Performance Optimisation – Arma 3
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Lou Montana (talk | contribs) m (Lou Montana moved page Arma 3 Performance Optimisation to Arma 3: Performance Optimisation: Text replacement - "^Arma 3 " to "Arma 3: ") |
Lou Montana (talk | contribs) m (Text replacement - "{{colorball" to "{{Colorball") |
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{{Informative| | {{Informative| | ||
: {{ | : {{Colorball|red|1.125}} means a heavy impact on performance | ||
: {{ | : {{Colorball|orange|1.125}} means an average impact | ||
: {{ | : {{Colorball|green|1.125}} means little to no performance impact. | ||
}} | }} | ||
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|- | |- | ||
| rowspan="8" style="text-align: center" | '''Quality''' | | rowspan="8" style="text-align: center" | '''Quality''' | ||
| Sampling || {{ | | Sampling || {{Colorball|orange}} || {{Colorball|red}} || Defines the game's 3D resolution '''based on Display's Resolution setting''' (in %) - e.g '''50%''' of 3840×2160 (4K) results in a 3D resolution of 1920×1080 (1K, 1/4 of the original resolution) | ||
|- | |- | ||
| Texture || {{ | | Texture || {{Colorball|green}} || {{Colorball|orange}} || Defines textures' quality - dependent on the GPU's memory | ||
|- | |- | ||
| Objects || {{ | | Objects || {{Colorball|orange}} || {{Colorball|orange}} || Defines object's details and LOD thresholds | ||
|- | |- | ||
| Terrain || {{ | | Terrain || {{Colorball|orange}} || {{Colorball|green}} || Defines terrain's geometry details at medium long range (does not affect textures) | ||
|- | |- | ||
| Shadow || {{ | | Shadow || {{Colorball|green}} || {{Colorball|green}} || Defines shadow precision | ||
|- | |- | ||
| Particles || {{ | | Particles || {{Colorball|green}} || {{Colorball|green}} || Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. | ||
|- | |- | ||
| Cloud || {{ | | Cloud || {{Colorball|green}} || {{Colorball|green}} || Defines if '''Cloud Simulation''' should be used and at which level of detail | ||
|- | |- | ||
| PIP || {{ | | PIP || {{Colorball|red}} || {{Colorball|green}} || Adds (doubles?) the strain on the CPU - another scene has to be calculated in order to do the render. Quality here means PIP drawing distance | ||
|- | |- | ||
| rowspan="3" style="text-align: center" | '''Visibility''' | | rowspan="3" style="text-align: center" | '''Visibility''' | ||
| Overall || {{ | | Overall || {{Colorball|red}} || {{Colorball|orange}} || Terrain's view distance | ||
|- | |- | ||
| Object || {{ | | Object || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance | ||
|- | |- | ||
| Shadow || {{ | | Shadow || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m | ||
|- | |- | ||
| rowspan="3" style="text-align: center" | '''Lighting''' | | rowspan="3" style="text-align: center" | '''Lighting''' | ||
| HDR || {{ | | HDR || {{Colorball|green}} || {{Colorball|green}} || Sets HDR quality, 8 or 16 bits | ||
|- | |- | ||
| Dynamic Lights || {{ | | Dynamic Lights || {{Colorball|green}} || {{Colorball|orange}} || Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene | ||
|- | |- | ||
| Water Reflections || {{ | | Water Reflections || {{Colorball|green}} || {{Colorball|orange}} || Defines quality of water surface reflection | ||
|} | |} | ||
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|- | |- | ||
| rowspan="7" style="text-align: center" | '''General''' | | rowspan="7" style="text-align: center" | '''General''' | ||
| Display Mode || {{ | | Display Mode || {{Colorball|green}} || {{Colorball|orange}} || Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes | ||
|- | |- | ||
| Resolution || {{ | | Resolution || {{Colorball|green}} || {{Colorball|red}} || Should be set to the screen's native resolution and use '''Sampling''' to lower the 3D resolution if needed | ||
|- | |- | ||
| Aspect Ratio || {{ | | Aspect Ratio || {{Colorball|green}} || {{Colorball|green}} || Set to auto or to the screen's aspect ratio. No impact on performance | ||
|- | |- | ||
| VSync || {{ | | VSync || {{Colorball|green}} || {{Colorball|green}} || '''V'''ertical '''Sync'''hronisation | ||
|- | |- | ||
| Interface Size || {{ | | Interface Size || {{Colorball|green}} || {{Colorball|green}} || No impact on performance | ||
|- | |- | ||
| Brightness || {{ | | Brightness || {{Colorball|green}} || {{Colorball|green}} || No impact on performance | ||
|- | |- | ||
| Gamma || {{ | | Gamma || {{Colorball|green}} || {{Colorball|green}} || No impact on performance | ||
|} | |} | ||
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|- | |- | ||
| rowspan="7" style="text-align: center" | '''PostProcesses''' | | rowspan="7" style="text-align: center" | '''PostProcesses''' | ||
| Bloom || {{ | | Bloom || {{Colorball|green}} || {{Colorball|green}} || | ||
|- | |- | ||
| Radial Blur || {{ | | Radial Blur || {{Colorball|green}} || {{Colorball|green}} || Adds "speed" blur to the border of the screen | ||
|- | |- | ||
| Rotation Blur || {{ | | Rotation Blur || {{Colorball|green}} || {{Colorball|orange}} || Adds screen blur on fast camera movement | ||
|- | |- | ||
| Depth of Field || {{ | | Depth of Field || {{Colorball|green}} || {{Colorball|green}} || Adds blur to non-focused background | ||
|- | |- | ||
| Sharpen Filter || {{ | | Sharpen Filter || {{Colorball|green}} || {{Colorball|green}} || Makes the image sharper, but can also make it more grainy or too outlined | ||
|- | |- | ||
