View Full Version : New Beta Build 71141 up!
MavericK96
Jun 3 2010, 09:33
Yay!
http://www.arma2.com/beta-patch.php
[71117] Optimized: Geometry loading in now optimized for multiple cores. Extra threading now enabled by default on computers with more that 2 CPUs. New possible -exThreads values: 5 (thread geometry loading only) and 7 (thread all)
Interesting new threading options. I'm hopeful for some good performance increases!
nomdeplume
Jun 3 2010, 09:42
As always, mirrored @<hidden> http://mirror.quex.org/arma/beta/ in case BIS' server gets hammered.
Six Updater Mirror Updated (http://updater.dev-heaven.net/mods/show/3733eb94-a75b-11de-9ec9-0021855d3b6d)
sent 7.90M bytes received 35.84K bytes 323.92K bytes/sec
total size is 26.08M speedup is 3.29
MavericK96
Jun 3 2010, 10:14
Initial tests with _FPS6_Cherno bench:
Build 71141
Avg AvgMin Max Min
exThreads = 0 35 25 51 9
exThreads = 1 35 25 52 11
exThreads = 3 36 25 52 10
exThreads = 5 35 25 51 12
exThreads = 7 36 25 53 10
Not super conclusive, but exThreads=5 and =7 definitely seemed a bit smoother to me. Less hard (0 FPS) stutter but still a fair bit of pull (low FPS) stutter. Haven't tested stability yet, but I will do more tomorrow when I have time.
---------- Post added at 03:14 AM ---------- Previous post was at 03:00 AM ----------
I just ran the bmCoastalFlight benchmark, and a couple of times during the flyby the framerate dropped to somewhere between 3-5 FPS for anywhere from 10 to 30 seconds, and then resumed normal framerate. Almost all the way through the second run, the game crashed, saying "ArmA2.exe has caused an error" or whatever the standard Windows APPCRASH message is. RPT is filled with stuff like:
Virtual memory total 2047 MB (2147352576 B)
Virtual memory free 134 MB (141500416 B)
Physical memory free 2962 MB (3105906688 B)
Page file free 7435 MB (7796940800 B)
Process working set 1191 MB (1249083392 B)
Process page file used 1408 MB (1477398528 B)
Runtime reserved 487 MB (510656512 B)
Runtime committed 304 MB (319045632 B)
Longest free VM region: 9179136 B, busy 2022985728 B, free 124432384 B
Small mapped regions: 10, size 53248 B
Followed by lots of:
Memory store: Failed mapping, already mapped 4392 KB, error 8
Virtual free 22859776 B, page free 4294967295 B, physical free 3141357568 B
Memory store: Failed mapping, already mapped 4396 KB, error 8
Virtual free 22794240 B, page free 4294967295 B, physical free 3141361664 B
Memory store: Failed mapping, already mapped 4392 KB, error 8
Virtual free 22859776 B, page free 4294967295 B, physical free 3141357568 B
...
File read error: addons\plants2_tree.pbo,ERROR_NOACCESS
Error 3e6 reading file 'addons\plants2_tree.pbo'
ErrorMessage: There’s a problem with the disc you’re using. It may be dirty or damaged.
And finally:
Mods: CA;beta
Distribution: 1459
Version 1.05.71141
Fault address: 00999C13 01:00598C13 C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe
file: BM_coastalFlight (__cur_sp)
world: chernarus
Prev. code bytes: 8B 46 08 8B 40 08 03 46 20 8D 4F FF 85 C9 7C 09
Fault code bytes: 8A 10 88 13 43 40 49 79 F7 01 7E 20 29 7D 08 74
Registers:
EAX:00000C5C EBX:016FC604
ECX:00000003 EDX:00000001
ESI:19440D00 EDI:00000004
CS:EIP:0023:00999C13
SS:ESP:002B:016FC5D4 EBP:016FC5E4
DS:002B ES:002B FS:0053 GS:002B
Flags:00010206
=======================================================
error: Minidump is unavailable, dlghelp.dll load error...
Basically it seemed like every time the "Out of Memory" error might occur, the game slowed down to 5 FPS and puttered along, finally regaining performance in a bit. The game did this about 5 times total before crashing.
In any case, I'd say this is somewhat of an improvement. At least there is no "v-buffer creation error" going on in the RPT, and the crash is different.
Does anybody else get a CTD after ArmA 2 startup with filepatching activated ?
It's fine when I add -noFilePatching
Xeno
Do we still need to add in -exThreads= x if it's already enabled by default?
SASrecon
Jun 3 2010, 10:27
For me Chernarus took much longer to load up into both the editor and into 'gameplay mode', but overall performance was much smoother with -exThreads=7.
I also found the patch quite smooth for me even without the -exThreads.
-And no, you don't need to add -exthreads=anything afaik.
new beta crashes for me with exthreads 5 and 7
Distribution: 1461
Version 1.05.71141
Fault address: 00896366 01:00495366 F:\program files\Bohemia Interactive\ArmA 2\beta\arma2.exe
file: intro
world: ThirskW
Prev. code bytes: 8D 48 70 E8 E0 7B DB FF 8B 83 98 00 00 00 33 C9
Fault code bytes: 39 48 1C 8D 83 40 01 00 00 0F 45 4D 0C 8B 10 81
Registers:
EAX:00000000 EBX:199DE500
ECX:00000000 EDX:016FEFF8
ESI:00000000 EDI:00000000
CS:EIP:0023:00896366
SS:ESP:002B:016D5424 EBP:016FEFDC
DS:002B ES:002B FS:0053 GS:002B
Flags:00010246
edit: thirsk island was the culprit. removed and running fine.
edit 2: seems panthera also crashes it. sticking with utes now then.
=WFL= Sgt Bilko
Jun 3 2010, 11:13
Maybe a developer could explain if the other "-exThreads" values are still valid in this patch (other than 5 and 7). And if so what they mean.
Do we still need to add in -exThreads= x if it's already enabled by default?
I would say it depends on your OS/hardware and probably also in-game settings.
