Performance Optimisation – Arma 3
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* to alleviate pressure on the GPU, lower PiP settings and reduce 3D '''[[#General|Sampling]]''' | * to alleviate pressure on the GPU, lower PiP settings and reduce 3D '''[[#General|Sampling]]''' | ||
* to reduce stutter and greatly improve loading times, it is highly recommended to install {{arma3}} on a Solid State Drive (SSD) | * to reduce stutter and greatly improve loading times, it is highly recommended to install {{arma3}} on a Solid State Drive (SSD) | ||
{{Feature | important | | {{Feature|important|2= | ||
* '''Run tests on a <span style | * '''Run tests on a <span style="border-bottom: 1px solid">Vanilla</span> (no mods) {{arma3}}!''' Some ill-conceived mods can bring performance down. | ||
* '''Run tests in a <span style | * '''Run tests in a <span style="border-bottom: 1px solid">Single Player environment</span>.''' If performances in multiplayer are worse than in single player, the server/connection/mission is at fault; nothing can be done on Settings' side. | ||
}} | }} | ||
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== Settings Impacts == | == Settings Impacts == | ||
{{Feature| | {{Feature|informative| | ||
: {{Colorball|red|1.125}} means a heavy impact on performance | : {{Colorball|red|1.125}} means a heavy impact on performance | ||
: {{Colorball|orange|1.125}} means an average impact | : {{Colorball|orange|1.125}} means an average impact | ||
Line 35: | Line 35: | ||
=== General === | === General === | ||
{| class="wikitable" | {| class="wikitable align-center" | ||
! Category !! Setting !! CPU !! GPU !! Additional Details | ! Category !! Setting !! CPU !! GPU !! Additional Details | ||
|- | |- | ||
| rowspan="8 | | rowspan="8" | | ||
==== Quality ==== | ==== Quality ==== | ||
| Sampling || {{Colorball|orange}} || {{Colorball|red}} || Defines the game's 3D resolution '''based on Display's Resolution setting''' (in %) - e.g '''50%''' of 3840×2160 results in a 3D resolution of 1920×1080 (1/4 of the original resolution) | | Sampling || {{Colorball|orange}} || {{Colorball|red}} || class="align-left" | Defines the game's 3D resolution '''based on Display's Resolution setting''' (in %) - e.g '''50%''' of 3840×2160 results in a 3D resolution of 1920×1080 (1/4 of the original resolution) | ||
|- | |- | ||
| Texture || {{Colorball|green}} || {{Colorball|orange}} || Defines textures' quality - dependent on the GPU's memory | | Texture || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | Defines textures' quality - dependent on the GPU's memory | ||
|- | |- | ||
| Objects || {{Colorball|orange}} || {{Colorball|orange}} || Defines object's details and LOD thresholds | | Objects || {{Colorball|orange}} || {{Colorball|orange}} || class="align-left" | Defines object's details and LOD thresholds | ||
|- | |- | ||
| Terrain || {{Colorball|orange}} || {{Colorball|green}} || Defines terrain's geometry details at medium long range (does not affect textures) | | Terrain || {{Colorball|orange}} || {{Colorball|green}} || class="align-left" | Defines terrain's geometry details at medium long range (does not affect textures) | ||
|- | |- | ||
| Shadow || {{Colorball|green}} || {{Colorball|green}} || Defines shadow precision | | Shadow || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Defines shadow precision | ||
|- | |- | ||
| Particles || {{Colorball|green}} || {{Colorball|green}} || Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. | | Particles || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. | ||
|- | |- | ||
| Cloud || {{Colorball|green}} || {{Colorball|green}} || Defines if '''Cloud Simulation''' should be used and at which level of detail | | Cloud || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Defines if '''Cloud Simulation''' should be used and at which level of detail | ||
|- | |- | ||
| 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 | | PIP || {{Colorball|red}} || {{Colorball|green}} || class="align-left" | 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 | | rowspan="3" | | ||
==== Visibility ==== | ==== Visibility ==== | ||
