-seems the ai follow the orders a bit faster (e.g. movement in dangermode), but they still have their own head (don´t really quitting the danger-mode in combat).-But this needs a bit more testing by my side!

SaOk
Apr 24 2010, 14:05
RPT shows much this error (if it has something to do with laggy script behaviour?):

Performance warning: Very large search for 2224 (>400 m)
Performance warning: Search for 2224: t_pinusn1s.p3d was very large (1360 m)
Performance warning: Very large search for 2223 (>400 m)
Performance warning: Search for 2223: t_pinusn1s.p3d was very large (1320 m)
Performance warning: Very large search for 499 (>400 m)
Performance warning: Search for 499: r2_boulder1.p3d was very large (1800 m)
Speed range bad: 2.029e+006..2.029e+006,-512000..-512000
Speed range bad: 2.029e+006..2.029e+006,-512000..-512000
Speed range bad: 2.029e+006..2.029e+006,-512000..-512000

Speed range bad: 2.029e+006..2.029e+006,-512000..-512000 is repeated hundrets of times and finally this comes 6 times:


Speed range bad: 0.187709..2.029e+006,-512000..0.0329518

SWAT_BigBear
Apr 24 2010, 14:38
In Benchmark 2 I gained +3, but if I use -cpucount=4 it's only +1. (tested 3 times each)
Might be because it's 2x2 cpu's, not a single quad?

bensdale
Apr 24 2010, 15:00
About the same performance for me, and sadly it does not fix the Default video memory crash. :(

Though it did introduce a new error when it crashed, on top of the "v-buffer" thing:


Error during v-buffer creation: error 8876017c
Error during v-buffer creation: error 8876017c
Vertex buffer needs to be created before rendering. Out of memory? ca\buildings2\houseblocks\houseblock_a\houseblock_a2.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\structures\rail\railway\rails_linebreak_concrete.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\buildings\misc\plot_green_vrat_r.p3d
Vertex buffer needs to be created before rendering. Out of memory? ca\rocks2\r2_rockwall.p3d

Same problem here :(

JW Custom
Apr 24 2010, 15:04
Anybody experiencing laggy/stuttering gameplay when flying on Utes?

Dwarden
Apr 24 2010, 15:10
Same problem here :(

http://forums.bistudio.com/showthread.php?t=76908

try workaround number 5, shall resolve this issue

Electricleash
Apr 24 2010, 15:50
Vis: 2203m
Interface res:1920x1080x32
3D res: 1536x864 80%
Tex High
Vid mem: High
Aniso: High
AA: Disabled
Terrain detail: Normal
Object detail: Normal
Shadows: High
PP: High

Bench 1: 32FPS
Bench 2: 13FPS

Though both my benchmark results gain 1 FPS with this beta over vanilla, ultimately performance seems unchanged.

I am also getting the rectangular white areas of missing terrain.
I speculate it has something to do with the altitude of the player and his current angle of view.
I effected a few tests but haven't been able to get anything conclusive. Something about between 60 and 150 on the contour scale.

Zooming in as a soldier when in the city (Electrozavodsk in this case) causes major stutter when spinning around, though this is fine outside the city and when zoomed out it's not so apparent.

Intel i7 Q720 1.60Ghz
4.00 GB (2.11 GB usable)
Win7 32bit
NVidia Geforce GTX260M (Gaming Laptop)
NVidia Driver 197.16

ryan80
Apr 24 2010, 15:51
I'm on ATI graphics and i get the white/disappearing ground texture problem too.

and performance wise i notice there is not much difference from the previous beta.

ParaGraphic L
Apr 24 2010, 15:58
While the game is running it looks and feels smoother.

Too bad I get the following message after CTD Error: Device freed

Not sure if it really has anything to do with the beta but haven't had this before.
Will try without the beta now.

Beagle
Apr 24 2010, 16:20
Its very strange for me to read of all the trouble others have with this beta...because for me this version is the best I have ever seen!

btw. missing file messages are quite normal in betas.

Berliner19
Apr 24 2010, 16:21
Just done ArmA2 Mark.

My Specs:
Amd Phenmon X4 955BE@<hidden>
4Gb RAm@<hidden>
GForce Gtx260 216
Windows 7 X64 Ultimate
Nvida Driver: 197.13


ArmA2 Options:
Res:1680x1050
Fillrate 100%
Everything on High
AA: Off

ArmA2 Mark Results:

Without Beta Patch....

1.Run: 2667.75 Points
2.Run: 2992.85 Points

With beta Patch....
1. Run: 3162.15 Points
2. Run: 3546.44 Points

Hmm Quite nice i think.^^

dontknowhow
Apr 24 2010, 17:14
one more vote for slow scripts. Not always though

IronTrooper
Apr 24 2010, 17:26
I have definitely worse performance compared to 1.05 version.
It's noticeable already in the menu. I had about 60fps, now it's 45-50.
In the game (without AI) it seems about 10fps lower than usual.

My specs:
Vista 64bit SP2, Phenom II X4 940 3ghz, 4gb ddr2 1066, nvidia gtx 280 - driver 195.62

Settings:
Visibility 3km, 1680x1050, Textures normal, Terrain low, PP off,
VidMem very high, Objects low, AF very high, Shadows very high, AA high

EDIT:
I apologize, the major fps drop I was experiencing seems to have been caused by the hdrprecision=32 setting, after I set it to 8, my fps seem to be about normal.
You can change one Bad in the Poll to Good (since the patch is stable so far).

langgis08
Apr 24 2010, 17:49
made some testing, too ... here are my results (specs -> spoiler)

I let run bench no 1 (out of SP Scenarios) with those (for my rig challenging) settings - I don't really have fun playing with that setup, but for testing OK - kinda "worst case scenario" for my system ;)

having Arma2 installed on Vista and on XP (dual boot)

ALL MAXED OUT, except of:
Viewing Distance : 3848m
VidMem: default
AA: high ("very high" not supported)
3D Res: 1280x1024
PP: low

ArmA2.cfg

language="German";
adapter=-1;
3D_Performance=48387;
Resolution_Bpp=32;
Resolution_W=1280;
Resolution_H=1024;
refresh=75;
Render_W=1440;
Render_H=900;
FSAA=3;
postFX=1;
HDRPrecision=32;
lastDeviceId="";
localVRAM=536870912;
nonlocalVRAM=525729792;
Windowed=0;
winX=-29;
winY=41;
winW=1280;
winH=1024;
winDefW=1264;
winDefH=762;
GPU_MaxFramesAhead=1000;
GPU_DetectedFramesAhead=2;


1) good news: - didn't notice any graphic glitches
- viewing distance seems for me less relevant for FPS ups/downs as it was before having installed new beta patch (but the over all lower FPS is the big price for that :( )

2) bad news: FPS dropped (testing environment see above, specs see spoiler down below) as following ...

@<hidden> Vista: 1.05 final average 20 FPS, new beta av. 19 FPS
@<hidden> XP: 1.05 final average 24 FPS, new beta av. 19 FPS

-> so new beta cuts for me FPS on Vista by 5%, on XP by >20%
(funny: in the past XP was much better @<hidden> than Vista, now they are same/same)
-> is it true that with the new beta CPU is forced to work harder more than before, because my FPS don't change significiantly by changing graphic setup (so that would be one more proof for the assumption that my CPU is the bottleneck of my system)
-> does anybody btw. have some suggestions for me (config-file ? / setup ?)
(OK, I will get me a better rig soon, maybe :o)

Now I will go for some real playing and I will see what that will be about !


I have definitely worse performance compared to 1.05 version.
It's noticeable already in the menu. I had about 60fps, now it's 45-50.
In the game (without AI) it seems about 10fps lower than usual.

q.e.d.

Alex72
Apr 24 2010, 17:53
Its very strange for me to read of all the trouble others have with this beta...because for me this version is the best I have ever seen!

And its very strange to read someone actually can use this beta (uninstalled already btw).

This must be hard for BIS to get right when its so different for everyone.

Dwarden
Apr 24 2010, 18:03
@<hidden>

i suggest You try change HDRPrecision=32; to 8; before You compare FPS of previous beta or 'final' 1.05 ...

that's because till this beta build this setting was ignored and 8 was used automatically ...

btw. there is bug with PP settings with HDRprecision=8; see details here
http://forums.bistudio.com/showpost.php?p=1614587&postcount=334

for rest, You can now experiment with HDRprecision 8,16,32 to find best compromise between visual fidelity and performance (it will depend a lot on your GPU generation)

Brainbug
Apr 24 2010, 18:07
I just downloaded the archive, extracted it, double-clicked the ARMA2_Build_69645.exe and were good to go, where is the problem?