For me not using -exThreads=0 gives that terrible stuttering back. This is on Utes, no AI etc, just me running in the grass along the runway.
/KC
Will using 5 and 7 have any effect on a dual core?
Richey79
Jun 3 2010, 11:24
'Extra threading now enabled by default on computers with more that 2 CPUs. New possible -exThreads values: 5 (thread geometry loading only) and 7 (thread all).'
Sounds like these optimisations are going to get most mileage on PCs with more than 2 cores.
Will using 5 and 7 have any effect on a dual core?
Yes, it will. We did not enable it by default, though, as it seems the second core would probably get too much load with this.
If you want to try and post results here, you are welcome to do so.
Hellfire257
Jun 3 2010, 12:12
Yeah, Im crashing too. -exthreads=7. I get much better performance but its crashing all the time. Ill start narrowing down the causes and post further results here.
EDIT: I think Ive narrowed it down to addon based.
arma2.rpt says this:
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 0093046A
graphics: D3D9, Device: ATI Radeon HD 3800 Series, Driver:aticfx32.dll 8.17.10.24
resolution: 1920x1080x32
Distribution: 1465
Version 1.05.71141
Fault address: 0093046A 01:0052F46A C:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe
file: WarfareV2_058Lite-ACE (__CUR_MP)
world: Chernarus
Prev. code bytes: 00 5D 5F 5B 32 C0 5E 83 C4 70 C2 20 00 8B 4D 6C
Fault code bytes: 8B 71 08 85 F6 74 0B 8B D6 B8 01 00 00 00 F0 0F
Registers:
EAX:0AAB1390 EBX:76FF1126
ECX:00000000 EDX:0A5BE520
ESI:312A1B40 EDI:0AAB1390
CS:EIP:0023:0093046A
SS:ESP:002B:016F4C80 EBP:2D27CAC0
DS:002B ES:002B FS:0053 GS:002B
Flags:00010206
SLAYER_RF
Jun 3 2010, 12:15
build 71141
-exThreads=1
benchmark_01 = 47
benchmark_02 = 19
-----------------
-exThreads=3
benchmark_01 = 48
benchmark_02 = 20
-----------------
-exThreads=5
benchmark_01 = 46
benchmark_02 = 20
-----------------
-exThreads=7
benchmark_01 = 49
benchmark_02 = 20
------------------
Video options:
View distance: 2400 3D Resolution: 1920х1200х32
Textures: Very high Land: Low Post eff.: Disabled
Videomemory: Very high Objects: High Interf.: Very small
Anis. filter.: Very high Shadows: High Screen: 16:10
AA: Disabled
Box:
MB: Asus P5B Deluxe (http://ru.asus.com/product.aspx?P_ID=bswT66IBSb2rEWNa&templete=2)
CPU: Intel Core 2 Quad Q9550 (http://processorfinder.intel.com/details.aspx?sSpec=SLB8V) @<hidden> GHz
RAM: TWIN2X2048-6400 (http://corsair.pricegrabber.com/search_getprod.php?vcode=PGCRS&partnum=TWIN2X2048-6400&__utma=1.1720655068.1269405507.1269405507.1275565121.2&__utmb=1.2.10.1275565121&__utmc=1&__utmx=-&__utmz=1.1275565121.2.2.utmcsr=google|utmccn=(organic)|utmcmd=organic|utmctr=corsair&__utmv=-&__utmk=184242214) х2 (4GB total).
GPU: Gainward GTX285 2048MB (http://www.gainward.com/main/vgapro.php?id=113)
OS: Win 7 Ultimate 64-bit.
Nvidia driver ver. 197.13.
=====================================================================
== C:\Games\ArmA2\beta\arma2.exe
== "C:\Games\ArmA2\beta\arma2.exe" -mod=beta -nosplash -world=none -exThreads=7
=====================================================================
Exe timestamp: 2010/06/03 14:39:54
Current time: 2010/06/03 15:10:24
Item str_disp_server_control listed twice
Exe version: 1.05.71141
File description.ext, line 131: Config: ';' used as a separator in the array
File description.ext, line 481: '/CfgRadio/peregovori.title': Missing ';' at the end of line
File description.ext, line 487: '/CfgRadio/peregovori_1.title': Missing ';' at the end of line
File description.ext, line 493: '/CfgRadio/peregovori_2.title': Missing ';' at the end of line
File description.ext, line 499: '/CfgRadio/radioobmen_1.title': Missing ';' at the end of line
File description.ext, line 505: '/CfgRadio/radioobmen_2.title': Missing ';' at the end of line
File description.ext, line 511: '/CfgRadio/radioobmen_3.title': Missing ';' at the end of line
File description.ext, line 517: '/CfgRadio/radioobmen_4.title': Missing ';' at the end of line
File description.ext, line 523: '/CfgRadio/radioobmen_5.title': Missing ';' at the end of line
File description.ext, line 529: '/CfgRadio/radioobmen_6.title': Missing ';' at the end of line
File description.ext, line 535: '/CfgRadio/radioobmen_7.title': Missing ';' at the end of line
File description.ext, line 541: '/CfgRadio/radioobmen_8.title': Missing ';' at the end of line
File description.ext, line 547: '/CfgRadio/zveri.title': Missing ';' at the end of line
File description.ext, line 553: '/CfgRadio/zveri_1.title': Missing ';' at the end of line
File description.ext, line 559: '/CfgRadio/pro_rezerv.title': Missing ';' at the end of line
File description.ext, line 565: '/CfgRadio/preataka_1.title': Missing ';' at the end of line
File description.ext, line 571: '/CfgRadio/preataka_2.title': Missing ';' at the end of line
File description.ext, line 577: '/CfgRadio/preataka_3.title': Missing ';' at the end of line
File description.ext, line 583: '/CfgRadio/preataka_4.title': Missing ';' at the end of line
File description.ext, line 589: '/CfgRadio/preataka_5.title': Missing ';' at the end of line
File description.ext, line 595: '/CfgRadio/preataka_6.title': Missing ';' at the end of line
File description.ext, line 601: '/CfgRadio/preataka_7.title': Missing ';' at the end of line
File description.ext, line 607: '/CfgRadio/posle_ataka_1.title': Missing ';' at the end of line
File description.ext, line 613: '/CfgRadio/posle_ataka_2.title': Missing ';' at the end of line