| Overall || {{Colorball|red}} || {{Colorball|orange}} || Terrain's view distance | | Overall || {{Colorball|red}} || {{Colorball|orange}} || class="align-left" | Terrain's view distance | ||
|- | |- | ||
| 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 | | Object || {{Colorball|red}} || {{Colorball|green}} || class="align-left" | Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance | ||
|- | |- | ||
| Shadow || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m | | Shadow || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | Shadows' draw distance - range 50..200m | ||
|- | |- | ||
| rowspan="3 | | rowspan="3" | | ||
==== Lighting ==== | ==== Lighting ==== | ||
| HDR || {{Colorball|green}} || {{Colorball|green}} || Sets HDR quality, 8 or 16 bits | | HDR || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Sets HDR quality, 8 or 16 bits | ||
|- | |- | ||
| 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 | | Dynamic Lights || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene | ||
|- | |- | ||
| Water Reflections || {{Colorball|green}} || {{Colorball|orange}} || Defines quality of water surface reflection | | Water Reflections || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | Defines quality of water surface reflection | ||
|} | |} | ||
=== Display === | === Display === | ||
{| class="wikitable" | {| class="wikitable align-center" | ||
! Category !! Setting !! CPU !! GPU !! Additional Details | ! Category !! Setting !! CPU !! GPU !! Additional Details | ||
|- | |- | ||
| rowspan="7 | | rowspan="7" | | ||
==== General ==== | ==== General ==== | ||
| 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 | | Display Mode || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes | ||
|- | |- | ||
| Resolution || {{Colorball|green}} || {{Colorball|red}} || Should be set to the screen's native resolution and use '''Sampling''' to lower the 3D resolution if needed | | Resolution || {{Colorball|green}} || {{Colorball|red}} || class="align-left" | Should be set to the screen's native resolution and use '''Sampling''' to lower the 3D resolution if needed | ||
|- | |- | ||
| Aspect Ratio || {{Colorball|green}} || {{Colorball|green}} || Set to auto or to the screen's aspect ratio. No impact on performance | | Aspect Ratio || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Set to auto or to the screen's aspect ratio. No impact on performance | ||
|- | |- | ||
| VSync || {{Colorball|green}} || {{Colorball|green}} || '''V'''ertical '''Sync'''hronisation | | VSync || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | '''V'''ertical '''Sync'''hronisation | ||
|- | |- | ||
| Interface Size || {{Colorball|green}} || {{Colorball|green}} || No impact on performance | | Interface Size || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | No impact on performance | ||
|- | |- | ||
| Brightness || {{Colorball|green}} || {{Colorball|green}} || No impact on performance | | Brightness || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | No impact on performance | ||
|- | |- | ||
| Gamma || {{Colorball|green}} || {{Colorball|green}} || No impact on performance | | Gamma || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | No impact on performance | ||
|} | |} | ||
=== AA & PP === | === AA & PP === | ||
{| class="wikitable" | {| class="wikitable align-center" | ||
! Category !! Setting !! CPU !! GPU !! Additional Details | ! Category !! Setting !! CPU !! GPU !! Additional Details | ||
|- | |- | ||
| rowspan="7 | | rowspan="7" | | ||
==== PostProcesses ==== | ==== PostProcesses ==== | ||
| Bloom || {{Colorball|green}} || {{Colorball|green}} || | | Bloom || {{Colorball|green}} || {{Colorball|green}} || class='align-left" | | ||
|- | |- | ||
| Radial Blur || {{Colorball|green}} || {{Colorball|green}} || Adds "speed" blur to the border of the screen | | Radial Blur || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Adds "speed" blur to the border of the screen | ||
|- | |- | ||
| Rotation Blur || {{Colorball|green}} || {{Colorball|orange}} || Adds screen blur on fast camera movement | | Rotation Blur || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | Adds screen blur on fast camera movement | ||
