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Richard.biely

64-bit Executables Feedback

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I can also confirm the UNOFFICIAL ACE3 64 bit dll's seem to be working fine.

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4 hours ago, DJRy said:

If you are running on a laptop and getting bad performance read this!!

Thanks man, that solved my issue!

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So what ram usage do you guys get? I pretty much fail to get the game to use more than 3,5gb (16gb sys memory total), maybe a bit more after playing for some hours. I have confirmed that the arma3_x64.exe is running. I have not changed anything in the parameters section except for enabling the x64 exe.

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1 hour ago, xon2 said:

So what ram usage do you guys get? I pretty much fail to get the game to use more than 3,5gb (16gb sys memory total), maybe a bit more after playing for some hours. I have confirmed that the arma3_x64.exe is running. I have not changed anything in the parameters section except for enabling the x64 exe.

 

My highest was 7,7gig after like 5 minutes in the editor.

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I think we got one prob with the 64 bit version

 

When i have the beta, its no more possible to play on normal servers, when i choose 32 bit.  i cant switch everytime and download 5-8 gig files, but i wanna test it and play with my friends!

 

 

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2 minutes ago, Maxsyndrom said:

I think we got one prob with the 64 bit version

 

When i have the beta, its no more possible to play on normal servers, when i choose 32 bit.  i cant switch everytime and download 5-8 gig files, but i wanna test it and play with my friends!

 

 

 

Check out this thread:

You can have both versions installed at once.

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8 hours ago, road runner said:

That's because it looks like you've opened the wrong file, according to the name on the notepad, you've opened a kernel.dll that's why it looks like encoded stuff because it is.

Is it this? http://prntscr.com/dk5s3h

 

or here?

 2:01:34 Attempt to override final function - rscunitinfo_script
 2:01:36 SimulWeather - Cloud Renderer - noise texture file is not specified!
 2:01:49 Virtual memory total 4095 MiB (4294836224 B)
 2:01:49 Virtual memory free 75 MiB (78868480 B)
 2:01:49 Physical memory free 5279 MiB (5535588352 B)
 2:01:49 Page file free 2949 MiB (3092545536 B)
 2:01:49 Process working set 3383 MiB (3547594752 B)
 2:01:49 Process page file used 3665 MiB (3843284992 B)
 2:01:49 Longest free VM region: 4128768 B
 2:01:49 VM busy 4216033280 B (reserved 126767104 B, committed 4089266176 B, mapped 135643136 B), free 78802944 B
 2:01:49 Small mapped regions: 19, size 77824 B
ErrorMessage: Out of memory (requested 0 KB).
  footprint 3423870976 KB.
  pages 32768 KB.

 2:01:49 Virtual memory total 4095 MiB (4294836224 B)
 2:01:49 Virtual memory free 75 MiB (78868480 B)
 2:01:49 Physical memory free 5299 MiB (5556899840 B)
 2:01:49 Page file free 2948 MiB (3091542016 B)
 2:01:49 Process working set 3383 MiB (3547598848 B)
 2:01:49 Process page file used 3665 MiB (3843284992 B)
 2:01:49 Longest free VM region: 4128768 B
 2:01:49 VM busy 4216033280 B (reserved 126767104 B, committed 4089266176 B, mapped 135643136 B), free 78802944 B
 2:01:49 Small mapped regions: 19, size 77824 B
==================================================

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54 minutes ago, R3vo said:

 

Check out this thread:

You can have both versions installed at once.

 

 

i cant see how, when i switch between dev beta or none hes removing the other one and downloading new files 3-6gb every time

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3 hours ago, R3vo said:

 

My highest was 7,7gig after like 5 minutes in the editor.

7,7 gb as shown in msi afterburner ingame or an actual readout from windows resource monitor? The working set and private bytes in the resource monitor for arma3_x64.exe are around 3,5gb, sometimes a bit more, but nowhere near 5 or 6, let alone 8 gb of system memory. Is anybody else actually able to fill more than 5gb in the first mission on a fresh game start?  