File description.ext, line 619: '/CfgRadio/posle_ataka_3.title': Missing ';' at the end of line
File description.ext, line 625: '/CfgRadio/posle_ataka_4.title': Missing ';' at the end of line
File description.ext, line 631: '/CfgRadio/posle_ataka_5.title': Missing ';' at the end of line
File description.ext, line 637: '/CfgRadio/naemniki.title': Missing ';' at the end of line
File description.ext, line 643: '/CfgRadio/razgovor_1.title': Missing ';' at the end of line
File description.ext, line 649: '/CfgRadio/razgovor_2.title': Missing ';' at the end of line
File description.ext, line 655: '/CfgRadio/podkrep_1.title': Missing ';' at the end of line
File description.ext, line 661: '/CfgRadio/podkrep_1_1.title': Missing ';' at the end of line
File description.ext, line 667: '/CfgRadio/podkrep_2.title': Missing ';' at the end of line
File description.ext, line 673: '/CfgRadio/podkrep_3.title': Missing ';' at the end of line
File description.ext, line 679: '/CfgRadio/podkrep_4.title': Missing ';' at the end of line
File description.ext, line 685: '/CfgRadio/podkrep_5.title': Missing ';' at the end of line
File description.ext, line 691: '/CfgRadio/podkrep_6.title': Missing ';' at the end of line
File description.ext, line 697: '/CfgRadio/podkrep_7.title': Missing ';' at the end of line
File description.ext, line 703: '/CfgRadio/podkrep_8.title': Missing ';' at the end of line
File description.ext, line 709: '/CfgRadio/podkrep_9.title': Missing ';' at the end of line
File description.ext, line 715: '/CfgRadio/podkrep_10.title': Missing ';' at the end of line
File description.ext, line 180: '/RscTitles/INTRO/Bild.text': Missing ';' at the end of line
File description.ext, line 183: '/RscTitles/INTRO/Bild.x': Missing ';' at the end of line
File description.ext, line 184: '/RscTitles/INTRO/Bild.y': Missing ';' at the end of line
File description.ext, line 185: '/RscTitles/INTRO/Bild.w': Missing ';' at the end of line
File description.ext, line 186: '/RscTitles/INTRO/Bild.h': Missing ';' at the end of line
File description.ext, line 131: Config: ';' used as a separator in the array
File description.ext, line 481: '/CfgRadio/peregovori.title': Missing ';' at the end of line
File description.ext, line 487: '/CfgRadio/peregovori_1.title': Missing ';' at the end of line
File description.ext, line 493: '/CfgRadio/peregovori_2.title': Missing ';' at the end of line
File description.ext, line 499: '/CfgRadio/radioobmen_1.title': Missing ';' at the end of line
File description.ext, line 505: '/CfgRadio/radioobmen_2.title': Missing ';' at the end of line
File description.ext, line 511: '/CfgRadio/radioobmen_3.title': Missing ';' at the end of line
File description.ext, line 517: '/CfgRadio/radioobmen_4.title': Missing ';' at the end of line
File description.ext, line 523: '/CfgRadio/radioobmen_5.title': Missing ';' at the end of line
File description.ext, line 529: '/CfgRadio/radioobmen_6.title': Missing ';' at the end of line
File description.ext, line 535: '/CfgRadio/radioobmen_7.title': Missing ';' at the end of line
File description.ext, line 541: '/CfgRadio/radioobmen_8.title': Missing ';' at the end of line
File description.ext, line 547: '/CfgRadio/zveri.title': Missing ';' at the end of line
File description.ext, line 553: '/CfgRadio/zveri_1.title': Missing ';' at the end of line
File description.ext, line 559: '/CfgRadio/pro_rezerv.title': Missing ';' at the end of line
File description.ext, line 565: '/CfgRadio/preataka_1.title': Missing ';' at the end of line
File description.ext, line 571: '/CfgRadio/preataka_2.title': Missing ';' at the end of line
File description.ext, line 577: '/CfgRadio/preataka_3.title': Missing ';' at the end of line
File description.ext, line 583: '/CfgRadio/preataka_4.title': Missing ';' at the end of line
File description.ext, line 589: '/CfgRadio/preataka_5.title': Missing ';' at the end of line
File description.ext, line 595: '/CfgRadio/preataka_6.title': Missing ';' at the end of line
File description.ext, line 601: '/CfgRadio/preataka_7.title': Missing ';' at the end of line
File description.ext, line 607: '/CfgRadio/posle_ataka_1.title': Missing ';' at the end of line
File description.ext, line 613: '/CfgRadio/posle_ataka_2.title': Missing ';' at the end of line
File description.ext, line 619: '/CfgRadio/posle_ataka_3.title': Missing ';' at the end of line
File description.ext, line 625: '/CfgRadio/posle_ataka_4.title': Missing ';' at the end of line
File description.ext, line 631: '/CfgRadio/posle_ataka_5.title': Missing ';' at the end of line
File description.ext, line 637: '/CfgRadio/naemniki.title': Missing ';' at the end of line
File description.ext, line 643: '/CfgRadio/razgovor_1.title': Missing ';' at the end of line
File description.ext, line 649: '/CfgRadio/razgovor_2.title': Missing ';' at the end of line
File description.ext, line 655: '/CfgRadio/podkrep_1.title': Missing ';' at the end of line
File description.ext, line 661: '/CfgRadio/podkrep_1_1.title': Missing ';' at the end of line
File description.ext, line 667: '/CfgRadio/podkrep_2.title': Missing ';' at the end of line
File description.ext, line 673: '/CfgRadio/podkrep_3.title': Missing ';' at the end of line
File description.ext, line 679: '/CfgRadio/podkrep_4.title': Missing ';' at the end of line
File description.ext, line 685: '/CfgRadio/podkrep_5.title': Missing ';' at the end of line
File description.ext, line 691: '/CfgRadio/podkrep_6.title': Missing ';' at the end of line
File description.ext, line 697: '/CfgRadio/podkrep_7.title': Missing ';' at the end of line
