Does that help?
Does that help?
I can't imagine increasing GPU load would increase framerate, but I guess it would be worth a try.
Low FPS and GPU usage in multiplayer? Vote it up http://dev-heaven.net/issues/26297
My Dynamic Baranow mission (IFL44) http://forums.bistudio.com/showthrea...ynamic-Baranow
Hells Gates, a Dynamic Normandy I44 mission http://forums.bistudio.com/showthrea...4-(SP-Co2-Co3)
Yeah, the other day I was barely breaking 50% of both CPU and GPU usage with most everything on Very High. Issue still exists even in the latest betas it seems.
Hard to diagnose, though, since it's not the same for everyone.
Core i7 920 @ 3.995 GHz, HT off
12 GB OCZ DDR3-1600
2x Intel X25-M 80 GB SSD
Windows 7 Pro x64
1920x1080 w/ View Distance at ~3600
Video Memory at Default
MSAA Very High, AToC=0, SMAA Ultra
Post Processing at Very Low
All other settings at Very High
Problem Carries over to Iron Front
I'm running a fairly new pc.
Intel i5 3570k, GF GTX 670, 8gb ram and an SSD. Not overclocked.
Singleplayer runs perfectly, locked at 60 FPS with everything maxed out.
Go into multiplayer (Warfare) I get 45 fps at 1000 view distance (still very much playable), turn it up to 4000 and I get 25fps (playable but far from smooth).
GPU and all 4 CPU cores working at 35%. Que?
Been reading about this on a lot of forums, not one with any ideas?
The Art of Warfare - join our ArmA2/OA team (Maturity, Microphone & Teamspeak 3 required)
We now play ACE+ACRE too!
Such a odd issue
What seems to help on my fps is:
alt+tab to windows and back to game
1) alt+tab to windows
2) start another instance of arma2 wait until it loads to main menu
3) alt+tab back to first instance
4) alt+tab back to 2nd instance and exit it
5) return to the first instance now with better fps (but still depends on server fps, scene complexity)
In mp warfare on Chernorus in late game where client fps drops to unplayable level, this might have to be repeated several times during the game to "clear" the fps back to a higher level.
It seems like the client fps is clogging up with time...dunno if it's some memory leak, engine limitation or "lazy" programming.
I hope this problem is not ported to Arma3...