Well maybe the Uninstaller, that caused problems already in the previous beta patches, but it's not needed anyway, so just don't use it.


[68694] Reduced parallax map artifacts on sloped terrain. Great to see this fixed! I had posted videos about this a year ago, but better late then never, after all it was just visually annoying, not game-breaking.

Alex72
Apr 24 2010, 18:08
@<hidden>:

And change these lines:

GPU_MaxFramesAhead=1000;
GPU_DetectedFramesAhead=2;

To:

GPU_MaxFramesAhead=1;
GPU_DetectedFramesAhead=1;

And try. Should make the "feeling" much more direct. If its too fast handling then step up to "2". Values are 0-4. With that setting you have now it means it isnt set.

JumpingHubert
Apr 24 2010, 18:42
something interesting with hdr-precision:
if set 8 in cfg, i have 144 fps in empty world start screen (only water)
if set 16 = 108fps and smoother edges ingame (horizont, zoom weapon blur)

now the following:
if i set 8 in cfg, start game, set 3d-resolution from 100% to max and back to 100%, i get better performance (similar to older patch, 124 fps in start screen) AND smoother edges and all optical improvements of hdr=16.

sry for my english..

langgis08
Apr 24 2010, 18:46
@<hidden>, Alex72: thx for your hints

Changed settings in suggested ways -> FPS went back to normal (so I have no FPS drop anymore in comparison).

... and my testing environment has a much better setup.

S-M
Apr 24 2010, 19:42
Hmm

Just tried it out, picked the chopper bootcamp mission and took off, yeah this felt MUCH better, a lot less stutter, really quite smooth!

Flew around the island a few times looking for white ground textures, never found anything, then it crashed to desktop :p

Will retry it, i don't have a FPS counter installed at the moment, but it was not so much the FPS that bugged me, mine used to sit around 25-28, it was the stuttering that really pissed me off and it appeared to be a lot better.

langgis08
Apr 24 2010, 19:59
My test:

HDRprecision=8;
set Post Process to Very High, restart game, PP stays at Low (UI == VH)
that mean bug

I couldn't reproduce that bug (@<hidden> beta release), but maybe I have misunderstood something - I did it that chronological order:

1) in Arma2.cfg:
"postFX=1;"
"HDRPrecision=8;"
("Post Process" = "low" was set ingame before)

2) after having started game I set ingame "Post Process" = "very high" (no FPS drop), the visual effects were the expected more real ones (blurring, less sharpen objects in distance etc.)

3) after that I closed the game, looked in arma2.cfg and those settings (as expected) I had:
"postFX=3;"
"HDRPrecision=8;"

4) relaunched game, looked in Graphic Settings: PP ="Very High" AND equivalent visual effects as mentioned in step 2).

So, what bug ?? Maybe I did the wrong experiment, but I CANNOT confirm:
"HDRprecision=8;
set Post Process to Very High, restart game, PP stays at Low (UI == VH)
that mean bug" , because in my case PP stays clearly in fact @<hidden>

please correct me if I've missed something or didn't comprehend the right way ;-)

maturin
Apr 24 2010, 20:00
Benchmark mission claims no improvement (loading screen was practically endless, but that may have been a fluke or separate issue), and texture loading seems about the same.

I took a 3 kilometer drive through the mountains, and there were few noticeable stutters or variations in performance, but I can't really say whether that is new or not.

Wildgoose
Apr 24 2010, 20:07
69646 server.....No more "out of memory" crashes :yay:

S-M
Apr 24 2010, 20:15
Just tried single player mission 3 "Counter Attack"

Its definitively improved matters, my gtx 275 is one that has a bit of a squeal, and the squeal is pretty good for telling me how smooth something is running, i would get squeal drops every single time arma would stutter, but that seams to be gone now, game now feels like it is working the graphics card properly, when my cars squeal drops every single time the game stuttered, then you know something is not right.

I am impressed so far, maybe i don't get the missing ground textures because my VD is 3600?

It feels like it is working properly now, where as the older ones all felt like something was hesitating.

Zooming in is MUCH faster.

I should really try some kind of FPS meter (remembers he has ran the arma benchmarks before, maybe i should compare)

@ST
Apr 24 2010, 20:26
I couldn't reproduce that bug (@<hidden> beta release), but maybe I have misunderstood something - I did it that chronological order:

1) in Arma2.cfg:
"postFX=1;"
"HDRPrecision=8;"
("Post Process" = "low" was set ingame before)

2) after having started game I set ingame "Post Process" = "very high" (no FPS drop), the visual effects were the expected more real ones (blurring, less sharpen objects in distance etc.)

3) after that I closed the game, looked in arma2.cfg and those settings (as expected) I had:
"postFX=3;"
"HDRPrecision=8;"

4) relaunched game, looked in Graphic Settings: PP ="Very High" AND equivalent visual effects as mentioned in step 2).

So, what bug ?? Maybe I did the wrong experiment, but I CANNOT confirm:
"HDRprecision=8;
set Post Process to Very High, restart game, PP stays at Low (UI == VH)
that mean bug" , because in my case PP stays clearly in fact @<hidden>

please correct me if I've missed something or didn't comprehend the right way ;-)

Had the same bug like Dwarden with ATI Cards both on XP and Win 7, only with HDRPrecision=32 PP stays unchanged; btw. patch is fubar...

Alex72
Apr 24 2010, 20:26
Now i identified the problem im noticing. The stutter comes from streaming problems. Standing still looking around is good as before. But if i start moving - even the slightest - it stutters heavily during movement. So it must be something mocking up in the streaming process.

Tested now without PhysX, Threaded Optimization, VSYNC. And i tested with them all ON. Nothing helps get rid of the heavy stuttering while moving.

My PC is clean and defragged with good defragger. Only vital system tasks are running. Only ARMA2 installed atm on the drive. So its a very clean test. When this stutter goes away this beta should be real good.

sprayer_faust
Apr 24 2010, 20:38
@<hidden>

i suggest You try change HDRPrecision=32; to 8; before You compare FPS of previous beta or 'final' 1.05 ...

that's because till this beta build this setting was ignored and 8 was used automatically ...

btw. there is bug with PP settings with HDRprecision=8; see details here
http://forums.bistudio.com/showpost.php?p=1614587&postcount=334

for rest, You can now experiment with HDRprecision 8,16,32 to find best compromise between visual fidelity and performance (it will depend a lot on your GPU generation)

This had me in doubt for a moment, whether I did my tests correctly.
I just checked it out and it turns out I did. In both cases HDRp was 8. So the new beta still makes it worse for me.


But if i start moving - even the slightest - it stutters heavily during movement.

Also noticed it. This wasn't happening with build 63826.

bensdale
Apr 24 2010, 21:00
http://forums.bistudio.com/showthread.php?t=76908

try workaround number 5, shall resolve this issue

ok i give it a try ;)

many thx @<hidden> Dwarden and MavericK96

S-M
Apr 24 2010, 21:19
Not a very conclusive test.

With new Beta patch
Benchmarks set to very high with a 1024x768 res
36/15

stock arma
35/14

Flying around at the moment on a server in a plane (just waiting for auto land :D ) feels awesome and smooth :)

Dwarden
Apr 24 2010, 21:38
I couldn't reproduce that bug (@<hidden> beta release), but maybe I have misunderstood something

definitely misunderstood ... first i never said anything about postFX=1;
... nowhere :)

the bug is very simple but i don't get why You trying to replicate it anyway

Repro:
1. Run game, disable Post Process effects in settings then set Very High
2. Exit game and start game again
3. Notice missing post process side blur effect from Very High settings

in short if conditions are met
(HDRprecision=8; postFX=3; inside ARMA2.cfg)
then
game will on next start render only Post Processing equal to Low settings ...
the UI VIdeo settings > Advanced would claim it's still Very High (but that's lie :eek: )

there might be more conditions e.g. gpu model/drivers/resolution/aspect ratio w/e


this bug doesn't happen with HDRprecision=16; and HDRprecision=32;

copy?

langgis08
Apr 24 2010, 22:18
sorry Dwarden, I did your recommended repro (even if I don't see the difference between your method and mine, but ok ...).

After having done exactly your recommended steps 1) and 2) I restarted the game (your step 3) ) and the result is (you won't believe this, I know):

I don't see that the PP-entry in UI = VERY HIGH should be a lie ;) because everything is still as blurry, in distance unsharp etc. as it should be.
And for the proof of it: When I switch now ingame to PP = LOW there'll be instantly a visual difference (trees etc. become more crisp, blurring is gone etc.), so how could I say that the game starts with LOW PP (THAT would be a lie :rolleyes: ) ?