File description.ext, line 703: '/CfgRadio/podkrep_8.title': Missing ';' at the end of line
File description.ext, line 709: '/CfgRadio/podkrep_9.title': Missing ';' at the end of line
File description.ext, line 715: '/CfgRadio/podkrep_10.title': Missing ';' at the end of line
File description.ext, line 180: '/RscTitles/INTRO/Bild.text': Missing ';' at the end of line
File description.ext, line 183: '/RscTitles/INTRO/Bild.x': Missing ';' at the end of line
File description.ext, line 184: '/RscTitles/INTRO/Bild.y': Missing ';' at the end of line
File description.ext, line 185: '/RscTitles/INTRO/Bild.w': Missing ';' at the end of line
File description.ext, line 186: '/RscTitles/INTRO/Bild.h': Missing ';' at the end of line
File description.ext, line 131: Config: ';' used as a separator in the array
File description.ext, line 481: '/CfgRadio/peregovori.title': Missing ';' at the end of line
File description.ext, line 487: '/CfgRadio/peregovori_1.title': Missing ';' at the end of line
File description.ext, line 493: '/CfgRadio/peregovori_2.title': Missing ';' at the end of line
File description.ext, line 499: '/CfgRadio/radioobmen_1.title': Missing ';' at the end of line
File description.ext, line 505: '/CfgRadio/radioobmen_2.title': Missing ';' at the end of line
File description.ext, line 511: '/CfgRadio/radioobmen_3.title': Missing ';' at the end of line
File description.ext, line 517: '/CfgRadio/radioobmen_4.title': Missing ';' at the end of line
File description.ext, line 523: '/CfgRadio/radioobmen_5.title': Missing ';' at the end of line
File description.ext, line 529: '/CfgRadio/radioobmen_6.title': Missing ';' at the end of line
File description.ext, line 535: '/CfgRadio/radioobmen_7.title': Missing ';' at the end of line
File description.ext, line 541: '/CfgRadio/radioobmen_8.title': Missing ';' at the end of line
File description.ext, line 547: '/CfgRadio/zveri.title': Missing ';' at the end of line
File description.ext, line 553: '/CfgRadio/zveri_1.title': Missing ';' at the end of line
File description.ext, line 559: '/CfgRadio/pro_rezerv.title': Missing ';' at the end of line
File description.ext, line 565: '/CfgRadio/preataka_1.title': Missing ';' at the end of line
File description.ext, line 571: '/CfgRadio/preataka_2.title': Missing ';' at the end of line
File description.ext, line 577: '/CfgRadio/preataka_3.title': Missing ';' at the end of line
File description.ext, line 583: '/CfgRadio/preataka_4.title': Missing ';' at the end of line
File description.ext, line 589: '/CfgRadio/preataka_5.title': Missing ';' at the end of line
File description.ext, line 595: '/CfgRadio/preataka_6.title': Missing ';' at the end of line
File description.ext, line 601: '/CfgRadio/preataka_7.title': Missing ';' at the end of line
File description.ext, line 607: '/CfgRadio/posle_ataka_1.title': Missing ';' at the end of line
File description.ext, line 613: '/CfgRadio/posle_ataka_2.title': Missing ';' at the end of line
File description.ext, line 619: '/CfgRadio/posle_ataka_3.title': Missing ';' at the end of line
File description.ext, line 625: '/CfgRadio/posle_ataka_4.title': Missing ';' at the end of line
File description.ext, line 631: '/CfgRadio/posle_ataka_5.title': Missing ';' at the end of line
File description.ext, line 637: '/CfgRadio/naemniki.title': Missing ';' at the end of line
File description.ext, line 643: '/CfgRadio/razgovor_1.title': Missing ';' at the end of line
File description.ext, line 649: '/CfgRadio/razgovor_2.title': Missing ';' at the end of line
File description.ext, line 655: '/CfgRadio/podkrep_1.title': Missing ';' at the end of line
File description.ext, line 661: '/CfgRadio/podkrep_1_1.title': Missing ';' at the end of line
File description.ext, line 667: '/CfgRadio/podkrep_2.title': Missing ';' at the end of line
File description.ext, line 673: '/CfgRadio/podkrep_3.title': Missing ';' at the end of line
File description.ext, line 679: '/CfgRadio/podkrep_4.title': Missing ';' at the end of line
File description.ext, line 685: '/CfgRadio/podkrep_5.title': Missing ';' at the end of line
File description.ext, line 691: '/CfgRadio/podkrep_6.title': Missing ';' at the end of line
File description.ext, line 697: '/CfgRadio/podkrep_7.title': Missing ';' at the end of line
File description.ext, line 703: '/CfgRadio/podkrep_8.title': Missing ';' at the end of line
File description.ext, line 709: '/CfgRadio/podkrep_9.title': Missing ';' at the end of line
File description.ext, line 715: '/CfgRadio/podkrep_10.title': Missing ';' at the end of line
File description.ext, line 180: '/RscTitles/INTRO/Bild.text': Missing ';' at the end of line
File description.ext, line 183: '/RscTitles/INTRO/Bild.x': Missing ';' at the end of line
File description.ext, line 184: '/RscTitles/INTRO/Bild.y': Missing ';' at the end of line
File description.ext, line 185: '/RscTitles/INTRO/Bild.w': Missing ';' at the end of line
File description.ext, line 186: '/RscTitles/INTRO/Bild.h': Missing ';' at the end of line
Not playing yet, only benchmark. No crashes so far.
Punisher5555
Jun 3 2010, 12:21
Yes, it will. We did not enable it by default, though, as it seems the second core would probably get too much load with this.
If you want to try and post results here, you are welcome to do so.
Can you clarify Suma? For dual-core/dual-cpu this beta is "default" set for -exthreads=3?
Geraldus
Jun 3 2010, 12:25
Could the benchmark boys plz post about how is the LOD, building texture poping, and others instead of fps?
