Bug #1745
Stuttering in cities and even small villages
| Status: | In progress | Start: | 2009-06-03 | ||
|---|---|---|---|---|---|
| Priority: | Normal | Due date: | 2010-11-01 | ||
| Assigned to: | % Done: | 50% |
|||
| Category: | Performance breakdown | ||||
| Target version: | - | ||||
| Operating system: | WinXP 64 bit | Mainboard chipset: | |||
| Graphics card: | ATI HD4890 | System RAM size: | |||
| Graphics card driver version: | 9.5 | GPU VRAM size: | |||
| Affected ArmA II version: | Audio card: | Please specify! | |||
| Maxmem parameter: | Not set | Size of OS swap file: | Please specify! | ||
| Difficulty: | Not set | I am using some Mods: | No | ||
| Reproduced by another DH user: | Yes | I am using: | |||
| CPU: | n/a | Reproducible for you: | No | ||
| Votes: | 134 |
Description
Since the game runs great with 30fps and higher even in dense wood (everything on very high/fillrate 133%), i suspect this as a performance issue: Everytime im turning arround getting buildings into my view framerate drops to even zero for a second or two. This makes playing at urban regions very difficult if not impossible. I expirienced this at small villages, too. Changing settings to normal or even low (fillrate <=100%) doesn`t work for me either!
Systemspecifications:
Windows XP 64bit SP2
4GB DDR3-1333 RAM
AMD Phenom II X4 955 (3.2GHz Quad)
AT Radeon HD4890 OC
HDD SATA2 160GB 7.200 U/min
Related issues
| related to ArmA2 Community Issue Tracker - Bug #6004: [60141] Memory leak causes rendering window to die very often | Closed | 2009-11-21 | ||
| related to ArmA2 Community Issue Tracker - Bug #11739: OA - massive FPS drops - due to vehicle dust in third person? | Closed | 2010-07-06 | ||
| related to ArmA2 Community Issue Tracker - Bug #3421: Unacceptable stuttering with 1.03 | Closed | 2009-08-06 | 2009-10-24 | |
| related to ArmA2 Community Issue Tracker - Bug #7866: Improve performance of bushes and deciduous trees | Assigned | 2010-01-08 | 2010-05-25 | |
| duplicated by ArmA2 Community Issue Tracker - Bug #2344: FPS Spikes,Stuttering,Lag | Duplicate | 2009-06-27 |
History
Updated by MadDogX over 1 year ago
I get this too and so do some friends I play with. The only remedy that works for me is setting model details to low. In Chernogorsk that gives me 30fps, though it drops to about 20 when there's lots of stuff going on. Performance in towns definitely needs to be improved.
Updated by kju over 1 year ago
- Priority changed from High to Normal
Updated by kju about 1 year ago
- Status changed from New to Feedback
- Assigned to set to MadDogX
- Affected ArmA II version changed from 1.01.57751 to 1.02.58064
Issue still as bad with PP disabled?
To attach the Arma2.cfg and arma2profile are a must for performance issues.
Dxdiag as well please.
Updated by MadDogX about 1 year ago
Problem persists in version 1.02.
I've begun working on a "Chernogorsk benchmark" mission that flies a camera through a pre-defined path through the town and measures FPS (maximum, average, average minimum and absolute minimum). I'll upload it here ASAP. Should be helpful in determining what settings are best to help with performance.
Updated by MadDogX about 1 year ago
- File ChernogorskBenchmark.Chernarus.zip added
Here's the promised Chernogorsk benchmark mission. It will fly a camera through a set series of positions in Chernogorsk. At the end, you will see an overview of different framerates.
Here's a short explanation of the overview at the end:
- The average framerate is basically your overall average fps during the whole benchmark.
- Average minimum is the average low your framerate dropped to. This will always be lower than the overall average. The lower it is, the more inconsistent your framerate was. If this is very low (10-15fps), it means you probably get a lot of stuttering.
- Highest is, as the name indicates, the highest your framerate ever went during the scene, even if it was just one frame.
- Lowest is the lowest your framerate went. This will probably under 10fps.
Of course for ideal visual quality, all values should be the same. Even if all were on 30fps, it would still mean you got an absolutely rock-solid and stutter-free 30fps, which would be fine, even for gaming. If you got an average of 50fps but an average minumum of 10fps it means your framerate is good overall, but you get a lot of stuttering.