Like you said the game would restart with in fact low PP: that I is not true for me, my rig, setup and everything. That's the fact and of course it's ok for me, because for me the bug doesn't exist.

Let's play ArmA2, now :)

JW Custom
Apr 24 2010, 22:22
Like you said the game would restart with in fact low PP: that I is not true for me, my rig, setup and everything. That's the fact and of course it's ok for me, because for me the bug doesn't exist.


In the video settings menu it says Very High but in the ArmA2.cfg is set to low!

langgis08
Apr 24 2010, 22:50
postFX=3;
HDRPrecision=8;

@<hidden>: that's the status of my ArmA2.cfg after having done all steps in trying to reproduce the bug.
postFX=3 is VERY HIGH (or isn't it ?) and my eyes see the same ...

jznomoney
Apr 24 2010, 23:10
I keep getting a msg saying it needs version 1.05 when I go to install the patch and I only have version 1.04? I do have version 1.05 installed 1.5.0.62017.

dontknowhow
Apr 25 2010, 00:16
Apparently the problem with slow scripts is solved by removing the winxp option when starting arma 2. I'll check it better

VyMajoris
Apr 25 2010, 00:30
I keep getting a msg saying it needs version 1.05 when I go to install the patch and I only have version 1.04? I do have version 1.05 installed 1.5.0.62017.


Same here.


Edit:

Oh, never mind...

You have to uninstall/delete your last beta version.

76
Apr 25 2010, 01:15
Would it help if ppl deleted their ***.ArmA2Profile and ArmA2.cfg, restarted the game and let it build new ones?... of course you'll have to reset all of your settings but worth a go...


edit:

-= 1.05 [62017] =-
Benchmark 1 - 31fps
Benchmark 2 - 18fps

-= 1.05 [63826] beta =-
Benchmark 1 - 33fps
Benchmark 2 - 14fps also much short range before low vehicle lod is used... alot worse than stock 1.05, so worse fps and lod at closer range.

So apart from above no new bugs or errors so far... overall I'd have to say this beta is a slight decrease in performance.

CarlGustaffa
Apr 25 2010, 01:19
It's possible to make it stay by write protecting the file.

MadDogX
Apr 25 2010, 06:16
After some testing of the patch I have found that performance is noticably better: +5fps average, except in large towns, which still suck. Stability has never been an issue for me and still isn't. I haven't yet come across the disappearing ground bug, so another plus. :D

langgis08
Apr 25 2010, 06:31
I'm also getting the dissapearing ground texture issue on Chernarus using a GTX 285.
This I am experiencing, too (no NVidia but ATI Radeon 4870 @<hidden>)
-> in towns, the grass/lawn-areas / gardens between the houses sometimes (always the same places) become totally white (fences/cars on it stay visible) with surreal "flowing" texture colour (Salvador Dali, R.I.P., could not have painted it more surrealistic ;) )

btw.: referencing to my "no-bug-with-hdrp8-pp"-theme frome above: compared the steps and results HDRp=8 with HDRp=16: really,really no graphical problems (except of FPS Drop form hdr8 to hdr16, but that's fair), so PP/VERY HIGH (HDRp=8) = PP/VERY HIGH (HDRp=16) with changing any PP ingame, back and forth, restarting, playing, changing again and so on :)
perhaps it has something to with me not having installed Catalyst Control Center but ATI Tray Tools (newest beta) instead.

AI: impression with new beta is that AI acts more real, good mix of obeying & thinking for themselves/for the squad. Enemys seem to be somehow cleverer, too. :)

SaOk
Apr 25 2010, 10:14
Apparently the problem with slow scripts is solved by removing the winxp option when starting arma 2. I'll check it better

I´ve been playing only without that -winxp and slow scripts are there.

Alex72
Apr 25 2010, 11:40
Kesh Kibrul (community island) played with me alone in an aircraft. 10,000VD and graphics set to HIGH all over, and the performance is just great. However it doesnt look like its proper 10,000m though? Maybe illusion of a custom island.

But in some situations/islands this beta rocks. And then when played normally with normal VD for example it stutters for no apparent reason. Really weird.

Remove the weird stutter...
...and remove auto danger on the AI...
...and we should have a hit in our hands. :)

Thank you BIS for continuing supporting the best game ever!

Vipera
Apr 25 2010, 11:42
Game still crashes and textures are loading too slow. And I lost 2 fps with new build in benchmark missions.

Krieger
Apr 25 2010, 11:45
After installing ARMA2_Build_69645:
White / invisible Ground-Texture in certain view angels.

Nvidia System-Information:
NVIDIA Systeminformationen-Bericht erstellt am: 04/25/2010 13:12:13

[Anzeige]
Prozessor: Intel(R) Core(TM)2 Duo CPU E4400 @<hidden> 2.00GHz (2009 MHz)
Betriebssystem: Windows 7 Home Premium, 64-bit
DirectX-Version: 11.0
GPU-Prozessor: GeForce 9600 GT
Treiberversion: 197.45
CUDA-Kerne: 64
Kerntakt: 600 MHz
Shadertakt: 1500 MHz
Speichertaktfrequenz: 700 MHz (1400 MHz Datenrate)
Speicherschnittstelle: 256-Bit
Gesamter verfügbarer Grafikspeicher: 2303 MB
Dedizierter Videospeicher: 1024 MB
System-Videospeicher: 0 MB
Freigegebener Systemspeicher: 1279 MB
Video-BIOS-Version: 62.94.8D.00.05
IRQ: 16
Bus: PCI Express x16

[Komponenten]

nvCplUIR.dll 2.8.313.10 NVIDIA Control Panel
nvCplUI.exe 2.8.313.10 NVIDIA Control Panel
nvWSSR.dll 6.14.11.9745 NVIDIA Workstation Server
nvWSS.dll 6.14.11.9745 NVIDIA Workstation Server
nvViTvSR.dll 6.14.11.9745 NVIDIA Video Server
nvViTvS.dll 6.14.11.9745 NVIDIA Video Server
nvMoblSR.dll 6.14.11.9745 NVIDIA Mobile Server
nvMoblS.dll 6.14.11.9745 NVIDIA Mobile Server
NVSTVIEW.EXE 7.17.11.9745 NVIDIA GeForce 3D Vision
NVSTTEST.EXE 7.17.11.9745 NVIDIA 3D Vision Test Application
NVSTRES.DLL 7.17.11.9745 NVIDIA 3D Vision Module (0)
nvDispSR.dll 6.14.11.9745 NVIDIA Display Server
NVMCTRAY.DLL 8.17.11.9745 NVIDIA Media Center Library
nvDispS.dll 6.14.11.9745 NVIDIA Display Server
NVCPL.DLL 8.17.11.9745 NVIDIA Compatible Windows7 Display driver, Version 197.45
PhysX 09.10.0129 NVIDIA PhysX
NVCUDA.DLL 8.17.11.9745 NVIDIA CUDA 3.0.1 driver
nvGameSR.dll 6.14.11.9745 NVIDIA 3D Settings Server
nvGameS.dll 6.14.11.9745 NVIDIA 3D Settings Server

Arma2.cfg:
language="German";
adapter=-1;
3D_Performance=48387;
Resolution_Bpp=32;
Resolution_W=1600;
Resolution_H=1024;
winX=15;
winY=32;
winW=1652;
winH=1007;
winDefW=1657;
winDefH=1010;
Render_W=1280;
Render_H=800;
FSAA=1;
postFX=1;
GPU_MaxFramesAhead=1000;
GPU_DetectedFramesAhead=3;
HDRPrecision=8;
lastDeviceId="";
localVRAM=1056505856;
nonlocalVRAM=1341943808;
refresh=60;
Windowed=0;