Can you clarify Suma? For dual-core/dual-cpu this beta is "default" set for -exthreads=3?
No. For dual-core default is set for -exthreads=0.
Tested some example missions and freeroamed on Utes and Cherna with ExThreads=7. No crashes. FPS seems good. Will dig a bit deeper and test ExThreads=5 as well.
Thanks BIS.
Richey79
Jun 3 2010, 12:48
First impressions, not being too specific (bear in mind the excitement of a new beta has its effect!):
Using -exThreads=7
Win 7 x64
Putting graphics memory to default and texture memory to normal gives much less noticable LOD pop-in than a few beta patches previous. First they got rid of the flash, now the texture change is pretty subtle. In the past I put texture memory to high in order to avoid stuttering from constant LOD changing.
Completely stable for me with -exThreads=7. No crashes in a mission spawning about 150 units in Chernagorsk using DAC and arty module. Smooth enough that I've started using 'high' postprocessing. A few beta patches before, there's no way I would have chosen to use any postprocessing, as I'd have had unpleasant stuttering.
Good patch for me.
Cheers!
http://valid.canardpc.com/cache/banner/1222123.png (http://valid.canardpc.com/show_oc.php?id=1222123)
Please state all the important hardware. Should help BIS even more. ;)
Yes, it will. We did not enable it by default, though, as it seems the second core would probably get too much load with this.
If you want to try and post results here, you are welcome to do so.
Well i tried.
I made a test with lots of AI on Utes:
7 seemed to give the best performance, but overall the performance between all 3 was very small.
I had taskmanager open at a second screen so i could compare core usage while playing, 0 seemed to have the lowest core0 usage before any fighting(80-90%, core1 usage was more or less the same on all 3 options.
But once everyone was shooting, all 3 options almost completely filled up both cores.
Then i played one of my missions on Chernarus:
Me walking and driving around on Chernarus with just the ACM filling it up with units. Performance of 7 seemed to be the lowest (Some stutter/very short 'hangs' reported by other users in other versions as well, though i had never seen them before), 0 and 3 were more or less the same.
No big difference in core usage, though 0 seemed to stress Core0 a bit less then the 3 and 7.
Also LOD loading seemed to be the best on 3 or 7, but that may have been random as well since i havent had any problems with it since a couple of BETA's ago. At least on 0 is still seemed to be better then what i remember from 1.04 and earlier.
One thing which did give a HUGE difference:
On the mission in Chernarus, i use a script which checks all the buildings, and then randomly destroys parts of them. This locks up the game while it is doing that, partly because i didnt put any 'pause' in the script, but probably also because it is loading the destruction models for every building on the island.
On 0 the game locked up for about 10 seconds. But on 7 the game locked up for almost 2 minutes. I repeated this several times and it happened every time.
Core0 usage lowered in these 2 minutes to around 20%, while Core1 usage was ~90% the entire time.
Specs:
x2 4200+
2GB ram
HD4870 512MB
Nemesis, can you upload that building destruction mission/script somewhere, so other peeps can test it? Sounds very interesting for performance testing, and I'm sure BIS would like to check it out too. :)
Seit dem Beta-Patch" 70951" und auch in diesem Beta-Patch" 71141" fehlen unter Einzelspieler/ Trainingslager die ganzen Missionen.
Könnte das jemand mal ins Englische übersetzen.
Danke
Seit dem Beta-Patch" 70951" und auch in diesem Beta-Patch" 71141" fehlen unter Einzelspieler/ Trainingslager die ganzen Missionen.
Könnte das jemand mal ins Englische übersetzen.
Danke
Translation:
Since beta 70951 and beta 71141 there are no more missions under Single Player or Training Camp.
AFAIK, no one else has reported that problem so far. It's probably something on your end.
/
Du bist soweit ich weiß der erste der von dem Problem betroffen ist. Wahrscheinlich ist bei dir irgendwas schiefgelaufen.
Big Dawg KS
Jun 3 2010, 13:39
Seit dem Beta-Patch" 70951" und auch in diesem Beta-Patch" 71141" fehlen unter Einzelspieler/ Trainingslager die ganzen Missionen.
Könnte das jemand mal ins Englische übersetzen.
Danke
First, this is an English forum, meaning the only acceptable language to post in is Engish.
Second, thank you MadDogX for the translation. I can confirm that this is not an issue for me with 70951, and I haven't tried 71141 but I doubt it will change anything. So yea it must be something strange on his end.
Nikoladis
Jun 3 2010, 13:58
AFAIK, no one else has reported that problem so far. It's probably something on your end.
No, its not only on his end. Check out Link to bug. (http://dev-heaven.net/issues/10884)
Eclipse4349
Jun 3 2010, 14:32
I dont know if this is the appropriate place to ask this, and if not, I apologize. I was wondering if the latest beta patch has addressed AI subordinates never recovering from super-slow-moving-bounding-overwatch-pay-no-attention-to-the-squad-leader's-position-or-his-move-orders issue that always happens after they make enemy contact. It's a game breaker, and everyone I know who plays is anxiously awaiting a fix for it.
Thanks!
darthmuller_cro
Jun 3 2010, 14:41
This beta boost my preformance well with -exThreads=7. Benchmarks are the same compared to -exThreads=3, but my missions from editor i think are best for testing in this situation. In Chernarus while moving mouse to some arias with lot of buildings and vegetation there are much less slowdowns with command 7. No crashes in my case on my rig.
Thank you BIS for working on the performance side of things :) Will be testing soon.
Can anyone clarify what the various options do?
exThreads=0 ?
exThreads=1 ?
exThreads=2 ?
exThreads=3 ?
exThreads=5 ?
exThreads=7 ?
Default for 2 Core cpu = 0 as Suma said, but what is the default for 4 Core CPU??
Thanks,
Yapa
My experience with this beta generally improving but having weird flashes when i used -exthreads=7 in benchmark missions.
Best gaming experience when I use default settings without specifying -exthreads while having 1 fps increase with -exthreads=7.