In my first tests I noticed that lowering object detail greatly increases overall performance, but doesn't help much against stuttering. I'll keep at it.
Updated by MadDogX about 1 year ago
I realized earlier that the benchmark mission I uploaded contains an Intro. You'll need to skip it if you place the mission in your missions folder and run it as a single player scenario. I recommend placing it in the editor instead. I'll upload a new version later.
Updated by alef about 1 year ago
- Due date set to 2009-07-10
Updated by kju about 1 year ago
People test this - share your results!
My HW: Q6600, 4 GB RAM, NV 9800 GT @ 182.50. Intel M SSD.
All setting at normal, shadow and PP off. AF max. No maxmem.
Finally tested this - great test mission!
Please upload the fixed version for more noob friendly use.
It would be nice to show data during the camera scene.
Important to make two runs at least:
Updated by alef about 1 year ago
- Due date changed from 2009-07-10 to 2009-10-12
- Status changed from Feedback to Assigned
- Assigned to deleted (
MadDogX) - Affected ArmA II version changed from 1.02.58064 to 1.02.58134
Updated by Fireball about 1 year ago
- File SS-20090716075110.png added
- File SS-20090716075621.png added
Here is my benchmark. I noticed that my HDD is probably the biggest show stopper in this case. Usually I don't get that bad loading lag down to 3 fps (or really rarely), since I'm not "running" as fast the camera goes; maybe the camera speed is slightly too fast?
My specs:
Core i7 920, 3 GB RAM, Nvidia 8800 GTS 512MB @ 186.18
All settings at normal, except shadows: high, graphics mem: high, PP: low
EDIT: kju, whats a NV 9800 PRO? it's gotta be a GT or GTX.
Updated by admin about 1 year ago
Fixed and added SSD as info.
Fireball make sure to disable HT of the Core i7 in the bios.
Numerous people confirm negative impact - especially in terms
of texture loading. Both XP and Win7.
Updated by Suma about 1 year ago
- Category changed from Visual to Performance breakdown
- Assigned to set to Suma
Updated by Fireball about 1 year ago
FYI, I just turned off HT in BIOS and did it again twice, and had the same results +-2fps.
Updated by Alienfreak about 1 year ago
Also try disabling the C states and the EIDS dynamic clocking thingy in BIOS.
(so all power saving options of the CPU)
Helped me a bit.
Updated by Fireball about 1 year ago
- File SS-20090802113816.png added
- File SS-20090802113816.png added
While the Benchmark might be great per se, the only thing that made my rig stutter so badly (down to 3 FPS) was the ViewDistance setting on 3600.
As soon I set it down to 2011, my benchmark looked like in the latest attachments.
Updated by Fireball about 1 year ago
- File SS-20090807002430.png added
- File SS-20090807002601.png added
With patch 1.03 and view distance set to 6647 I got the attached results!
Updated by Fireball about 1 year ago
- Status changed from Assigned to Feedback
Updated by Fireball about 1 year ago
- File SS-20090807003322.png added
- File SS-20090807003428.png added
I reduced view distance to 2025 and did another two runs (attached).
In contrary to when I lower the view distance, the highest fps goes higher, and the average (low) frame rate stays about the same.
The interesting consequence is between my last two measurements is, that the highest framerate and the averages slightly dropped with higher view distance but the average (low) frame rate increased by 3-4 fps, while the lower view distance was be having as earlier.
I think that is what was meant to be addressed basically and its IMO a valid compromise (if that's the only solution).
Updated by Fireball about 1 year ago
- File SS-20090807004906.png added
- File SS-20090807005036.png added
Btw. with my original 3600 view distance it looks like in attached screenshots.
Updated by Fireball about 1 year ago
Fireball wrote:
Btw. with my original 3600 view distance it looks like in attached screenshots.
I.e. it's exactly the same average FPS as before, with a chance that stutters are decreased.
Updated by Yapab about 1 year ago
It seems that buildings in view cause a high cpu load, this can be easily tested by running two monitors with 1 monitor showing CPU usage.
Simply look at a forest/distant area and then look at some buildings/city. The CPU usage will increase by up to 40%, in my case maxing my Core2Duo @ 3.5ghz out.