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RE TrackIR

 

Heard back from them,

 

I'll reach out to Bohemia to see what we can do. We provide everything needed to make it work with 64-bit, it must be they are working on and haven't gotten to yet. 

 

Regards, 

 

Mike Witham| NaturalPoint
TrackIR Product Manager

 

I guess its one 64 bit step at a time :f:

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1 hour ago, xon2 said:

7,7 gb as shown in msi afterburner ingame or an actual readout from windows resource monitor? The working set and private bytes in the resource monitor for arma3_x64.exe are around 3,5gb, sometimes a bit more, but nowhere near 5 or 6, let alone 8 gb of system memory. Is anybody else actually able to fill more than 5gb in the first mission on a fresh game start?  

yeah i just hit 6.1Gb memory committed and 4.3Gb private in the editor just then. VD was at 10Km and Object Distance was at 7.5Km.  Nothing complex a 10x tanks 5x apcs + their squads and a couple of apaches for good measure run really good. 

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1 hour ago, xon2 said:

7,7 gb as shown in msi afterburner ingame or an actual readout from windows resource monitor? The working set and private bytes in the resource monitor for arma3_x64.exe are around 3,5gb, sometimes a bit more, but nowhere near 5 or 6, let alone 8 gb of system memory. Is anybody else actually able to fill more than 5gb in the first mission on a fresh game start?  

 

http://imgur.com/a/Ck85A

 

VD both 12k m

First I went on Tanoa afterwards on Altis. After all the textures are cached I hit just about 9gig (commit) and 5,4gig (working set)

 

For me it runs incredible fluent once all textures are loaded, I can fly over Altis with x3 speed in Eden without any hickups. Just amazing.

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64-bit finally allows me to drive through or fly over big towns and cities. Previously the game would stutter to the point where I lost control of my vehicles and crash into objects, even with low default settings for view distance. Crazy eh? Never thought I would be able to do basic stuff like that, and after all these years, a fix finally comes along.

 

We currently employ no mages

 

I strongly disagree. :)

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On ‎15‎/‎12‎/‎2016 at 11:07 AM, whatsupdoc_1_27 said:

So I installed the dev build. Cannot even get Arma 3 dev build to even start with Battleye enabled but there are Battleye servers. So I decided to check my task manager and noticed the Battleye launcher is STILL only 32 bit.

 

Anybody else have issue getting the game to even start with Battleye enabled?

https://feedback.bistudio.com/T122147

yes I have a battleye issue. I am not sure this is the same as yours. The latest small BE update broke my 1.66 stable. Arma 3 works with BE disabled. So I updated to the dev branch and the problem did not exist, but I read in this topic somewhere that BE may not be running yet in the 64 environment so that may explain that. So I am forced to test the DEV build, haha nice plan BI but ya just had to ask. thx for the dev test server as well.

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14 minutes ago, HeroesandvillainsOS said:

So from what I'm reading, you can't play 64-bit with a controller? I'd hate to DL the beta and immediately have to revert back.

Yes you can mate, I deleted the whole folder that said USB_Vibration, where the 64 bit dll was the issue, and have loaded up Xpadder, and configured the controller that way.

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2 minutes ago, road runner said:

Yes you can mate, I deleted the whole folder that said USB_Vibration, where the 64 bit dll was the issue, and have loaded up Xpadder, and configured the controller that way.

Thanks for the workaround. :) Hopefully they fix it officially on their end. 

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12 hours ago, DJRy said:

If you are running on a laptop and getting bad performance read this!!

 

If you are running on your laptop with an nvidia graphics card,

make sure you add the arma3_x64.exe to the Nvidia control panel and check that you have

your Nvidia card selected instead of integrated graphics. My performance was terrible until I

realized that because its a new x64.exe the game is running off of. I needed to add this new

executable and specify to not run on integrated graphics. Hope this helps some of you that may be having issues.