Since I am using a Quad processor, i assume it should be running under -exthreads=3.
According to patch changelog should be:
Parameter exThreads=N to control extra threading. Following values of N are currently supported:
0 = no extra threads
1 = file operations
3 = texture loading
5 = thread geometry loading only
7 = thread all
So, in my opinion, the parameter it´s not dealing with how many number of cores your PC has but with what information those cores will manage as extra threads.
Cheers
Insanatrix
Jun 3 2010, 16:01
exthreads=7 has been giving me crashes throughout scenario missions. Not specifying exthreads in the command line seems to be the best for me. no crashes and good performance.
Specs are
Phenom II 940 @<hidden> 3.4ghz
4gb DDR2-800 OCZ gold
790GX chipset
4870 1gb Vapor-x
Win7 x64 home premium
langgis08
Jun 3 2010, 16:03
First, this is an English forum, meaning the only acceptable language to post in is Engish.
thx for reminding us of that :rolleyes:
det99 (you're welcome to the forum !) was asking very polite for translation, and that's what MadDogX did, very friendly both of them.
@<hidden> Dawg KS: those comments should come from our moderators, and if it's necessary they'll do so.
I can confirm that this is not an issue for me with 70951, and I haven't tried 71141 but I doubt it will change anything. So yea it must be something strange on his end.
strange implication: there's a problem which you don't have and so you think it can't be a problem for anyone else ?
No, its not only on his end. Check out Link to bug
http://dev-heaven.net/issues/10884.
thx for that, Nikoladis
No. For dual-core default is set for -exthreads=0.
I guess, for quads default is set for -exthreads=0, too
did some testing: arma2 @<hidden> -exThreads=7 stable, but first benchmark (ArmA2 FPS analyser) lower than betas before (-exThreads=3), will test more of course with all possible -exThreads-parameters and in-game-testing is to be followed soon, too.
What does this do exactly, and why should I do it? If it's stated earlier, i clearly did not get it as I've read the entire thread. First I thought this had to do with hyper threading? :S:S
/edit, the why should I do it part comes to mind becuase nobody seems to have had any conclusive performance increase what so ever, and my A2 runs just fine most days, granted Chernarus is a bit unpredictable depending on location.
Geraldus
Jun 3 2010, 16:11
I was getting CTD, but like Xeno said, it was the option "no filepatching" that was activated in arma launcher, turn it off and good to go. :)
todayskiller
Jun 3 2010, 16:15
Well, on the FPS side...I get 1 less FPS than with -exThreads=3...with overall Geometry loading and such, It loads stuff a bit faster than -exThreads=3 so...Id take overall loading than 1 FPS.
-exThreads=5...has 2 less FPS, and slower loading times it seems like to me anyways. The last beta patch is the one where I had the best performance with -exThreads=3, had 34 FPS, now only 32 with -exThreads=3...but hey, if they even if it out between 30+fps and good loading times and such, I'm a happy man :).
langgis08
Jun 3 2010, 16:27
No, its not only on his end. Check out Link to bug. (http://dev-heaven.net/issues/10884)
so, I've checked this out for me @<hidden>, too and: prob's on my end, too ;) : no training missions to select, selection menue totally blank
No crashes, but the results are similar to the default (no exthreads..?)
Specs:
i7 920 @<hidden> 4GHz
GTX 470 overclocked
8GB RAM (dual channel :( )
CPU usage was around 40~ percent,
Memory usage was around 900,000 K
GPU usage was almost always 80+ percent (good thing or not?)
Settings:
2500 VD
Everything else on Very high except..
Terrain was on normal,
Shadows were on normal
and Anti Aliasing was on 8.
Using the Inland benchmark from FPS analyzer:
http://img706.imageshack.us/img706/2433/captureyti.png
Average was around 37 FPS... I cannot remember the rest, and I don't know where it saves that stuff :(
It felt a bit more smooth.
edit:
I am going to redo it with exthreads 0
new results are again similar. Colors go blue being ex threads 0. Rest are default being the slowest, exthreads 7 being the second, and 7 + cpu count 8 being the highest
http://img163.imageshack.us/img163/2922/capturekxs.png
CPU usage was around 40~ percent,
Memory usage was around 900,000 K
GPU usage was almost always 80+ percent (good thing or not?)
.
Your GPU is almost maxed out, your CPU has plenty of room.
I would lower the AA to 4x or the "high" setting, you will notice your CPU usage go up and FPS too (probably).
Try without any AA and see how u go, should let the CPU usage go up.
Big Dawg KS
Jun 3 2010, 17:10
@<hidden> Dawg KS: those comments should come from our moderators, and if it's necessary they'll do so
It's everyone's responsibility here to be familiar with the rules, and sometimes to remind others if they forget (or didn't read them to begin with). And here you're trying to tell me what I should and shouldn't say on these forums, to which I could respond the same way. You're no moderator yourself pal.
strange implication: there's a problem which you don't have and so you think it can't be a problem for anyone else ?
What is this now? All I said was that I in fact did NOT have this issue, therefore something is different on his end. Whether or not anyone else has the problem has nothing to do with it. I don't appreciate your apparent tone with that either. It was certainly not necessary for you to comment on my post like that, and now you're forcing me to go even further off topic, for which I am sorry.
I am going to redo it with exthreads 0
new results are again similar. Colors go blue being ex threads 0. Rest are default being the slowest, exthreads 7 being the second, and 7 + cpu count 8 being the highest
http://img163.imageshack.us/img163/2922/capturekxs.png
You can rename the traces with more user-friendly labels using the Benchmarks/Details menu option. Looking at this trace there are a couple of observations...
1) The auto-correlation is all over the place which means that you are seeing some really fast frames followed by some really slow frames. You might want to try sticking to -cpucount=4.
2) The best graph for comparison purposes is the "% time spent below frame-rate". I tend to look at where the curves cross the 20 fps vertical divider.In your trace you can see the difference is actually quite large at this end and remember it is the slow frames that are the ones that destroy the 'smoothness'. Ideally the curve would be so far to the right that it would miss the 20fps divider completely.