The GPU should be under more strain in the city areas than the CPU, is the CPU doing too much work for GPU?
Updated by venzon about 1 year ago
Yapab: I came to exactly the same conclusion as you did. In city areas, the framerate is extremely CPU limited. I can set all of the settings (including resolution) to the very lowest values and see very little improvement in framerate versus setting everything to much higher values.
Bohemia: I believe this is a problem with the way you're managing (or not managing) your API calls. DirectX performance is extremely sensitive to the number of state changes and especially draw calls each frame. My guess is that in city areas the number of state changes or draw calls is getting high enough that the overhead from the DirectX API is hogging CPU time. This is pretty well documented, a short google search turns up these two presentations from ATI and NVIDIA:
http://ati.amd.com/developer/gdc/D3DTutorial3_Pipeline_Performance.pdf
http://developer.nvidia.com/docs/IO/8230/BatchBatchBatch.pdf
Updated by INVICTUS 12 months ago
I am also experiencing this issue. I hope as a community we can resolve the issue.
Updated by Fireball 11 months ago
- Due date changed from 2009-10-12 to 2009-11-12
- Reproduced by another DH user set to No
Updated by Suma 11 months ago
- File _TEST_FPS6-Chernogorsk.Chernarus.zip added
I have added a slightly modified version of the mission, as used in the regular autotest used here.
Updated by Suma 11 months ago
While I do not think I have already fixed the issue completely, build 59841 should bring a significant improvement.
Technical details: There was a bug in streaming stage 0 textures in Super shader materials, causing some file operations to be synchronous without a real reason.
Build server autotest measurement:
before: FPS: 35.6104; FPSmm 21.7391 FPSm: 3.80228 - Chernogorsk (1959 frames in 55.012 s)
fixed: FPS: 40.0122; FPSmm 22.7273 FPSm: 12.0482 - Chernogorsk (2216 frames in 55.3831 s)
Updated by Fireball 10 months ago
- Status changed from Assigned to In progress
- % Done changed from 0 to 50
Updated by kju 10 months ago
- Due date changed from 2009-11-12 to 2009-11-14
- Status changed from In progress to Feedback
- Target version set to 1.05 BETA
Please confirm:
[59842] Reduced town/village stutter (fixed streaming of textures used by Super shader).
Updated by MadDogX 10 months ago
Haven't run the Cherno benchmark yet, but from my tests yesterday, my impression is that:
+ stutter around towns has been greatly reduced (confirmed streaming fix)
- average framerates around large towns like Chernogorsk are still very low
When moving toward towns, stutter is now almost gone. This is especially apparent when flying. From the air, performance around Chernogorsk is also fairly good. Not so much on the ground though.
Even on lowest video settings, Chernogorsk does not perform satisfactorily. On my computer (Intel Q9650, NVidia GTX285, 4GB DDR2 1066 RAM) when I put my graphics settings to very low (Res: 1920x1080, VD: 3000, AA & AF & PP disabled, rest very low) I still get maximum framerates around 40-45 in Chernogorsk, while in mainland Chernarus I can achieve >100fps.
Updated by mr.g-c 10 months ago
MadDogX wrote:
Haven't run the Cherno benchmark yet, but from my tests yesterday, my impression is that:
+ stutter around towns has been greatly reduced (confirmed streaming fix) - average framerates around large towns like Chernogorsk are still very low
When moving toward towns, stutter is now almost gone. This is especially apparent when flying. From the air, performance around Chernogorsk is also fairly good. Not so much on the ground though.
Even on lowest video settings, Chernogorsk does not perform satisfactorily. On my computer (Intel Q9650, NVidia GTX285, 4GB DDR2 1066 RAM) when I put my graphics settings to very low (Res: 1920x1080, VD: 3000, AA & AF & PP disabled, rest very low) I still get maximum framerates around 40-45 in Chernogorsk, while in mainland Chernarus I can achieve >100fps.
I fully agree with MadDogX here as i have the very same observations.
Framerate direct inside the town is improved in the latest beta-patch a bit and stutter much removed, but still performance not "good" enough IMHO. Place a few Soldiers Vehicles around the City and actually try to play there is close to impossible even with the fastest Machines on the Planet (Brother1 for instance has new ATI HD5870 Card and Core I7, but still not good enough for Arma2 in a acceptable quality setting???)
