Arma 3
Kano 19 Jan, 2020 @ 3:54am
How to boost performance in the Editor
I'be been having some perfomance issues with Arma recently and its getting progressively worse.

Im wondering how to boost perfomance at low specs like mine

When placing down around 50 units, a couple vehicles and some effects, and then running the mission , i'll get ≈20fps. This is with a view dist of 4000m, all medium settings (i'll attache a pic of my video settings) This is noticeably worse when the player im playing as is moving fast or in a vehicle, like in the screenshots provided. It never goes above 30 FPS when in render distance of the units/mission.


My PC Specs are:
Nvidia Geforce GTX 10603gb
i5 7500 @ 3.4ghz overclocked to 3.6ghz
16gb DDR3 Ram
Windows 10 pro education edition.


Thanks!

Video Settings [imgur.com]

Video Settings (AA & PP) [imgur.com] (even getting 21 FPS when looking at the map IN the editor lmao)

Editor View of units [imgur.com]




Last edited by Kano; 19 Jan, 2020 @ 3:56am
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Showing 1-9 of 9 comments
Nikiforos 19 Jan, 2020 @ 6:38am 
Lower distance to 2500 or 2000 m and reduce object quality to medium
Kano 19 Jan, 2020 @ 6:47am 
Originally posted by Nikiforos:
Lower distance to 2500 or 2000 m and reduce object quality to medium

I'll give that a try. Lowering the distance helps if you're close to the area. This prevents wanting to see the units from a distance, which is obvious and cant really be fixed.
Hopefully lowering object quality will help!
Nikiforos 19 Jan, 2020 @ 6:58am 
There are some mods that allow vehicles, planes , ships to be viewable from long distance without touching the view distance.

MRB Vehicle Visibility
MRB Plane Visibility
Last edited by Nikiforos; 19 Jan, 2020 @ 6:59am
Firmament 19 Jan, 2020 @ 2:48pm 
Don't use waypoints, rather prefer the doMove command (via trigger) + markers solution. You must move each of your AI soldiers this way, not just the squad leader (but you can still rally them all in a team, it's much better actually). It may turn out to be a little time consuming or complicated depending on how many AI soldiers you have on the map, but I swear doing so often has much more impact on performance (in a good way) than tweaking some random video settings.

It changes the AI behavior though. By this I mean that it will break the group's logic, although it ain't too bad either. Just don't forget to repeat the doMove command every 3 mins or so, and over a long period of time in order to make sure that nobody gets lost forever (as AI team members ordered to move via doMove command won't get back to the AI squad leader on their own if ever they stop for whatever reason).

Since I've discovered how insanely memory consuming waypoints are in Eden editor, I'm quite simply no longer using them for any of my missions. You can do pretty much what you want with a smart use of triggers and markers; I gave you a small hint, now it's up to you to either dig all this better or to keep using the old waypoints system that will irredeemably destroy performance in your missions ;)
Last edited by Firmament; 19 Jan, 2020 @ 2:54pm
Kano 19 Jan, 2020 @ 2:55pm 
Originally posted by Firmament:
Don't use waypoints, rather prefer the doMove command (via trigger) + markers solution. You must move each of your AI soldiers this way, not just the squad leader (but you can still rally them all in a team, it's much better actually). It may turn out to be a little time consuming or complicated depending on how many AI soldiers you have on the map, but I swear doing so often has much more impact on performance (in a good way) than tweaking some random video settings.

It changes the AI behavior though. By this I mean that it will break the group's logic, although it ain't too bad either. Just don't forget to repeat the doMove command every 3 mins or so, and over a long period of time in order to make sure that nobody gets lost forever (as AI team members ordered to move via doMove command will never get back to the AI squad leader on their own if ever they stop for whatever reason).

Since I've discovered how insanely memory consuming waypoints are in Eden editor, I'm quite simply no longer using them for any of my missions. You can do pretty much what you want with a smart use of triggers and markers; I gave you a small hint, now it's up to you to either dig all this better or to keep using the old waypoints system that will irredeemably destroy performance in your missions ;)

Thanks a lot for your help!
I’ve never considered doing this. I’ll try it out later on and see if it helps with performance. It seems logical and sounds like my best option right now!

my editor does a long lag load when clicking on anything, open mission, trigger, unit attributes
Originally posted by LEE O C:
my editor does a long lag load when clicking on anything, open mission, trigger, unit attributes

Try it without any mods.
If your Eden starts to lag like hell when you place too much stuff, layers will save your sanity.

First, select the objects you want to throw in a layer. Use Ctrl+click to pick or unpick specific ones, or Shift+click if you want to grab a bunch in a row.

Then, look on the left side, that’s the Entities tab. All the way to the bottom right of that tab. You’ll see some small icons that look like folders. Click the plus folder icon to slap your selected selection into a new layer.

Now here’s the trick: the eye icon folder!? That’s your toggle visibility. Click it to hide that whole layer from the editor. Doesn’t remove anything from the mission - it just makes Eden not load or render that crap until you need it. Helps a lot when your mission gets heavy.

Rename those layers if you want. Just right-click the layer name or number, and a little box will pop up. Name it something useful, like Sniper Squad East or Trash You’ll Delete Later... whatever helps.

Layers don’t affect gameplay, they’re just for you. But if you’re serious about building anything bigger than a chicken coop - use them!

See what I did in a mission I made; https://imgur.com/a/94q6Goa
Originally posted by Southpaw:
Layers don’t affect gameplay, they’re just for you. But if you’re serious about building anything bigger than a chicken coop - use them!

See what I did in a mission I made; https://imgur.com/a/94q6Goa

To add to this there is a module to show and hide layers on the fly in missions.
So you can use them dynamically for each stage of the mission.
Or show hide layers based on distance with 2 triggers.

What I like to do is name the layer then set the stuff in it to simulation and show model off

Then use this in a script file to switch it all on for that layer...

[{
{
_x enableSimulationGlobal true;
_x hideObjectGlobal false;
} forEach ((getMissionLayerEntities "ChkProps") select 0);
}] remoteExec ["call", 2];

sleep 5;

[{
{
_x enableSimulationGlobal true;
_x hideObjectGlobal false;
} forEach ((getMissionLayerEntities "ChkAI") select 0);
}] remoteExec ["call", 2];


Using that I made a conquest mission with over 400 AI, but never more than 40 shown at one time, and only showing the props for the current checkpoint, all thanks to layers :)

PS Run the code with the true and false swapped to hide it all again a few mins after all objectives in the area are complete. Its a great way to keep mission performance up over longer, multi checkpoint, missions.

PPS 4k view distance may be wishful thinking on that GPU bud. I have the same one in my old rig and that was a 2k view distance machine on medium settings.
Last edited by Karmaterrorᵁᴷ; 3 hours ago
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