| AO || {{ | | AO || {{Colorball|green}} || {{Colorball|orange}} || (Screen Space) '''A'''mbient '''O'''cclusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD). | ||
|- | |- | ||
| Caustics || {{ | | Caustics || {{Colorball|green}} || {{Colorball|green}} || Water surface reflection on the ocean floor | ||
|- | |- | ||
| rowspan="4" style="text-align: center" | '''PostProcess<br>Color Corrections''' | | rowspan="4" style="text-align: center" | '''PostProcess<br>Color Corrections''' | ||
| Color Preset || {{ | | Color Preset || {{Colorball|green}} || {{Colorball|green}} || | ||
|- | |- | ||
| Brightness || {{ | | Brightness || {{Colorball|green}} || {{Colorball|green}} || ''Post-process'' image brightness | ||
|- | |- | ||
| Contrast || {{ | | Contrast || {{Colorball|green}} || {{Colorball|green}} || ''Post-process'' image contrast | ||
|- | |- | ||
| Saturation || {{ | | Saturation || {{Colorball|green}} || {{Colorball|green}} || Colour saturation - the higher the more colours, the lower the more black & white | ||
|- | |- | ||
| rowspan="4" style="text-align: center" | '''AntiAliasing''' | | rowspan="4" style="text-align: center" | '''AntiAliasing''' | ||
| FSAA || {{ | | FSAA || {{Colorball|green}} || {{Colorball|red}} || '''F'''ull '''S'''creen '''A'''nti-'''A'''liasing | ||
|- | |- | ||
| AtoC || {{ | | AtoC || {{Colorball|green}} || {{Colorball|orange}} || '''A'''lpha '''to''' '''C'''overage. Requires '''FSAA''' | ||
|- | |- | ||
| PPAA || {{ | | PPAA || {{Colorball|green}} || {{Colorball|orange}} || '''P'''ost-'''P'''rocessing '''A'''nti-'''A'''liasing. Less taxing than '''FSAA''', with very minor graphical glitches | ||
|- | |- | ||
| Aniso. Filtering || {{ | | Aniso. Filtering || {{Colorball|green}} || {{Colorball|green}} || Anisotropic filtering | ||
|} | |} | ||
Revision as of 06:00, 2 January 2021
Arma 3 performance has always been a great interrogation topic. This page brings light on some aspects of the video settings.
General Guidelines
- use auto-detection as a base for other settings - the autodetect button knows best, most of the time
- an exception to that being that auto-detection will set the render sampling to at least 100% - this is not ideal if one wants to play e.g in 1K on a 4K screen.
- in order to bring some relief to the CPU, play with (terrain/object) view distance
- to alleviate pressure on the GPU, lower PiP settings and reduce 3D Sampling (e.g 50% on a 4K screen = 1920×1080)
- to reduce stutter and greatly improve loading times, it is highly recommended to install Arma 3 on a Solid State Drive (SSD)
Video Options
Settings Impacts
General
Category | Setting | CPU | GPU | Additional Details |
---|---|---|---|---|
Quality | Sampling | Defines the game's 3D resolution based on Display's Resolution setting (in %) - e.g 50% of 3840×2160 (4K) results in a 3D resolution of 1920×1080 (1K, 1/4 of the original resolution) | ||
Texture | Defines textures' quality - dependent on the GPU's memory | |||
Objects | Defines object's details and LOD thresholds | |||
Terrain | Defines terrain's geometry details at medium long range (does not affect textures) | |||
Shadow | Defines shadow precision | |||
Particles | Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. | |||
Cloud | Defines if Cloud Simulation should be used and at which level of detail | |||
PIP | Adds (doubles?) the strain on the CPU - another scene has to be calculated in order to do the render. Quality here means PIP drawing distance | |||
Visibility | Overall | Terrain's view distance | ||
Object | Object's view distance - The CPU killer. Set to about 1/3 to 1/2 of terrain's view distance | |||
Shadow | Shadows' draw distance - range 50..200m | |||
Lighting | HDR | Sets HDR quality, 8 or 16 bits | ||
Dynamic Lights | Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene | |||
Water Reflections | Defines quality of water surface reflection |
Display
Category | Setting | CPU | GPU | Additional Details |
---|---|---|---|---|
General | Display Mode | Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes | ||
Resolution | Should be set to the screen's native resolution and use Sampling to lower the 3D resolution if needed | |||
Aspect Ratio | Set to auto or to the screen's aspect ratio. No impact on performance | |||
VSync | Vertical Synchronisation | |||
Interface Size | No impact on performance | |||
Brightness | No impact on performance | |||
Gamma | No impact on performance |
AA & PP
Category | Setting | CPU | GPU | Additional Details |
---|---|---|---|---|
PostProcesses | Bloom | |||
Radial Blur | Adds "speed" blur to the border of the screen | |||
Rotation Blur | Adds screen blur on fast camera movement | |||
Depth of Field | Adds blur to non-focused background | |||
Sharpen Filter | Makes the image sharper, but can also make it more grainy or too outlined | |||
AO | (Screen Space) Ambient Occlusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD). | |||
Caustics | Water surface reflection on the ocean floor | |||
PostProcess Color Corrections |
Color Preset | |||
Brightness | Post-process image brightness | |||
Contrast | Post-process image contrast | |||
Saturation | Colour saturation - the higher the more colours, the lower the more black & white | |||
AntiAliasing | FSAA | Full Screen Anti-Aliasing | ||
AtoC | Alpha to Coverage. Requires FSAA | |||
PPAA | Post-Processing Anti-Aliasing. Less taxing than FSAA, with very minor graphical glitches | |||
Aniso. Filtering | Anisotropic filtering |