Arma2Profile:
version=2;
blood=1;
singleVoice=0;
anisoFilter=1;
TexQuality=1;
TexMemory=2;
useWBuffer=0;
tripleHead=0;
class Difficulties
{
class recruit
{
class Flags
{
Armor=1;
FriendlyTag=1;
EnemyTag=0;
HUD=1;
HUDPerm=1;
HUDWp=1;
HUDWpPerm=1;
HUDGroupInfo=1;
AutoSpot=1;
Map=1;
WeaponCursor=1;
AutoGuideAT=1;
ClockIndicator=1;
3rdPersonView=1;
UltraAI=0;
AutoAim=0;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=1;
skillEnemy=0.55000001;
precisionFriendly=1;
precisionEnemy=0.55000001;
};
class regular
{
class Flags
{
Armor=1;
FriendlyTag=1;
EnemyTag=0;
HUD=1;
HUDPerm=1;
HUDWp=1;
HUDWpPerm=1;
HUDGroupInfo=1;
AutoSpot=1;
Map=1;
WeaponCursor=1;
AutoGuideAT=1;
ClockIndicator=1;
3rdPersonView=1;
UltraAI=0;
AutoAim=0;
UnlimitedSaves=1;
DeathMessages=1;
NetStats=1;
VonID=1;
};
skillFriendly=1;
skillEnemy=0.69999999;
precisionFriendly=1;
precisionEnemy=0.69999999;
};
class veteran
{
class Flags
{
HUD=1;
HUDGroupInfo=0;
WeaponCursor=1;
3rdPersonView=1;
UltraAI=0;
DeathMessages=1;
NetStats=1;
VonID=0;
};
skillFriendly=1;
skillEnemy=0.89999998;
precisionFriendly=1;
precisionEnemy=0.89999998;
};
class mercenary
{
class Flags
{
UltraAI=0;
DeathMessages=0;
NetStats=0;
VonID=0;
};
skillFriendly=1;
skillEnemy=1;
precisionFriendly=1;
precisionEnemy=1;
};
};
showTitles=1;
showRadio=1;
customScheme=1;
trackIR=1;
freeTrack=1;
controller="Default";
sensitivity="Medium";
vibrations=1;
class ControllerSchemes
{
****removed key bindings****
class MainMap
{
class Compass
{
inBack=0;
position[]={-0.068000004,-0.063750006,0.2};
positionBack[]={0.010000003,0,0.1};
};
class Watch
{
inBack=0;
position[]={0.0055052373,-0.056549165,0.20999999};
positionBack[]={-0.010999999,0,0.11};
};
class WalkieTalkie
{
inBack=1;
position[]={0.093999997,-0.043000001,0.25};
positionBack[]={0.28,-0.155,0.625};
};
class GPS2
{
inBack=0;
position[]={-0.030799989,-0.070125014,0.22};
positionBack[]={0.023999998,0,0.12};
};
};
shadingQuality=7;
shadowQuality=2;
mouseSensitivityX=1;
mouseSensitivityY=1;
floatingZoneArea=0;
difficulty="regular";
lastSPMission="04: Hubschrauber";
activeKeys[]=
{
"BIS_T01",
"BIS_T02",
"BIS_T03",
"BIS_T04",
"BIS_SOM_INFO_HINT_1",
"BIS_SOM_INFO_HINT_2"
};
currentCampaign="ca\missions\campaign";
lastCampaignMission="Den Bären aufhalten";
browsingSource="Internet";
class Filter
{
serverName="angry";
missionType="";
missionName="";
maxPing=0;
minPlayers=0;
maxPlayers=0;
fullServers=1;
passwordedServers=1;
battleyeRequired=0;
};
difficultyMP="regular";
lastMPMission="CRCTI Proman v3 17 Sixteen";
teamSwitchOffsetX=0;
teamSwitchOffsetY=0;
headBob=1;
sceneComplexity=300000;
viewDistance=1600;
terrainGrid=10;
volumeCD=3.0640075;
volumeFX=5;
volumeSpeech=5;
gamma=1;
brightness=1;
fovTop=0.75;
fovLeft=1.2;
uiTopLeftX=0.20833334;
uiTopLeftY=0.15000001;
uiBottomRightX=0.79166663;
uiBottomRightY=0.85000002;
IGUIScale=0.69999999;

dontknowhow
Apr 25 2010, 11:48
I´ve been playing only without that -winxp and slow scripts are there.

Yeah, I was just looking at it. I guess yesterday it was a coincidence.
I don't know what triggers it. Sometimes they are fast.

Bouben
Apr 25 2010, 12:33
Edit:

Some white texture glitches sometimes. But nothing serious.

S-M
Apr 25 2010, 13:25
Also managed to get the missing ground textures from some angles this morning.

jznomoney
Apr 25 2010, 13:48
how do you run a benchmark in arma2?

Alex72
Apr 25 2010, 13:50
Single Player - Scenarios - Benchmark1 & Benchmark2.

jznomoney
Apr 25 2010, 14:01
I am getting missing textures and random crashes. They do not happen in the 1.05 released arma2. I am using the nvidia display driver 197.45. My specs are in my signature.

Protegimus
Apr 25 2010, 14:48
In addition to the points mentioned about AI by twisted, SASrecon, CarlGustaffa, etc. it is nice to see the AI back on track to improved combat behaviour, features such as:
[60220] Improved: AI covering units tend to stay close to each other

are immediately obvious, AI is religiously using pairs with bounding overwatch - much better than the `line up, ready to be shot' that was 63826!
I'd still generally prefer to see the AI use a more realistic approach and it would be great if the AI would move behind their buddy rather than crossing anothers arc, but one step at a time...

AI also appears less likely to fire when moving/changing position, resulting in less friendly fire - another welcome improvement.

Alex72 - are you using
-maxmem=
command line parameter and what do you have your in game video settings at - I don't see any stutter when moving.
Also, setting (http://forums.bistudio.com/showpost.php?p=1614774&postcount=114) GPU rendering frames ahead to 1 makes for horrible performance on my system (all a hangover from that nightmare mouse lag scenario last year), though of course everyone's mileage will vary.

Protegimus

Alex72
Apr 25 2010, 14:58
@<hidden> No i dont use maxmem. And setting GPU rendering to 1 has been amazing for me since i found out about it. But i will test changing that now and see what happens since there are moments when its very good. For example going 10000VD wich is very smooth compared to before.

But the constant stuttering when moving (slow and fast) is a killer. Will test changing the GPU rendering values around a bit. Thanks mate. :)

EDIT: Also tomorrow i'll gut my PC for new parts (signature) so well see what happens then. Maybe everything will be back to normal even with this new beta.

BangTail
Apr 25 2010, 15:42
Before this patch, the 980x did not suffer from the stuttering that was caused by hyperthreading on other 4 core i7 9xx model CPUs.

After this patch, I have had to re enable -cpucount=6 otherwise it is a stutter festival. It may make it easier for BIS to figure out what is causing this on i7s in general as it definitely did not affect the 980x until I installed this patch.

Alex72
Apr 25 2010, 15:46
Thank you BangTail. Nice to see it isnt just me. Im on an AMD X2 6000+ though but still its a stutter fest.

I notice this mostly on Isla Duala. Anyone can test just putting a unit out in the middle of duala and then just start walking or running? When i move it stutters (not lagging) and it never settles. Only if i look straight down it settles and is smooth as silk. But if i look forward it stutters all the time. Older patches it stutters for a second or two to load in the surroundings and then its all smooth until running too far where it needs to load in new material. But this one never stops stuttering.

Tomorrow i have my i7 though and maybe that hyper threading stuff works to remove it. :)

PS. Changing pre rendering frames etc did not do anything but making movement (turning etc) more creamy like. Still same stutter. Mostly on Isla Duala though. Maybe something on that map that needs to change just for this patch? Hmm weird.

EDIT: Found out what caused the massive stutter on Isla Duala and probably the rest - the grass! Removed the grass and no more stutter. Previous beta does not do this on my pc so its something new in the latest one.

BangTail
Apr 25 2010, 15:54
Thank you BangTail. Nice to see it isnt just me. Im on an AMD X2 6000+ though but still its a stutter fest.

I notice this mostly on Isla Duala. Anyone can test just putting a unit out in the middle of duala and then just start walking or running? When i move it stutters (not lagging) and it never settles. Only if i look straight down it settles and is smooth as silk. But if i look forward it stutters all the time. Older patches it stutters for a second or two to load in the surroundings and then its all smooth until running too far where it needs to load in new material. But this one never stops stuttering.

Tomorrow i have my i7 though and maybe that hyper threading stuff works to remove it. :)

PS. Changing pre rendering frames etc did not do anything but making movement (turning etc) more creamy like. Still same stutter. Mostly on Isla Duala though. Maybe something on that map that needs to change just for this patch? Hmm weird.

I always test at the center of Cherno bcause I know it's one of the more intensive places CPU/GPU wise.

It's quite a coincidence because I tested it a few days ago and it was smooth and then today (after the patch), I was going from ~50 FPS to 9 FPS every 3 seconds.

This is exactly the behaviour that my 975 used to exhibit without the -cpucount=4 switch. I re added the -cpucount=6 switch and the stuttering immediately vanished.

Thankfully, the cpucount switch does seem to work for most people which is good. Some people seem to have to resort to disabling HT in the BIOS. That wouldn't be an acceptable solution for me tbh but it is there as a last resort.