 

Thank you! This was the problem in my end, happened also with AMD card. Now running greatly and I might be even seeing increase in performance! :icon14:

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When i host a server and trying to connect it says "You were kicked off the game. Steam authentication failed."

 

on both arma3server_x64.exe file and arma3server.exe file, everything was good for the normal server.exe until the update today, it says the same on both exe files now. any help please?

 

Version: Arma 3 Console version 1.67.139743 x86

85.25.143.56:2402 [DEV] [GamersCentral.de]EU CO-OP Dedicated Invade&Annex

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Just being able to play as gunship pilot and flying with 7km viewdistance without hiccup is awesome. Thanks BI - devs.

edit: and a happy xmas to you all. thanks again for the 64bit gift devs

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I have played the _x64 build, and found it to be most arousing.
 Thanks for the early christmas.

 

When I first loaded it I had trouble with battle-eye and it wouldn't load, but after a simple file validation it has worked like a dream. Have not noticed *any* issues yet (with the vanilla game that is, Looking forward to ACE3 update)

Smooth as silk.

 

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Playing around in the editor today without mods, Windows warned me that I was running out of memory. The game was only using around 3gb and I have 6gb of page file and 16gb of physical memory. I also have a 970 with 4gb (or I guess 3.5gb) of VRAM. A few minutes later after trying to play a mission as a character the game instantly closed without warning, though the process remained in task manager reportedly still using memory but not CPU. Also, I am using tbb4malloc_bi_x64

 

An important note from the RPT file:

22:08:31 Starting mission:
22:08:31  Mission file: tempMissionSP
22:08:31  Mission world: Tanoa
22:08:31  Mission directory: D:\Jonny\Documents\Arma 3 - Other Profiles\Slowrider8\missions\tempMissionSP.Tanoa\
22:08:31 EPE manager release (0|6|0)
22:08:32 Attempt to override final function - bis_functions_list
22:08:32 Attempt to override final function - bis_functions_listpreinit
22:08:32 Attempt to override final function - bis_functions_listpostinit
22:08:32 Attempt to override final function - bis_functions_listrecompile
22:08:32 Attempt to override final function - bis_fnc_missiontaskslocal
22:08:32 Attempt to override final function - bis_fnc_missionconversationslocal
22:08:32 Attempt to override final function - bis_fnc_missionflow
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 CreateTexture failed : w = 2048, h = 2048, format = BC3_UNORM, err = E_OUTOFMEMORY.
22:08:34 DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 Virtual memory total 134217727 MiB (140737488224256 B)
22:08:34 Virtual memory free 134211023 MiB (140730457735168 B)
22:08:34 Physical memory free 5533 MiB (5802708992 B)
22:08:34 Page file free 8 MiB (9383936 B)
22:08:34 Process working set 3277 MiB (3437137920 B)
22:08:34 Process page file used 6190 MiB (6490939392 B)
22:08:34 Longest free VM region: 4175233024 B
22:08:34 VM busy 2735587328 B (reserved 312799232 B, committed 2422788096 B, mapped 88035328 B), free 1559248896 B
22:08:34 Small mapped regions: 20, size 81920 B
22:08:34 VID: dedicated: 4256104448, shared 8555900928, system: 0, max: 3941531648, used: 3064029184
ErrorMessage: DX11 error : CreateTexture failed : E_OUTOFMEMORY
22:08:34 EPE manager release (0|5|0)

Can provide whole RPT if required. 

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On 12/15/2016 at 0:04 AM, Valken said:

Noticed 2 things already:

 

Very aggressive cleanup routine? When I load Blastcore Edited or BSAE edition and run the YAAB mission, I can see the smoke just disappear when the camera turns around. With 32 bit, the columns still keeps rising and stays there persistently throughout the mission until it EOL.

I've noticed that particle lifetimes are not being correctly interpreted by the 64bit engine. For instance if I have a fog script with particles with 30 second lifetimes, they pop in an out in under 0.5 sec (looks atrocious).

 

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