Anyone have a setup with 3 Cores, and which exThreads= setting should i use with 3 core PC. ?? with this latest patch 71141.
Nemesis, can you upload that building destruction mission/script somewhere, so other peeps can test it? Sounds very interesting for performance testing, and I'm sure BIS would like to check it out too. :)
_ruin = this execVM "ruin.sqf"
sleep 5;
private ["_blgs", "_blg", "_blgtyp", "_scts", "_hitmx", "_sctcl", "_sct", "_chance"];
_blgs = nearestObjects [_this, ["Building"], 70000];
{
_blg = _x;
_blgtyp = typeOf _blg;
_scts = [];
_hitmx = (count (configFile >> "CfgVehicles" >> _blgtyp >> "HitPoints")) - 1;
for "_i" from 0 to _hitmx do {
_sctcl = (configFile >> "CfgVehicles" >> _blgtyp >> "HitPoints") select _i;
_sct = getText(_sctcl >> "name");
_scts = _scts + [_sct];
};
_chance = round random count _scts;
if((count _scts) >= 2) then {
{_blg setHit[_x,round random 0.75];} forEach _scts;
_section = _scts select (round random count _scts);
_blg setHit["_section",1];
};
if((count _scts) < 2) then {{_blg setHit[_x,1];} forEach _scts};
} forEach _blgs;
This is an edited version of the original version made by tcp which can be found here (http://forums.bistudio.com/showthread.php?t=99927&page=3).
Please dont laugh at my changes, i never said that i could script properly. :p
WillaCHilla
Jun 3 2010, 17:55
Did a fast benchmark test with the new beta:
mission: TEST_FPS6-Chernogorsk.Chernarus (http://dev-heaven.net/issues/1745#note-30)
hardware/settings:- listed in my signature (video memory: default, terrain detail: normal)
Parameter:
-mod=beta "-name=[EC] WillaCHilla" -nosplash -world=Chernarus -maxMem=2047 -cpuCount=4 -exThreads=n
I did the benchmark-mission two times for each beta:
1.05.70951 -exThreads=3 : 39 (average), 26 (average minimum), 63 (highest), 2 (lowest)
1.05.71141 -exThreads=7 : 47 (average), 28 (average minimum), 74 (highest), 2 (lowest)
So-for me this is a big improvement in performance. Will test now how it works in some other missions.
langgis08
Jun 3 2010, 18:41
my results in a short formula ('>' = 'more fps than'):
(in game settings for BM/Arma2 FPS Analyser: all @<hidden> high except vd=3848, AA=high => these settings are just for testing, for gaming it's no fun with these and with my rig)
70951@<hidden> > 71141@<hidden> > 71141@<hidden>
so related to FPS build 70951 holds best benefits for my system
I guess especially my CPU (->spoiler down below) is too slow and can't keep up with the progresses the new 71141-build has made
I also have the Problem with missing Training Missions after the last Beta...
Fireball
Jun 3 2010, 19:12
I've made a comparison of patch 70951 (exThreads=3 vs 71141 exThreads=7) with the same settings (most settings to Normal, Shadows to Very High, PP off, AF Very High), Resolution 1680x1050.
I've used the Coastal Flight FPS BM.
http://www.zerouptime.ch/files/fps-coastal-flight-70951vs71141.png
Specially the % time spent below FPS tells the most interesting.
The lower (or flatter) the cuve, the better; so the blue measurement being the exThreads=7 from 71141 shows slightly better average FPS in the lower regions but it didn't go over 40 FPS so much anymore.
I guess that means with my 10% OC'ed Core i7 920 (HT off), that with my 8800 GTS 512MB, the GPU usage was already maxed pretty much.
NoRailgunner
Jun 3 2010, 19:28
I got on a dual core overall 2-5 lower fps with this new 71141beta build than with previous 70951beta build. The parameters "-exThreads=0" and "-exThreads=3" give the best and roughly the same results. "-exThreads=1" gives the lowest and some more stuttering/slideshow.
Would be good to have some more ingame options to finetune A2 and to get smooth gameplay even in bigger cities. :)
Fireball do you have tested A2 with moving or attacking/defending AIs? Could be interesting how many AIs do have an impact on performance and how fast the performance drops down.
Your GPU is almost maxed out, your CPU has plenty of room.
I would lower the AA to 4x or the "high" setting, you will notice your CPU usage go up and FPS too (probably).
Try without any AA and see how u go, should let the CPU usage go up.
I was just thinking about that. I'll redo the benches.
Avg (exthreads 0 & cpucount 8)
49.7 FPS
Avg (exthreads 7 & cpucount 8)
50.8
CTD When I load some islands.
WOW! What a hell of a patch! :bounce3:
The performance gain is enormous, the LOD changing is really much better on my quad core with exthreads=7, but for me it's better to use "default" for texture memory size instead of "maximum" to gain even better and almost unnoticable texture switching even with scoped rifles at Chernogorsk.
Overall it seems like a new game! Well done BIS! :D
My settings:
Visibility: 4604
Texture quality: maximum
Video memory: default
Anizotrop filtering: maximum
Antialiasing: normal
Terrain detail: maximum
Object detail: maximum
Shadow detail: high
Postprocessing: OFF
Resolution: 1680x1050 @<hidden> 100%
Intel Q8200 @<hidden> 2,8Ghz, 4GB RAM, HD4890, Win7
P.s: If only you could sort out those z-fighting effects also - that would be like second Xmas... :rolleyes:
I have quite a performance gain with exThreads=7...im now in stable 26FPS range in Benchmark 1 with 3000m viewdistance.
exThreads=3 gave me only 24.
No engine related problems found so far.
I CtD'ed earlier with this beta when I tried to play a custom sound in vehicle chat while not in a vehicle.