Alex72
Apr 25 2010, 16:18
I have to say though that this beta is on the right track. Although i have this stutter wich seems to be the grass (on my pc anyway) but if i disregard that the performance seems to be better.

About AI: Anyone else noticing the old AI squad leader runs far ahead of his squad syndrome again? Tested with HC module and sent a 12 AI unit strong squad forward and i noticing the leader was pretty far in front of the rest of the team. Squad set to FULL speed - FILE. Changed to LINE on the fly but seemed still the leader kept running far ahead. Will test more.

SaOk
Apr 25 2010, 16:21
Yeah, I was just looking at it. I guess yesterday it was a coincidence.
I don't know what triggers it. Sometimes they are fast.

I also dont have an idea why it happens. I never have slow scripts at start of the mission but then the script performance oscillates slowly - there can be up to 1-2 minute pause and suddently all works great again for minutes until the lag starts again.

I also noticed that after the global pause in every script, all comeback as a big command package ingoreing the current (~number)-command they have.

JW Custom
Apr 25 2010, 16:45
It's quite a coincidence because I tested it a few days ago and it was smooth and then today (after the patch), I was going from ~50 FPS to 9 FPS every 3 seconds.

This is exactly the behaviour that my 975 used to exhibit without the -cpucount=4 switch. I re added the -cpucount=6 switch and the stuttering immediately vanished.


I have a 920 and i have never experienced that and i don't use the -cpucount parameter!

Though i'm experiencing slightly stutter on Utes with new beta!

nomdeplume
Apr 25 2010, 16:58
Hadn't had any problems until I decided to hitch a ride with a chopper from Staroye which then went south to the coast and turned west to land at the SW airport. Textures disappeared from big chunks of the land to the west and the framerate dropped - if I looked behind me to the North/East everything was fine, but the area with the missing textures made the machine really crawl. Also tried looking down which was okay for a bit but the white textures started to spread and eventually the display driver crashed so I had to kill the game.

Win7 x64, i7 920, nVidia GTX 295 w/ 197.45 drivers.

Protegimus
Apr 25 2010, 17:22
...
About AI: Anyone else noticing the old AI squad leader runs far ahead of his squad syndrome again? Tested with HC module and sent a 12 AI unit strong squad forward and i noticing the leader was pretty far in front of the rest of the team. Squad set to FULL speed - FILE. Changed to LINE on the fly but seemed still the leader kept running far ahead. Will test more.

Ah, that ties in with AI no longer observing change:
[60711] Changed: Units now never enter cover while moving in compact (Delta or File) formations

from beta 60718.
Better for AI to use cover when moving, but doing so then allows the squad leader to get too far ahead...maybe they are taking a second look at how all the:
[60129] Fixed: AI subordinates now move faster (use less cover) to catch up when leader is way ahead of them.
[60102] Fixed: AI subordinates should now respect formation more when moving in combat.
[60101] Fixed: Group leader was often running far ahead alone in combat.
[60092] Fixed: AI leader did not wait for a player to cover him when moving in combat.

changes from beta 60141 work together to continue to improve the AI.

Re. stutters (please bear with the slight tangent, it might be useful information) when doing lots of performance testing with ArmAIIMark we found that performance was very sensitive to memory bandwidth - returning more performance from bandwidth improvement than CPU speed or GPU type, perhaps someone experiencing the problem can test further?
Also interesting note about the core i7 BangTail, I tested limiting ArmA II to CPU fewer cores with -cpucount= when I first read about it and always saw significant degradation - you've certainly the systems to push ArmA on though!
Could just be 7's prioritised I/O sucking of course!

Anyone notice more leaves and stuff blowing around too?

Protegimus

gulag
Apr 25 2010, 17:28
Less stutter and some + frame rate, but when I use the binoculars on large areas of terrain texture disappears, I use ati 5850 with 10.3, Win7 64bit, Q9550, 4g ram.

KeyCat
Apr 25 2010, 17:33
Tried to spend some time with the 69645 Beta but unfortunatley it introduces some wierd lag/stuttering on my machine so I have to revert to older Beta.

FPS wise there isn't any big difference but it feels like I'm walking/running with rubberstraps somehow tied to my ancles, this also on Utes!? The little time I spent with 69645 Beta it felt like it was related to my HDD access (also tried to defrag my D-drive) my specifications below...

Windows XP Pro
Intel C2D E6850 @<hidden> 3.41 GHz
2 x 1 GB RAM @<hidden> 1066 MHz
2 x Seagate ST3250620AS SATA-II 250 GB HDD
GeForce GTX 260 896 MB with drivers 191.07 WHQL

Standingby until next release...

/KC

Alex72
Apr 25 2010, 17:34
Protegimus: Tested now a lot and the grass is what causing the stutter on my machine in the new beta. Compared to the other patches where grass has a usual performance hogging effect and its all steady "lag". Still, its smooth when i play the same islands on the older patches and weird irregular but constant pretty hard stutter when grass is on now in this beta. Turn it off and its ultra smooth. Even better than previous betas without grass (usuall have it on NORMAL however).

Another side thing about effects: I was in a fire fight just now. Big one. And i was shot at like crazy - but didnt see any suppressing effects. Would really like it to be heavier effects when a lot of bullets pass close to me. VBS2 makes it tunnel vision with darkened edges plus when bullets are REAL close you even unwillingly "flinch" aka the camera quickly but slightly shakes one single time when a bullet passes real close. Really love that as it makes you crap your pants. However in ARMA2 we should have the blurred vision etc when too much "heat" layed upon us. In this beta i cant see that - only when i shoot close to my feet but not from enemies. Could be looked into as well. (sorry not a performance report).

MavericK96
Apr 25 2010, 17:57
Great to see this fixed! I had posted videos about this a year ago, but better late then never, after all it was just visually annoying, not game-breaking.

Is this referring to the "warping" terrain a ways in front of you when you look sort of at the ground? I remember noticing this problem from a long, long time ago.

BangTail
Apr 25 2010, 18:00
I have a 920 and i have never experienced that and i don't use the -cpucount parameter!



You're one of the few.

bensdale
Apr 25 2010, 18:11
I have a 920 and i have never experienced that and i don't use the -cpucount parameter!

Though i'm experiencing slightly stutter on Utes with new beta!

have you disable HT in the bios options?

Drew
Apr 25 2010, 18:12
well the disapperaing ground/white ground has made an apperance for me using this beta patch...anyway to fix this?

ATI 4850 with latest drivers~

langgis08
Apr 25 2010, 18:39
moved to: http://forums.bistudio.com/showthread.php?p=1616090#post1616090

Inkompetent
Apr 25 2010, 19:40
SP Scenario , me squad leader (5 subordinates), formation column, walking straight forward, obstacle => fence in front of us (the simple, usual wooden one, out in the fields)
pressing "forward" until my player has to climb over the plank but any subordinate just walks through the plank as if it wasn't there, they don't climb neither they crawl on ground.
it's not a new issue, it's not game breaking, but ... it's very nasty and killing feeling of realism, of course... I thought that would be fixed somewhen, but when ... ?:confused:

THen please post this in a relevant thread ;)

Alex72
Apr 25 2010, 19:48
have you disable HT in the bios options?
JW did not disable HT and never had problems. Theres how different systems are heh. :)

Drew: For now the only thing that fixes the ground texture issue is to slide the view distance slider up and back down to what you had. Should remove the problem.

JW Custom
Apr 25 2010, 19:48
have you disable HT in the bios options?

Nope HT is on :)


You're one of the few.

Dunno about that, read quite a few threads about performance issues with core i7 where people posted they didnt have those problems with their core i7!

BangTail
Apr 25 2010, 19:50
Nope HT is on :)



Dunno about that, read quite a few threads about performance issues with core i7 where people posted they didnt have those problems with their core i7!

I never have any performance issues either with regards to the i7 - provided I use cpucount.

It was widely discussed here way back when and many people had trouble with it. I suspect it is so well known now, there is little reason to discuss it further.

I never saw a thread where people discussed the problems they weren't having, but hey, that's just me ;)

JW Custom
Apr 25 2010, 19:57
I never saw a thread where people discussed the problems they weren't having, but hey, that's just me ;)

lol yeah that was what i said u bugger :p

There have been many threads where people were talking about the core i7 being the root to their problems, in those threads people including me replied and said we never had those problems ;)

BangTail
Apr 25 2010, 20:10
lol yeah that was what i said u bugger :p

There have been many threads where people were talking about the core i7 being the root to their problems, in those threads people including me replied and said we never had those problems ;)

Just out of interest, what MB are you using?

JW Custom
Apr 25 2010, 20:19
Just out of interest, what MB are you using?