|- | |- | ||
| Depth of Field || {{Colorball|green}} || {{Colorball|green}} || Adds blur to non-focused background | | Depth of Field || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Adds blur to non-focused background | ||
|- | |- | ||
| Sharpen Filter || {{Colorball|green}} || {{Colorball|green}} || Makes the image sharper, but can also make it more grainy or too outlined | | Sharpen Filter || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Makes the image sharper, but can also make it more grainy or too outlined | ||
|- | |- | ||
| 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). | | AO || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | (Screen Space) '''A'''mbient '''O'''cclusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD). | ||
|- | |- | ||
| Caustics || {{Colorball|green}} || {{Colorball|green}} || Water surface reflection on the ocean floor | | Caustics || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Water surface reflection on the ocean floor | ||
|- | |- | ||
| rowspan="4 | | rowspan="4" | | ||
==== PostProcess<br>Color Corrections ==== | ==== PostProcess<br>Color Corrections ==== | ||
| Color Preset || {{Colorball|green}} || {{Colorball|green}} || | | Color Preset || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | | ||
|- | |- | ||
| Brightness || {{Colorball|green}} || {{Colorball|green}} || ''Post-process'' image brightness | | Brightness || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | ''Post-process'' image brightness | ||
|- | |- | ||
| Contrast || {{Colorball|green}} || {{Colorball|green}} || ''Post-process'' image contrast | | Contrast || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | ''Post-process'' image contrast | ||
|- | |- | ||
| Saturation || {{Colorball|green}} || {{Colorball|green}} || Colour saturation - the higher the more colours, the lower the more black & white | | Saturation || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Colour saturation - the higher the more colours, the lower the more black & white | ||
|- | |- | ||
| rowspan="4 | | rowspan="4" | | ||
==== AntiAliasing ==== | ==== AntiAliasing ==== | ||
| FSAA || {{Colorball|green}} || {{Colorball|red}} || '''F'''ull '''S'''creen '''A'''nti-'''A'''liasing | | FSAA || {{Colorball|green}} || {{Colorball|red}} || class="align-left" | '''F'''ull '''S'''creen '''A'''nti-'''A'''liasing | ||
|- | |- | ||
| AtoC || {{Colorball|green}} || {{Colorball|orange}} || '''A'''lpha '''to''' '''C'''overage. Requires '''FSAA''' | | AtoC || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | '''A'''lpha '''to''' '''C'''overage. Requires '''FSAA''' | ||
|- | |- | ||
| PPAA || {{Colorball|green}} || {{Colorball|orange}} || '''P'''ost-'''P'''rocessing '''A'''nti-'''A'''liasing. Less taxing than '''FSAA''', with very minor graphical glitches | | PPAA || {{Colorball|green}} || {{Colorball|orange}} || class="align-left" | '''P'''ost-'''P'''rocessing '''A'''nti-'''A'''liasing. Less taxing than '''FSAA''', with very minor graphical glitches | ||
|- | |- | ||
| Aniso. Filtering || {{Colorball|green}} || {{Colorball|green}} || Anisotropic filtering | | Aniso. Filtering || {{Colorball|green}} || {{Colorball|green}} || class="align-left" | Anisotropic filtering | ||
|} | |} | ||
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* [[Mission Optimisation]] | * [[Mission Optimisation]] | ||
== External Links == | == External Links == | ||
* {{Link|link= https://steamcommunity.com/sharedfiles/filedetails/?id=375092418|text= Yet Another Arma Benchmark}} | * {{Link|link= https://steamcommunity.com/sharedfiles/filedetails/?id=375092418|text= Yet Another Arma Benchmark}} | ||
{{GameCategory|arma3}} | {{GameCategory|arma3}} |
Latest revision as of 00:26, 2 February 2024
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 1920×1080 on a 3840×2160 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
- 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 results in a 3D resolution of 1920×1080 (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 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 |
See Also