I thought this bug was fixed, but I might be wrong. :)
anyone else get a CTD with ACE's rest weapon feature? lots of addons don't work with this beta for me.. but i love the new performance
MavericK96
Jun 3 2010, 23:09
The only issue so far is those random 3-5 FPS bouts of slowdown that I'm getting in the costalFlight benchmark. As I posted before, every time it occurs I get a bunch of this repeating in the .RPT file:
Virtual memory total 2047 MB (2147352576 B)
Virtual memory free 167 MB (175837184 B)
Physical memory free 3284 MB (3443736576 B)
Page file free 7924 MB (8309960704 B)
Process working set 1149 MB (1205788672 B)
Process page file used 1367 MB (1433468928 B)
Runtime reserved 486 MB (509607936 B)
Runtime committed 293 MB (307253248 B)
Longest free VM region: 14811136 B, busy 1988648960 B, free 158769152 B
Small mapped regions: 10, size 53248 B
This is a similar .RPT instance to when I was getting the "Receving..." screen in the middle of gameplay, except this has no "error in v-buffer creation" at the start. So I guess overall this is an improvement? Massive slowdown is better than a crash or a "Receiving..." screen I suppose, but still a little bit of work to do to get it totally ironed out. :cool:
EDIT: I've created a tracker issue for this problem here: http://dev-heaven.net/issues/10994
Cyclone83
Jun 3 2010, 23:11
Performance raised for my sys.
Sadly still only ZF sight for the G36 though :(
anyone else get a CTD with ACE's rest weapon feature?
Yes, and reported (http://dev-heaven.net/issues/10995).
anyone else get a CTD with ACE's rest weapon feature? lots of addons don't work with this beta for me.. but i love the new performance
Haha yes me too, just happened a minute ago...
Other than that, performance or the, what i call, "overall smoothness factor" with Quadcore and -exthreads=7 has much improved for me... :D:yay:
I ctd when using the shortcut or exe in the beta folder, but when I launch it with YAS I have no issues.
anyone else get a CTD with ACE's rest weapon feature? lots of addons don't work with this beta for me.. but i love the new performance
Confirmed, performance has skyrocketed for me - I don't know exact numbers, but the difference is very significant.
Today I had first BSOD in ArmA due to load on GPU :p I am finally able to play the game, not watch the slideshow. However there are problems with very frequent CTDs caused with 3rd party addons (ACE weapon rest is the most deadly), seems that not everything is foolproof yet.
If it's possible please keep the performance as high as possible ^^ if there is some special knowledge that would save us those CTDs please share! Evidence of one of such crashes:
http://dev-heaven.net/issues/10995
http://dev-heaven.net/issues/10996
Big Dawg KS
Jun 4 2010, 02:07
Yea, I got a crash with this too. Sorry no details, but I did find it unusual.
Extra threading now enabled by default on computers with more that 2 CPUs
Which -exThreads value is used by default if one isn't specified?
Which -exThreads value is used by default if one isn't specified?
0 at <3 cores
7 at 3> cores
i think on 3 core AMDs it also uses 0 as default
MavericK96
Jun 4 2010, 03:57
0 at <3 cores
7 at 3> cores
i think on 3 core AMDs it also uses 0 as default
That's interesting. So by using no exThreads parameter, it will default to 7 on a quad core? I tested exThreads=0, and that was different than 7, but it sounds like 0 is not the default for a quad core anymore, or am I mistaken?
stevedrumsdw
Jun 4 2010, 07:41
All my addon islands are crashing with this new beta? ALL OF THEM; Utes and and the other one cherunus or whatever it is work fine?
Anybody here have this setup or something similar:
I7 920 quad core @<hidden> 4.0GHz, 6 GB DDR 3 ram, nividia geforce 9800 GT 512, just wondering what framrate I should be getting with this setup on cherunus? It dips around in the low 20s frequently? Would it beneift me to buy another 9800 GT and run SLI? Not sure about this Max frames ahead setting being on 8? Is that what everybody is doing these days with a nividia?
MavericK96
Jun 4 2010, 08:00
I'm using Max Frames Ahead set at 8 because it seems to make the mouse movement smoother, though I've tried setting it back to default (3) with no change in stability, personally.
stevedrumsdw
Jun 4 2010, 08:08
I'm using Max Frames Ahead set at 8 because it seems to make the mouse movement smoother, though I've tried setting it back to default (3) with no change in stability, personally.
What about maxium prerendered frames ahead in nividia control panel? Oh and the physics GPU accleration what did you have that set on? thanks for the hep by the way.
Ok well, I can't get anything to work right in this beta, but thats why its a beta I suppose:) ACE crashes here and there, and for some reason all islands addons I have are CTD.
MavericK96
Jun 4 2010, 08:53
That's what I meant by "Max Frames Ahead"...There is no other option in the nVidia control panel that allows those settings (1 through 8). And I have PhysX GPU acceleration on. I've heard of people getting better performance with it off, but I've tried both on and off and seen no difference whatsoever.
Cyclone83
Jun 4 2010, 09:06
Sadly still only ZF sight for the G36 though :(
Never mind, started another usermade sp mission and now it works, only burst mode is gone what`s no problem at least for me :D
Performancewise great step forward BI :ok:
nomdeplume
Jun 4 2010, 09:21
71195 is up, only new changelog entry is:
[71143] Improved: -cpuCount=4 is now default on computers with more than four logical CPUs to prevent hyperthreading causing performance problems. If you want to use more CPUs, use -cpuCount=N to override this.
=WFL= Sgt Bilko
Jun 4 2010, 13:56
On Quad Core (Q6600) I got best fps improvement (compared to stable 1.05) by NOT using the -exThreads param. Using "7" is still an improvement but less than no param at all.
Haven't run any longer test so I cannot comment on stutter/LOD switch etc.
Gutm@sher
Jun 4 2010, 14:14
been away abit so just started testing the new betas. i've discovered that I cant select duala island in the editor while using the beta, it just crashes to desktop informing me that arma has encountered a problem and needs to close. works fine with vanilla 1.05. No issue with other user islands podagorsk and sbrodj. All parameters entered correctly. If this is known problem with some user islands I'll shut my hole.
anyone else get a CTD with ACE's rest weapon feature? lots of addons don't work with this beta for me.. but i love the new performance
yep, m60 in particular
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.