I have HD4890 Toxic 1GB with latest drivers and a 3.4GHZ Quadcore Intel.
Updated by Suma 1 Tag ago
- Abgabedatum geƤndert von 2009-11-14 zu 2009-12-24
24th December..... Patch 1.05 for Christmas ;-)
Updated by Suma 10 months ago
Place a few Soldiers Vehicles around the City and actually try to play
When reporting problems, please, always add repro, even if the repro seems obvious. Never use words like "any", "some", "a few". Either provide exact steps how to create the missions, or better, provide the mission as attachment. Instead of "actually try to play" write steps what I should do in the mission. Playing styles may be different and some may show the problem while other ones not. Should I stand on a spot and fire? Should I turn? How much? When? Should I run?
Unless done this way, you can never be sure the issue I am seeing (and solving) is really the same issue which is bothering you.
Original repro (bechmark mission) is excellent in this respect, and what I intend now is to work further on increasing the minimal fps in this mission. If and how this will help other situation is unclear and cannot be tested unless someone provides testing scenarios for them.
Updated by Fireball 10 months ago
- Subject changed from Performance breakdown in cities and even small villages. to Stuttering in cities and even small villages
- Status changed from Feedback to In progress
Yeah, the general FPS issues are likely not be related to the initial supershader issue, i.e. the stuttering.
Due to the generic title we could possibly dynamically convert this bug to suit your need, but we shouldn't; the original description says:
Everytime im turning arround getting buildings into my view framerate drops to even zero for a second or two. This makes playing at urban regions very difficult if not impossible.
That refers doubtlessly to the streaming bug, i.e. the stuttering (which is still in progress of a clean fix).
We should report "low FPS in cities" to an own bug - would you want to go ahead mr.g-c and file a new bug with a repro (video/mission)?
Updated by mr.g-c 10 months ago
When reporting problems, please, always add repro, even if the repro seems obvious. Never use words like "any", "some", "a few". Either provide exact steps how to create the missions, or better, provide the mission as attachment. Instead of "actually try to play" write steps what I should do in the mission. Playing styles may be different and some may show the problem while other ones not. Should I stand on a spot and fire? Should I turn? How much? When? Should I run?
Hehe, yes of course you are right on this, i just wanted to post my overall observations of direct comparing 1.04 and latest beta 1.05 - also in a praxis way means -> actually playing with/against AI.
Furthermore the old ticket name was: " Performance breakdown in cities and even small villages" , which i thought it is/was not mainly related to the stuttering alone, which is successfully fixed now.
Original repro (bechmark mission) is excellent in this respect, and what I intend now is to work further on increasing the minimal fps in this mission. If and how this will help other situation is unclear and cannot be tested unless someone provides testing scenarios for them.
Yes i also tried the test scenario with both 1.04 and 1.05 and as i already said, i was also able to notice a very noticeable improvement! :-)
However i was just questioning the results as i don't know how much "praxis-improvements" will we get from it? Its maybe a odd example, but its maybe like when a car manufacturer claims: "Our car consumes 7L per 100KM on our test-scenario", then you buy the car and you consume 11L per 100KM ;-)
And to not get me wrong there too, i am pretty impressed overall! I thought such bugs like this one here might never get fixed - > Makes me very happy to see that i was wrong and that you are working so eagerly for a fix on this/these bugs. ;-)
That refers doubtlessly to the streaming bug, i.e. the stuttering (which is still in progress of a clean fix). We should report "low FPS in cities" to an own bug - would you want to go ahead mr.g-c and file a new bug with a repro (video/mission)?
Maybe this is indeed a good idea, but how should such a mission look like? Maybe a flyby over a 5 minutes firefight in chernogorsk also with min/average/max FPS?
Updated by Fireball 10 months ago
mr.g-c wrote:
Maybe this is indeed a good idea, but how should such a mission look like? Maybe a flyby over a 5 minutes firefight in chernogorsk also with min/average/max FPS?
Flying over a firefight is certainly a good idea, but after all you could also prove it without firefight, to make it clearer; you could have a flight around/over chernogorsk with all the factories close up and then fly to the countryside to show the difference. 1-2 minutes would be sufficient.