A gigabyte GA-EX58-UD4P.

bensdale
Apr 25 2010, 20:24
hmm i have also a i920 and without Cpucount 4 or disabel HT in the Bios options, mi ArmA II stutter a lot.

I noticed that with Win Vista 64 my ArmA works with HT on and without set cpucount.

With Win 7 64 works this not. I must set cpucount or disable HT (same effect for me) for a fluid gameplay.

here is a link about win7 and I920:
http://forums.bistudio.com/showthread.php?t=95989&highlight=win7


which OS you use?

BangTail
Apr 25 2010, 20:25
A gigabyte GA-EX58-UD4P.

Never actually used that one but I am very partial to GB and I've experienced it on all of the boards I've used (and several different i7s).

It's not a big deal at the end of the day as adding 'cpucount' takes all of 1 second but I'd really like to know what changed in that patch that borked it on the 980 because I definitely did not have it before I applied the patch.

Are you on a 64 bit Win 7. I never got it under 32bit XP so maybe that is the catalyst?

EricM
Apr 25 2010, 20:45
Haven't voted yet as I have more test to do, but running the benchmark mission 1 multiple times, I get up to +40% performance increase with the new patch, going from 23-24 fps to 32-33 fps.

At first, I get the missing ground texture bug aswell, but as with other people found, cranking up the draw distance over 3500 and then reducing it to 1600 for instance solves the problem for all subsequent tests.

Rebooting the game makes the bug come again.

Running :
Q6600 @<hidden> stock
G8800 GTX - 768 Mo
Win7 64B - SSD disk.

For me this patch is clearly on the right track. No stuttering either, but the SSD might help there.

Edit : with a bit more testing in the editor, flying the f35 over chernarus, I get around from 7 to 9 fps more on average (this is huge for me) and a much improved fluidi feeling due to better loading management (reduced micro stutters).

JW Custom
Apr 25 2010, 20:46
Never actually used that one but I am very partial to GB and I've experienced it on all of the boards I've used (and several different i7s).

It's not a big deal at the end of the day as adding 'cpucount' takes all of 1 second but I'd really like to know what changed in that patch that borked it on the 980 because I definitely did not have it before I applied the patch.

Are you on a 64 bit Win 7. I never got it under 32bit XP so maybe that is the catalyst?

I'm on WinXP 32Bit :)

BangTail
Apr 25 2010, 20:58
I'm on WinXP 32Bit :)

Ahhh, definitely the best OS for ArmA 2 if you want the least possible problems.

I really should have stated that I was referring to Win 7 64 I guess, DOH!

Seems to be a problem with the way that Win 7 handles the virtual cores.

Dslyecxi
Apr 25 2010, 21:46
Having used the new beta for our Saturday session, we noticed a great deal of crashing above and beyond the normal occurrences. The vanishing terrain bug showed up a good amount (including a mission that took place on Everon that we had to abort due to it basically breaking the mission) as well. I ended up crashing twice myself, which is very unusual - each time A2 would freeze up and become unresponsive, and when I got back to windows (via ctrl-alt-del, task manager (in W7)) it would say that "ArmA had stopped responding". People who normally do not crash were crashing, and it seemed that we had a high percentage of crashes when loading into missions or ending them.

I plan to revert us to the prior patch for now - any performance gains that came from this latest one have been offset by the much more frequent crashing that is in it.

Crashlogs will be sent in shortly.

NkEnNy
Apr 25 2010, 22:00
On my home computer (a phenomx4, GF285, winXP 32b) the patch hasn't introduced any performance changes so far. On my laptop however the change is staggering. (Intel 2ghz, GF<something or other> winVista 32b)

Arma2 runs blazingly fast on my laptop-- The benchmark1 has increased some 4-5FPS to 30+

-k

Drew
Apr 25 2010, 22:58
Thanks Alex :)

Nazul
Apr 25 2010, 23:42
Good performance increase for me. Win7/i7/6gig/gtx295.
I haven't played for (since Bad Company2 was released) a while :)
I ran my usual test mission Counter Attack and was getting no texture swapping like usual, could spin around and no texture lag.
Got an error loading the mission- No entry "bin\config.bin/CFGmarkers.faction_CDF" and there was no markers on map screen at intro.
Loaded the benchmarks and got missing ground textures. :(

MavericK96
Apr 26 2010, 05:36
Ahhh, definitely the best OS for ArmA 2 if you want the least possible problems.

I really should have stated that I was referring to Win 7 64 I guess, DOH!

Seems to be a problem with the way that Win 7 handles the virtual cores.

Just for the sake of clarity, what does the cpuCount=4 actually "fix" for the i7 920? I have the same CPU and I don't use the attribute, but I haven't really noticed any problems, per se. Does it just increase performance? I feel like I've adding the command before but not really seeing a difference in core usage or anything. I'm also running Win 7 64, same as you.

astral54r
Apr 26 2010, 05:51
69645 creat new artefacts :)

http://s006.radikal.ru/i215/1004/a3/01126f1cea03t.jpg (http://s006.radikal.ru/i215/1004/a3/01126f1cea03.jpg)http://s005.radikal.ru/i212/1004/bb/45cf71a78513t.jpg (http://s005.radikal.ru/i212/1004/bb/45cf71a78513.jpg)

http://s59.radikal.ru/i165/1004/dd/26a10233c84dt.jpg (http://s59.radikal.ru/i165/1004/dd/26a10233c84d.jpg) http://s004.radikal.ru/i208/1004/7b/2174047bd615t.jpg (http://s004.radikal.ru/i208/1004/7b/2174047bd615.jpg)

MavericK96
Apr 26 2010, 06:00
(Cross-posting to this thread also because I meant to actually post it here)

Just did some minor testing with Benchmark 2:

Settings:

AA = Low
Video Memory = Default
VD = 3905.
All else, Very High

Tests:

ArmA2 1.05, no command line modifiers: 20 FPS
ArmA2 BETA, no command modifiers: 21 FPS
ArmA2 1.05, using -cpuCount=4: 21 FPS
ArmA2 BETA, using -cpuCount=4: 20 FPS

Conclusion:

So, pretty inconclusive. Or rather, shows me that the beta didn't make any real framerate difference for me, nor does using the cpuCount attribute on my i7 920 seem to do anything for framerate.

Notes:

-My HT is turned OFF. This is because I'm overclocking and having it on raises temperatures considerably. I turned it off a long time ago because after reading benchmarks for gaming and normal use, almost nothing takes advantage of HT with 8 cores.

-In the beta, the game ""seemed"" like it had more stutter. Of course this is subjective, as it's not a framerate issue, but it seemed to stutter a lot more than 1.05.

-The beta also had a glitch where the mountains in the far distance would sort of disappear at the beginning of the benchmark and then reappear as you got closer. This did not occur at all in the 1.05 version. On the second run of the beta (with cpucount=4 enabled), it was less noticeable, but they still seemed to "warp" slightly.

-I didn't get any sort of ground textures disappearing or white boxes at all in either beta run.

MadDogX
Apr 26 2010, 06:13
Played a 3 hour MP game yesterday evening. Performance is great, experienced no crashes or other major issues but did come across the disappearing ground bug for the first time. Only happened twice very briefly over the course of the whole game though. It seems to occur in specific places and only from certain viewing angles, as if sections of the ground were being mistakenly identified as "off-screen" and thus being culled.

Suma
Apr 26 2010, 06:45
Issue created for "disappearing ground" issue. Please, add repro at http://dev-heaven.net/issues/10319

EricM
Apr 26 2010, 07:24
Repro is an easy one for me : reboot the game, open benchmark mission 1 with vd@<hidden>, watch the ground disappear on the slope of the hill and at the end of the camera movement near the house. It's systematic.

Edit : I've recorded a simple video showing how it appears again exactly at the same time, at the same place, each time in the benchmark mission 1 for me. No user input needed, 100% reproductible for me.

CarlGustaffa
Apr 26 2010, 07:36
I think performance issues for those with the bug can be ignored. When this happens, a lot more stuff is often visible, such as tree roots and additional landscape behind the scene, and units hiding behind a ridge not so well anymore :) All these new polygons due to a few lacking ones that have little cost to render.

Yes, it does remind me of a culling problem. One pixel change in view direction is enough for toggling the bug.

jpinard
Apr 26 2010, 07:41
Issue created for "disappearing ground" issue. Please, add repro at http://dev-heaven.net/issues/10319

Suma - Just wanted to mention how awesome you guys are. Thanks so much for an amazing game. :)

AnimalMother92
Apr 26 2010, 07:45
Same here, I can repro with Benchmark 01. I added a 7zip with screen shots and the requested files to the ticket.

