Arma 3
Mega City 3
Ron4Swat 7 Jan, 2022 @ 12:27pm
Performance feedback
As you asked about feedback especially about performance i think opening a dedicated thread for it might be useful.

Tested the terrain a bit on a older, over half decade old system, which wasnt even state of the art back then and performance ingame seems fine. Compared to other terrains with bigger towns it actually seems to work better, even so its building density seems to be higher.

In the editor however it actually really eats the fps, especially when flying over the town. It gets notiveable better when flying close to the ground. When moving around some hundred meters above ground there is around 50-60% less fps then ingame, sometimes even more down to single digit fps.

In this way the terrain is a bit unusual, as their is a noticeable discrepancy in the performance in the editor vs. ingame, which i haven't seen with other terrains. Depending on how people try out the terrain, in the editor or ingame, they might have a very different experience about the terrain performance.
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Showing 1-8 of 8 comments
Boop 7 Jan, 2022 @ 6:49pm 
Just did a bit of messing around, have a bit of a mid-range PC, and didn't have many issues at all. Was actually for the most smooth. Although definitely slower than other terrains.
Last edited by Boop; 7 Jan, 2022 @ 6:49pm
AccuracyThruVolume  [developer] 8 Jan, 2022 @ 3:50pm 
Appreciate the feedback. If playing on an older / lower spec rig, turning down object render distance to 1 - 1.5km can help with the frames.
GhostRecon101BN 8 Jan, 2022 @ 9:45pm 
atleast in eden with medium to mid range settings and object overall it reduces fps by half lol. have yet to test in game phase. will edit this comment as i do.
Dada 9 Jan, 2022 @ 9:42pm 
Your map looks fine, i didn't try but on the screenshot there is not much small object (like trashpile, fence, tree, wreck...) just keep your work this way by placing a working road network (for the AI) and building... Avoid adding ton of small object, i know small object make the map looks good but its not a good idea if its make the map unplayable.

Don't forget many player will build scenario with AI, script, other player....
So if you really want make something playable create quick a firefight with hundred of AI and check if its playable before adding stuff.

Also make sure their enough space between a group of building to avoid AI pathfinding issue.
Bofa 10 Jan, 2022 @ 7:39pm 
No issues at all with performance, can't speak for the lower range pc market. Running 32gb ram, i7-9700k, 3090 running constant 60 fps until we get up to 100+ AI in the battle. But that's just arma.
A. Alphonse 12 Jan, 2022 @ 5:22am 
You seem to be doing pretty well for an urban terrain! Just keep in mind the larger variety of objects can increase loading time and even reduce framerates as clients load various assets on the fly. If they are merely rendering an already loaded asset, it is usually smoother.
DarkAshFur 8 Apr, 2022 @ 1:25pm 
i have mid to high end pc and the map runs smooth even with arty + war going on buildings being destroyed and cas being called from A-10 still on 40 to 60 fps and yes i m on low settings preset on the worst scenario possible and yet the map runs smooth
Shuncle 6 Apr, 2023 @ 4:30pm 
I have 32gb ram and a 1050 ti as well as a Ryzen 5 3600. Performance on this map is pretty good for how many buildings there are when view distance is set to 6 km and objects at 4km. Running on average close to 40 fps. Just about the same performance I get on most other modded maps that have tight foliage. Though once I get into foot, it drops to about 30 with a view distance of 3 to 4 km.

So for mid tier systems as of now (or low end, depending on how good you see a 1050 ti [4gb VRAM]) the map runs fine/ok.

If you want recommendations to help performance, there are mods that add custom structures that are pretty big and simple such as JM's Structures. If you're not afraid to add another dependency or two finding some big custom asset buildings may help in both performance and adding to the size.
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