I don't know how what the best way is to prove your case, but it sounds like a beginning to file a ticket and describe the issue, so we can track it - repros can then be contributed and attached by anyone.
Updated by alef 10 months ago
- CPU changed from Please specify! to n/a
Because soldiers put through the editor in a city was mentioned, it could also be more a problem of local AI view blocking through more building models, than just pure GPU rendering.
Two separate SP repros with and without AI could confirm this.
Updated by seany 10 months ago
I have noticed an inconsistent FPS problem with the Chernarus Island "intro" scene that plays behind the main menu screen
Its covered in this thread http://forums.bistudio.com/showthread.php?t=90686.
Add -world=chernarus to the Arma2 shortcut to use the scene when the game loads.
Basically, as the screen pans from right to left my FPS drop from 60-100fps(depending on each scene), to 30 fps on each of the three scenes.
Hopefully it can be of some use for this testing as it is easy to reproduce.
CPU :Core2Quad q9300 @3.19ghz
Mobo: XFX780i
GFX: GTX295 (191.07)
Ram: 4gb of Pc8500
OS: XP64
Beta patches and non beta 1.04 all do the same thing. I'm pretty sure it has done it since release.
I have also seen this happen on a 2nd pc I have access to and with various hardware/os : Vista64, Core2Duo, 9800gtx, 2*9800GTX SLI, GTS250. (various display drivers)
UPDATE: Here is a Pic of My Taskmanger showing CPU usage while the scene is running:
http://i72.photobucket.com/albums/i192/seanysherry/ChernFPSdrops.jpg
UPDATE: This problem is directly related to View Distance. Here is what I have found: http://forums.bistudio.com/showpost.php?p=1507990&postcount=14
Updated by alef 10 months ago
Here is a kind of mission template: test-camera-Chernarus.sqm. You can create a camera path with waypoints and have some stats in the arma2.RPT. It's a template, so not intended to reproduce anything using directly as it is. People that know the "hot spots", please arrange the waypoints there and add your mission+arma2.RPT here.
Updated by kju 9 months ago
- File ArmAIIMark.Chernarus.zip added
The ArmAIIMark might be useful too.
It is used by the community as benchmark.
It is not so much about cities, but about different situations
(harbor, airfield, open plain, 360 over woods and zoom in from the sky)
Updated by Fireball 9 months ago
I'm pretty sure #6004 is connected to texture streaming issues, since before the rendering window dies or A2 crashes, textures begin to load really s-l-o-w-l-y.
Updated by 1longtime 9 months ago
Alot of emphasis is being placed on video cards and CPU. I was surprised that the stuttering was solved with purchasing an SSD. Other BIS forum topics even discuss using large amounts of RAM for a "RAM disk" solution.
I think the way textures are being read from the hard drive is a large part of the problem. See the following screenshot of Win7 Performance Monitor during the short ArmaIIMark test 1, and notice the frequent seek latency for PBOs during the HDD test:
http://farm3.static.flickr.com/2460/3989326374_f4330ccdc3_o.jpg
The SSD is of course much faster, which I think solves the stutter:
http://farm3.static.flickr.com/2598/3989326504_26e4c784e3_o.jpg
Using an SSD has solved all stuttering for me. Perhaps this is due to the low response time when loading PBOs in urban areas, such as Chernogorsk or Elektroz. Not everyone can be expected to buy an SSD, so perhaps a fix for preloading the PBOs and caching more textures in memory would be the fix? This is beyond my technical knowledge.
Updated by mr.g-c 9 months ago
Interesting @longtime..... Maybe a solution is for BIS to make the game finally able to adress and really use more than 2GB Ram. Largeadressaware Flag? 64bit Excutable?
There is a solution for sure and in my circle of friends/relatives i not know a single person these days with less than 4GB Ram. Gamers tend to even have 6-12GB these days (i have 8GB).
Even if only the most important ones like buildings.pbo, plants.pbo, animations.pbo, etc. would be permanetly cached in RAM would Add much i think.
Updated by Pauliesss 2 months ago
- Size of OS swap file set to Please specify!
Well, little update, stuttering in cities and even small villages is in OA too, especially in Zargabad.
Updated by kju 2 months ago
- Due date changed from 2010-04-12 to 2010-07-30
- Affected ArmA II version changed from 1.04.59026 to 1.52.71.816
Updated by Whisper 2 months ago
Confirmed, the performance in Zargabad in impressively lower than general Takistan.