EricM
Apr 26 2010, 08:51
Repro video link added to bugtracker.

stun
Apr 26 2010, 10:32
I'm getting the white ground bug on my system - where you can see the tree roots etc. Also A drop in FPS and a strange kind of stutter. This stutter seems different to that which I have encountered previously. It feels like a very quick surge and is evident when using ground units particularly when I'm side stepping and look in another direction to where I'm moving. I don't think I'm imagining it - overall something feels wrong when I'm walking about.

I'm using xp sp3, E6400 C2D @<hidden> 2.68 Ghz, 2 gig ram, 8800gt (factory overclocked) with 197.45 drivers.

Benchmarks
Vanilla 1.05 (62017)
Benchmark 1 45 fps
Benchmark 2 17 fps

previous 63826 Beta
Benchmark 1 50 fps
Benchmark 2 17 fps

New 69645 Beta
Benchmark 1 44fps
Benchmark 2 16 fps

My results show that I was getting 6 fps more using the previous Beta. So no gain for me. I'm hoping the loss of fps is down to the bug with the ground.

For now I'm reverting back to the previous betas.

pchaxor
Apr 26 2010, 11:02
Missing textures "white textures" and transparent ground textures happened every time I used the beta. Vanilla and ACE 2 - made no diff.
Upgraded to latest Nvidia Drivers and played with settings to no avail. The gameplay is smooth and stable with no crashes.

Thanks!

(I reverted back to the latest release due to missing/invisible textures; not gameplay or stability issues.)
- I would be interested in testing more should the texture issue be resolved.

WillaCHilla
Apr 26 2010, 11:03
-testet the new beta yesterday with some of my mates during private coops and online-mp (domination and warfare in this case).

impressions:

performance:
In general, the performance seems to be the same overall, but the increase of the viewdistance isn´t effecting it so hard anymore. I was able to set it to 4000m-4500 with the same smoothness as it was before the patch with a Vd of 3000.
Important one I noticed, if I start the game (default world:Chernarus) it needs a bit longer to get to the main-menu as before the patch was not installed.

graphical bugs:

For me, I wasn´t able to detect any visual glitches, etc (hardware listed in my sig). 50% of the others, who were on ts (pc collections of Duals and Quads, mostly with ATIs VGAs (4890, 5850)) had the graphical bugs which are already mentioned above.

AI-performance:

mh-seems the ai follow the orders a bit faster (e.g. movement in dangermode), but they still have their own head (don´t really quitting the danger-mode in combat).-But this needs a bit more testing by my side!

Have to correct my previous statement:

Got the ground texture-bug yesterday on Chernarus and Isla Duala as well.

NoRailgunner
Apr 26 2010, 11:53
Tested yesterday on a duo core @<hidden> with nvidia 9800gtx+ and vista32. Viewdistance set to 2500m, gpu memory = default, AF+AA+shadows = off, rest set to normal.
The ground disappear or changed into white on many places - visible in default A2 Missions:
- Benchmark1
- the mission (dont remember the name yet) where you had to lase the BRDM2 and secure the village commanding other units.

The average drop with this beta build is 5 fps (with A2 benchmarks too).
Stuttering units still visible especially if they disembark and move away from vehicles and planes.

AI are a bit better but they still need more fixing and improvements.

CarlGustaffa
Apr 26 2010, 12:31
Resolved in 69686 (http://dev-heaven.net/issues/10319#note-4), hoping we'll get a new update pretty soon.

BangTail
Apr 26 2010, 12:36
Just for the sake of clarity, what does the cpuCount=4 actually "fix" for the i7 920? I have the same CPU and I don't use the attribute, but I haven't really noticed any problems, per se. Does it just increase performance? I feel like I've adding the command before but not really seeing a difference in core usage or anything. I'm also running Win 7 64, same as you.

It alleviates what is probably attributable to 'cache thrashing'.

It seems to be unique to Win 7 (and maybe to 64 bit versions but I've never run Win 7 32 so I can't confirm that).

Some people actually have to disable HT in the bios in order to get rid of it although I have always managed to circumvent it with just the command line switch.

Zipper5
Apr 26 2010, 12:41
Resolved in 69686 (http://dev-heaven.net/issues/10319#note-4), hoping we'll get a new update pretty soon.
Very nice. Good job, BIS. Looking forward to the next update. ;)

ScareCroweb
Apr 26 2010, 13:17
Just remove the grass and everything is fine, to be honest BIS should force the grass off for everyone. The grass is evil and makes NOBODY happy! Anyway good job BIS for fixing the bug :yay:

jpinard
Apr 26 2010, 13:47
It alleviates what is probably attributable to 'cache thrashing'.

It seems to be unique to Win 7 (and maybe to 64 bit versions but I've never run Win 7 32 so I can't confirm that).

Some people actually have to disable HT in the bios in order to get rid of it although I have always managed to circumvent it with just the command line switch.

Disabling HT in the BIOS is the recommended option for gamers. Not a single high fidelity 3d game benefits from virtual cores as it puts too much strain on the processors. 3d titles suffer a substantial performance hit with it on, increases heat and electrical load, plus it lowers your overclocking potential.

Thr0tt
Apr 26 2010, 14:05
Just remove the grass and everything is fine, to be honest BIS should force the grass off for everyone. The grass is evil and makes NOBODY happy! Anyway good job BIS for fixing the bug :yay:

You speak for yourself please with the grass comment.

ScareCroweb
Apr 26 2010, 14:18
You speak for yourself please with the grass comment.

Name one good reason for having the grass on versus AI except for that it may look nice!

Zipper5
Apr 26 2010, 14:23
Everyone wanted grass to be added after OFP. There's your reason.

Be rational please. Removing grass instead of allowing people to enable/disable it as they please simply pisses off those who like to have it enabled, like myself.

ScareCroweb
Apr 26 2010, 14:27
True Zipper, but I am one of those unlucky people who are once in awhile playing with people who force grass on others, shame on them :(

Zipper5
Apr 26 2010, 14:35
Well, then, it's simply a matter of finding a different/better server. ;)

Nickfury
Apr 26 2010, 15:28
Same ground glitch bug the further i go into the game.
rolled back to last beta. Though several domi tasks are problematic, older beta 'seemed' to run smoother for me.

KeyCat
Apr 26 2010, 16:27
Just remove the grass and everything is fine, to be honest BIS should force the grass off for everyone. The grass is evil and makes NOBODY happy! Anyway good job BIS for fixing the bug :yay:

Lets just agree to disagree! Personally I can't to play without grass but each to his own!


Name one good reason for having the grass on versus AI except for that it may look nice!

You just need to go outside and look around at the nature and there you have your answer.

/KC

BoneBoys
Apr 26 2010, 16:30
The first time I ran the beta I had good impressions in general.
This is playing my own mission, that I know like the back of my hand.

I loaded the (same mission), the following day and boom!!! Missing ground textures...
I loaded a BIS single player mission, no missing textures.
I went back to "my mission" and the missing textures problem was still present.
This is all on Chernarus, btw, in and around Pusta..

Shut down the game... Restarted, loaded up "my mission" and everything was in order once again.

Has not happened since...

8800gt, latest drivers, Windows XP sp3, 3go ram.
All settings on normal, except shadows high and PP on low, VD set at 3058:eek:

I have not altered my settings in anyway.

langgis08
Apr 26 2010, 18:08
Resolved in 69686 (http://dev-heaven.net/issues/10319#note-4), hoping we'll get a new update pretty soon.

thx @<hidden> for that info and thx @<hidden> for resolving
:)

btw. having moved my yesterday's post here about AI-Trouble (AI walking ghostlike through fences etc. instead of crawling underneath or climbing over) into a relevant bug-thread :o sorry for that, folks

froggyluv
Apr 26 2010, 20:36
Unless I f#cked up somehow with the install, the patch outright kills my Arma2. Taking away all mods and erasing and reinstalling the Beta twice, it locks my FPS somewhere in the low 2's, and every option from the loading screen on freezes the screen for up to 2 minutes.

Sorry buts its totally unplayable for me.

E8500
8 gigs ram
4870 512

Alex72
Apr 26 2010, 20:44
Ok... Even though my system is completely messed up atm since i installed the new gear over an OS with all the old drivers for the old gear on it. Stupid i know, but i couldnt use the DVD player so i just tested to fire up my old HDD with windows on it, and so i also tested ARMA on this messed up system.

i7 930
P6X58D Premium
GTX275
Old crappy 7200rpm

How did this beta play on this? F-ing superb! Where i had weird stutter with the old system its completelly gone now, and this is on a messed up - not correctly installed system.

