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Thread: Operation Arrowhead performance optimizations/comparisons

  1. #391
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  2. #392

    Angry Arma 2 CO a problem with graphics

    Hello everyone. I have a problem with the arma 2 CO periodically 3d models are low-graphics

    Arma 2 patched to 1.5 then to 1.11. Then set the Arma 2 Operation Arrow, and then patched up to 1.52 to 1.60
    All games are licensed

  3. #393
    Sergeant Major
    Join Date
    Sep 21 2006
    Location
    In ze mountains
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    VadyaGT: try installing the latest beta patch
    http://www.arma2.com/beta-patch.php
    Then, run OA via the new shortcut that the beta patch created in your ArmA2 directory

  4. #394
    With my 2GB 6950 and Phenom II X4 955 @ 3.8ghz and 8GB DDR3 I'm getting about 21 FPS a lot of the time, occassionally I see it go higher but most times I look it's in the low 20's. Is this normal?

    I'm running the latest beta and have AA disabled and the following settings:

    language="English";
    adapter=-1;
    3D_Performance=93750;
    Resolution_Bpp=32;
    Resolution_W=1920;
    Resolution_H=1080;
    refresh=60;
    winX=16;
    winY=32;
    winW=1280;
    winH=1024;
    winDefW=1280;
    winDefH=1024;
    Render_W=1920;
    Render_H=1080;
    FSAA=0;
    postFX=1;
    GPU_MaxFramesAhead=1000;
    GPU_DetectedFramesAhead=3;
    HDRPrecision=8;
    lastDeviceId="";
    localVRAM=2129182720;
    nonlocalVRAM=2147483647;
    vsync=0;
    AToC=7;
    PPAA=3;
    PPAA_Level=2;
    Windowed=0;
    FXAA=0;


    anisoFilter=4;
    TexQuality=3;
    TexMemory=4;
    useWBuffer=0;
    shadingQuality=100;
    shadowQuality=3;
    sceneComplexity=300000;
    viewDistance=3011.3025;
    terrainGrid=12.5;

  5. #395
    Sergeant Major
    Join Date
    Sep 21 2006
    Location
    In ze mountains
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    Doveman: try the following tweaks:
    http://forums.bistudio.com/showthrea...66#post2081466
    And let us know how you get on

  6. #396
    Thanks domokun, I'd did some tests with Benchmark 1 (my previously reported 21 FPS was in both the single-player campaign and online Warfare, so not directly comparable to these results). The Avg for Benchmark 1 is skewed by the start where there's not much going on and the camera's looking at the sky, which is why I've added details of what the FPS was at most of the time.

    ATOC=0, Avg 40 FPS (mostly high 20's-low 30's)

    PVT, SAP Clutter, GDT Grass (okt_noblurbeta causes error on launching OA): Avg 39 FPS (mostly high 20's-low 30's)

    1. ATOC=7, Avg 40 FPS (mostly high 20's-low 30's)

    2. Post-Processing disabled: Avg 36 FPS (mostly mid-high 20's)

    3. ATOC=0, Avg 48 FPS, (mostly mid-high 30's)

    4. Reduced visible distance from 3000 to 1600: Avg 64 FPS (mostly high 40's-low 50's)

    5. Increased visible distance to 6000: Avg 30 FPS (mostly low to mid 20's)

    I'll have to check how the results at 3. translate in-game but there certainly seems to be a nice liitle boost with ATOC=0 and PP disabled, which might be sufficient to keep me in the 30's at least. I don't really want to have to reduce the Visible Distance as it does make a difference, particularly when flying.

    Even with the VD at 6000 though I noticed a lot of texture popping/changing on the building and trees that were fairly near to the camera, which seems strange. Not sure if it was happening at the lower VD or if I only happened to notice it on the last run.

  7. #397
    Sergeant Major
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    Location
    In ze mountains
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    Doveman: try using E08 Benchmark , rather than E01 as it's more balanced.
    I understand about leaving VD at 3000 so try AToC=0.
    As for PP, so long as you use Oktane's noBlur mod you can easily run PP at Low without any signficant loss of framerate (compared to PP=Disabled)

  8. #398
    OK, I'll use the E08 Benchmark in future, thanks for the tip.

    I'll see if there's an update to the noblur (beta) mod as at the moment it causes CO not to load with a "DX9 error", although it's worked fine in the past so maybe some recent beta patch broke it.

    EDIT: Ah, I see it's updated quite regularly http://506.jestservers.com/scripts/o...A_beta_builds/ There doesn't appear to be one for 94103 yet but I'll try the 93965 one.

    ---------- Post added at 16:06 ---------- Previous post was at 14:25 ----------

    OK, that version of noblur (beta) works fine.

    With E08, VD 3000, ATOC=0 and Postprocessing disabled I get Avg 57 FPS and with PP Low Avg 56 FPS (ranging from around 50-70 FPS depending on the scene), so I think ATOC=0 has helped a lot

    I tested Benchmark 1 again and got 48 FPS with PP Low. I also didn't see much texture popping. Putting the VD up to 6000 and it was much worse (besides dropping to Avg 29 FPS), so perhaps having to render so far causes it to have problems rendering the nearer textures. Mind you, I then put the VD back to 3000 and put AA to Normal (Avg 46 FPS, E08 Avg 51 FPS) and noticed a lot more texture popping again, so perhaps it was just a co-incidence.
    Last edited by doveman; Jun 27 2012 at 13:34.

  9. #399
    I did some more E08 tests, this time on XP with Cat12.4 (12.3 on Win7). Note I've got the pagefile on a 4GB RAMdisk in XP to make use of my 8GB RAM.

    VD 3000, Texture - V.High, Video Memory - Default, AF - V.High, AA - Disabled, Terrain - Low, Objects - Normal
    Shadows - High, HDR - Normal, PP - Low, Vsync - Disabled: Avg 56 FPS

    Shadows - V.High: Avg 49 FPS

    Shadows - High, VD 6000: Avg 46 FPS

    VD 3000, AA - Normal: Avg 48 FPS

    AA - Disabled, Terrain - High, Objects - High: Avg 44 FPS

    Terrain - Low, Objects - Normal, PP - Normal: Avg 49 FPS

    I was surprised I was able to up the VD to 6000 for only a 10 FPS hit (only 3 more than upping Shadows from High to V.High or PP from Low to Normal). However, with all the tests I noticed a lot of texture popping/flickering (it's like parts of bushes/trees/shadows (of a ladder on a wall), even quite close to the camera, disappear and come back) which is very annoying and seemed to be worse than under Windows 7 but it is a problem under that as well and perhaps I just noticed it more tonight. Any ideas what causes this or how to fix it?

  10. #400
    with pressure of [immensely]increased Terrain and viewdistance footprint/impact on memory usage, engine forced to pressure back objects level of detail more heavily/intense.
    basically 64-bit binaries would be only ONE valid/long-term option to ensure stability AND decent appearance of feats-rich/huge/detailed landscape with HUGE viewdistance, around which concept, Arma2, is built.

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