22-35 FPS on takistan
12-19 FPS in Zargabad central town!
E6400
3G RAM
8800GT
Win7 64b
installation A2 Combined Op 1.52
Updated by Xeno 2 months ago
Probably because OA is still more an ArmA 2 1.05 than 1.07 enginewise ?
Means all the ArmA 2 optimizations of the last time didn't make it into OA yet.
Updated by kju 2 months ago
- File _TEST_FPSXXX1.takistan.7z added
- File 0003.jpg added
- File 0004.jpg added
- File 0005.jpg added
- File 0006.jpg added
- Affected ArmA II version deleted (
1.52.71.816)
Adapted the FPS test to OA.
This is an area on the very north of Takistan where we get low FPS (15-30)
in a real mission (5on5 PvP - no AI; other missions run at 40-60 FPS on Takistan.
While in the mission here I have mostly maxed out 60 FPS,
there are four areas that seems problematic.
3) The pink trees seems to suck a lot of performance compared to the other vegetation.
4) There is a very noticeable drop at some ruins in between.
5 and 6) At the very end getting close to that one vehicle shelter it drops and
at the final camera scene around that building.
Overall FPS data:
"FPS-STAT FPS: 57.875; FPSmm 50 FPSm: 15.625 - Takistan1 (3184 frames in 55.0151 s)"
Updated by kju 2 months ago
- File 0006.jpg added
- File 0007.jpg added
- File 0008.jpg added
- File ArmA2_OA_v1.52.71816_configcpp_files.rar added
- File 0002.jpg added
- File 0003.jpg added
- File 0004.jpg added
- File 0005.jpg added
Here is another sample on Takistan in the NW town Nur.
It is a house oriented bench.
This one compared to the one above runs far worse.
Several longer phases with crashing from 60 FPS down to 15-20,
lots of stutter and even a few short freezes for a brief moment.
"FPS-STAT FPS: 50.3181; FPSmm 38.4615 FPSm: 2.89017 - Takistan2 (2768 frames in 55.01 s) "
Updated by kju 2 months ago
- File 0001.jpg added
My settings. Object detail to normal did not help in the second test either.
Q6600, 4890, 3 GB, Intel M SSD, 1 GB Ram drive. 10.5 driver. Audigy2.
Updated by mr.g-c 2 months ago
OMG, what is with the Trees in your screenshots Kju??? They look really bad... there seems to be a LOD Problem aswell, isn't it?
Updated by kju 2 months ago
It does not look like this while playing.
I just got to make the screenshot the moment the FPS drop appear that made
them shown in that low LOD level (or these trees caused it?).
Ingame I have never seen them look like this. Anyway there are rather severe performance
issues in some specific areas while the rest runs great.
Updated by kju 2 months ago
With the beta patch especially the first one has improved.
There is still a drop at the pink trees (60 to 55), and a few
very short freezes - most important at the end at the vehicle shelter
it drops to 40 with very noticeable mini freezes.
The second one also performs better; still the basic problematic areas
remains with many short or even longer freezes and drops to 20-30 FPS
for some seconds.
Updated by Vipera about 1 month ago
It looks like not a tree problem. I've tested _TEST_FPSxxx1.Takistan and I have FPS drop from 55 to 8. Something is wrong in rendering. Geometry is fine. Please check my post here
http://dev-heaven.net/issues/11739#note-4
Updated by kju about 1 month ago
Latest beta results:
_TEST_FPSXXX1.takistan.7z
"FPS-STAT FPS: 57.6811; FPSmm 52.6316 FPSm: 10.5263 - Takistan1 (3184 frames in 55.2 s) "
"FPS-STAT FPS: 57.875; FPSmm 50 FPSm: 15.625 - Takistan1 (3184 frames in 55.0151 s)" (old)
_TEST_FPSXXX2.takistan.7z
"FPS-STAT FPS: 55.3533; FPSmm 47.619 FPSm: 6.75676 - Takistan2 (3056 frames in 55.209 s) "
"FPS-STAT FPS: 50.3181; FPSmm 38.4615 FPSm: 2.89017 - Takistan2 (2768 frames in 55.01 s) " (old)