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Thread: What is the best method of CPU/GPU/memory load control for scripts?

  1. #1
    Master Gunnery Sergeant Rydygier's Avatar
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    What is the best method of CPU/GPU/memory load control for scripts?

    I can measure FPS drop, or time of work for script; obviously can to recognize lags or slow downs... But how to accurately determine, how affects on the system resources a given script (how much % of them it consume while running in given scenario)? Is there any handy tool (that maybe displayes such info on screen, so is possible to compare load with and without script running) or method suitable for such purpose? Simply I want to control, how exactly my scripts will affect on mission flow and vice versa...

  2. #2
    Master Gunnery Sergeant twirly's Avatar
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    Don't know how much help this is but there is a benchmark command.

    Also there was a script, series of scripts or .pbo's that stress tested the game....but for the life of me I can't find them or remember too much about it.... other than it exists!

    "Learn by doing!" - Quoted from a post by Imutep

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  3. #3
    I came across this last week - might do at least some of what you want (haven't got round to trying yet, so can't be sure)

    http://www.softpedia.com/get/System/...U-Cycles.shtml

    There's also an older program, Throttlewatch, that can create a log file of CPU load as well as graphical displays. Reportedly doesn't work on Win7-64

    http://www.softpedia.com/get/Tweak/C...tleWatch.shtml

    Intel offers VTune, giving a very detailed analysis of CPU performance but it costs; though you can try-before you buy.

  4. #4
    Master Gunnery Sergeant Rydygier's Avatar
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    Author of the Thread
    Thanks guys, I'll check these soon. Of course any other ideas still very appreciated.

  5. #5
    Master Gunnery Sergeant Rydygier's Avatar
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    Hmm. This should be kind of compilation of these programs: monitoring of chosen process only, but with some log file output (optimal with some kind of bookmark feature) or info on-screen, like in FRAPS. Second application unfortunately doesn't work also on Vista 64-bit. I'll search something similar then.

  6. #6
    Second Lieutenant Kremator's Avatar
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    Will have a little look at this as well. What I hate is little microstutters that will be SOME spawning but working out who/what it is is much harder when you have potentially hundreds of units.

    My main problem is that I am a shit coder, so rely on trial and error to sort things.

  7. #7
    SourceForge recently released a beta of a CPU use-logger - 64KB.

    Just had a quick test & looks useful.

    http://sourceforge.net/projects/cpu-usage-log/

    Apparently (haven't tested it) MSI's Afterburner works with any NVIDIA or ATI graphics card & has the option of logging GPU parameters

    http://event.msi.com/vga/afterburner/index.htm

    As for other tools - doesn't Vista have performance logs & alerts like XP? - never used them but could be worth checking out what they can do.

    The SysInternals tools pages (on M$) might be worth checking as well.

    Edit: there's a small tool that will monitor & log GPU parameters here:

    http://www.techpowerup.com/downloads...-Z_v0.4.4.html

    Not the most recent - I just tried that & it crashed Catalyst, seems buggy.
    Last edited by Orcinus; Jun 24 2012 at 13:08. Reason: Additional info

  8. #8
    Don't know much about how to measure it in Arma but this info may still prove useful.

    This used to apply and I still think it does: Arma only gives scripts a specific amount of time each frame (unless you circumvent this), so the only way to cause lags directly with scripting is to call engine functions like nearestObjects or similar.

    Don't think you have any direct say on gpu usage. Indirectly I guess you could make hickups by spawning a vehicle that is not loaded. By that I mean if you spawn a tunguska and none was placed on the map, then it has to load textures, sounds etc. the first time. But only for the first tunguska. The rest only affects cpu if you are server tiny fraction of the cpu if you are looking at it I would guess.

    IMO the biggest hog on performance by scripts is heavy engine calls in loop or spawning of AI's. Try using a FPS program like fraps and run a map with 10 ai, and then 300.

  9. #9
    Quote Originally Posted by twirly View Post
    Don't know how much help this is but there is a benchmark command.

    Also there was a script, series of scripts or .pbo's that stress tested the game....but for the life of me I can't find them or remember too much about it.... other than it exists!
    Not sure that helps, but weren't you talking about PvPscene Benchmark Suite?

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