Tomorrow i will have ARMA2 on a new faster and better HDD as well as chunk up some of it into RAMDRIVE. Will return then and report how the beta runs. I have a sneaky suspision its gonna be great though. :)

Inkompetent
Apr 26 2010, 20:55
It's overally playing really nicely for me this beta, after quite a lot more hours of testing now. However I do experience very slow perfomance in scripts to and from. Like if the engine very strictly limits the amount of CPU cycles to use per frame for script processing. It goes slower as the round progresses. I even ended with Norrin's revive script taking 10 seconds to reduce the 'time left to be revived' with one second after a couple of hours, although it worked like a charm early on.

Afraid I don't have any repro steps at the moment, but I'll be keeping an eye on it.

Binkowski
Apr 26 2010, 21:03
i like some of the new features. but, below are my results from the benchmark test. they are running the same graphical settings.

1.05 : avg 21 fps
1.0569645 : avg 19 fps

nothing major though on my end. i enjoy it.

MarkB
Apr 26 2010, 22:12
I've had an "Out of memory (requested 11935564KB) footprint 0 KB." error a couple of times while playing the campaign with this beta, never had this problem with prior versions.

Headmunky
Apr 26 2010, 22:34
[62888] Fixed: Improved helicopter aiming with unguided rockets.
Big thanks for this one!
It's a great improvement.

Tawah
Apr 27 2010, 09:30
However I do experience very slow perfomance in scripts to and from. Like if the engine very strictly limits the amount of CPU cycles to use per frame for script processing. It goes slower as the round progresses. I even ended with Norrin's revive script taking 10 seconds to reduce the 'time left to be revived' with one second after a couple of hours, although it worked like a charm early on.

I've noticed this with the command action in mission flashpoint Chernarus by thomsonb. It takes 15s. to make the menu appear. I feel like scripts are now in low priority.
I'm not a script specialist but it seems to be the same problem with the sniper range table when running ace2. It fails to respond in less than 10-20sec when seeked.

Besides, rendering is much smoother with this beta and I didn't encounter missing texture for the moment. No noticeable increase in fps except in high altitude crusing (test 5 of ARMA II mark : +200%). We're on a good course. :bounce3:
I5 750/hd5850/catalyst 10.4 beta/4g ram/win 7 64

rundll.exe
Apr 27 2010, 10:12
While doing a very brief test with a fast-looping setvelocity script, I can confirm that script performance has degraded a lot, with unacceptable results (the objects move very choppy now)
It wouldn't be too hard to make a repro if needed I think.

dontknowhow
Apr 27 2010, 10:16
I've had an "Out of memory (requested 11935564KB) footprint 0 KB." error a couple of times while playing the campaign with this beta, never had this problem with prior versions.

I have had that too, but when exiting the game. Instead the older one, which has been bugging me for a long time, seems to be gone. I'm not sure if the memory leak is still there, but at least it's a bit more stable

@ST
Apr 27 2010, 10:19
I don´t think we´re "on a good course" with this one:
My performance dropped by 30%, i get lots of artifacts (little white dots and bigger white "flashes") and it introduced the "memory leak"- bug for me first time ever.
All in all this is unplayable for me, already reverted to 63826.

Win 7 64, i7 920, ATI 5850

Celery
Apr 27 2010, 11:59
It would be great if hideObject worked on all objects, i.e. ones with no classnames such as trees, bushes and walls. deleteCollection was infinitely useful because it could remove any map object and I'd like to have that ability back.

Alex72
Apr 27 2010, 13:39
Noticed 2 crashes AFTER exit. And i think i played MP both times. So when i hit exit and it looks like ARMA closes perfectly the background stays black (some of it and i can see the desktop in a corner) with a "send error report to MS". I took it as a fluke the first time but it happened a second time. Think i saved the RPT, but will test it tonight and see.

MadDogX
Apr 27 2010, 15:04
New beta is here, peeps. Finally, a separate volume slider for VoN! :eek:

Let's see if the disappearing ground bug has really been fixed. :D

^Th0mas^
Apr 27 2010, 15:53
Please report back if the patch have some AI changes as well :)

fabrizio_T
Apr 27 2010, 16:15
@<hidden>:
Hint: please check out the "killed" event Handler.
It looks it's being called multiple times for same unit.

Sickboy
Apr 28 2010, 14:58
Double killed EH problem is probably because of setDammage 1 usage inside handleDamage eventhandler (In this situation, the killed eh seems triggered twice :D).
We have/had the issue too in our Wounding system :)
Even setHit["body",1] inside a handledamage EH triggers the killed EH twice.

Kroky
Apr 30 2010, 12:56
I would like to see a function to adjust the FOV in the game menu in with the next beta patch. I think this would be useful, since not everybody is happy with the FOV right now and there will be never a setting that makes everybody happy. So everybody could adjust it for himself.

mrcash2009
May 2 2010, 11:52
New beta patch 69645 may appear not huge based on the change list (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_Build_69645.log), but it contains very significant changes under the hood.

As the changes were made to the engine core, including the core memory allocator, extensive testing is badly needed.

Download at http://www.arma2.com/beta-patch.php or directly from ARMA2_Build_69645.zip (ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_Build_69645.zip), feedback welcome.


patch 69645

Ive been running with 63826 since it arrived and no complaints at all (or any beta previous).

I installed 69645 the other day .. and bam ... really bad FPS ... really laggy on map, laggy when moving and turning. I did updated Nvidia drivers to latest WHQL just before and had not played for a while and I use mods.

So today I simply loaded the game with 69645 vanilla and the SP mission "Sipher" running it at night as a single SF player at 50 percent difficulty. This is basically hardly any enemy near you at start apart from heli insertion ... just you and no other AI at night in Chernarus. The map was laggy on start for briefing when it was dynamically placing items .. 5 second pause to then allocate items ready for mission. In the heli it was lagging and then when i got out spinning was awful the best way to describe it is the lag and fps was like I was in a middle of a large firefight with 5 heli and 4 10 man units each side and I was dropped into it, in the day maxxed out using all AI mods. Yet im 1 man no AI near me and at night with no mods.

So .. I then exited and saved the mission at the point of stood after heli insertion. Exited, flipped my "beta" folders around so it would load 63826 and went back into game. I then resumed the Cipher mission, low and behold the heli is still flying away im stood on my own and spinning on a dime, smooth as silk like the map was totaly empty and acting as it should.

I repeated this on simply 1 man on different maps, flipping between old and new beta to load same mission, every time it was the same.

So to report, never in any time of using A2 and betas have I seen such a massive performance drop to unplayable since using them. Something is very strange with the way its handling in the 69645 beta. I can repeat the issue time & time again.

To recap by simply introducing 69645 my system running A2 with usual setting never changed (with or without any mods) and just putting 1 player on a map runs like ive installed it on a single core 1 gig machine with built in graphics card ... remove and play 1.05 or old beta and it runs totally fine.

BI ... if you want more info I fine with supplying more just ask me what you need.

To conclude ...
"69645 on my rig runs so bad that its unplayable" Which im totally surprised at becuase all betas and A2 have not been that bad at all for me. PLus the difference is so obvious and extreme that if this was a released patch I would be making some serious complaints to BI ... im not because this is beta but you might want to see how this works on rigs like my combination because so far this runs to the point of broken almost.

Flash Thunder
May 18 2010, 21:00
Suma from the changelist

Optimization: Grass is not rendered when flying "fast" and "high"

Can parallax maps also not be rendered unless the player is almost at ground level 10 feet?

Unless im just seeing stuff, yesterday when I was flying around Utes I could still see the parallax effect even at relatively high altitude, obviously this could help alot in terms of performance and take some pressure off from the renderer.

please ignore if already added in.

Thanks.

Alex72
May 18 2010, 21:26
We are at beta 70313 now. You answered a 2 week old post.

Flash Thunder
May 18 2010, 21:31
We are at beta 70313 now. You answered a 2 week old post.

I know but It would seem more off topic in that thread since it mainly deals with the ex thread command.

I dont want to be beaten by posting this in that thread.

Where should I post this Alex? :o

Alex72
May 18 2010, 21:39
Dont worry. No harm done. :)

I guess the 1.06 suggestion (http://forums.bistudio.com/showthread.php?t=92386) thread would be more appropriate though since your post asks for changes in future patching. Think it would fit right in instead of an old beta thread. ;)

Ringhejm
May 22 2010, 09:14
I dont know if it has been mention here before, but after this patch, FRAPS wont work anymore. I dont know why FRAPS dont work after this patch but it is quite sad.
preformence is getting better but please look in to the problem of why FRAPS dont work.

Zipper5
May 22 2010, 09:49
Wrong place. Sorry... Again.