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If you have ever wondered why you scenario is running so badly, performance profiling is the way to find it out. It allows you to find bottlenecks and slow code by capturing a "slow" frame.
{{Informative|This page is WIP, feel free to contribute!}}
The captured data can then be viewed and analysed.
[[Image:Logo_BI_Black.png|center|256px|link=Bohemia Interactive|Bohemia Interactive]]
<div align="center">'''Welcome to the Bohemia Interactive Community Wiki.'''</div>


== Getting the correct Version ==
Profiling is enabled in the following {{arma3}} versions
* arma3profiling_x64.exe - '''Part of the Performance Profiling Build'''
* arma3diag_x64.exe - '''Part of the Development Build'''


<div style="margin:0 auto; width:1024px;">
Read [[Arma_3: Steam Branches]] for a guide on how to access these branches.
<div class="floating-box">
==[[Image:Logo A3 black.png|150px|link=ArmA 3|Arma 3]]==
:[[Arma 3|About this game]]
:[[:Category:Arma 3: Editing|Editing]]
:[[:Category:Scripting Commands Arma 3|Scripting commands]]
:[[:Category:Arma 3: Functions|Scripting functions]]
:[[Eden Editor]]
</div>


<div style="margin:0 auto; width:1024px;">
{{Feature|informative|It is recommended to use the '''Performance Profiling Build''' (arma3profiling_x64.exe) for performance profiling because:
<div class="floating-box">
* Has tools that might not make it into development build
== [[Image:A2_OA_Logo.png|115px|link=:Category:ArmA 2: Operation Arrowhead|Arma 2: Operation Arrowhead]] ==
* Has all the profiling related commands that ''arma3diag_x64.exe'' has
:[[ArmA 2: Operation Arrowhead|About this game]]
* Its performance is closer to the default ''arma3_x64.exe''}}
:[[ArmA 2: Editing|Editing]]
:[[ArmA II Hints and Tips|Hints and tips]]
:[[:Category:Scripting Commands ArmA2|Scripting commands]]
:[[:Category:Arma 2: Multiplayer|Multiplayer]]


</div>
== Frame Capturing ==
There are several commands that allow you to capture a frame.
* [[diag_captureFrame]]
* [[diag_captureSlowFrame]]
* [[diag_logSlowFrame]] - not available in Arma 3 :(
* [[diag_captureFrameToFile]]
In most cases you do not want to capture any or all frames, you just want to capture "slow" frames. A slow frame is a frame that takes longer than the average frame and slows down the game.


<div style="margin:0 auto; width:1024px;">
== How to Use ==
<div class="floating-box">
# Run a mission
==[[Image:Logo A2.png|150px|link=ArmA 2|Arma 2|]]==
# Execute a scripted command <sqf inline>diag_captureSlowFrame ["total", 0.3];</sqf> using any means ([[Arma 3: Debug Console|Debug Console]], mission radio trigger...)
:[[ArmA 2|About this game]]
# Once a slow frame is detected, a window will open
:[[Arma2: Startup Parameters|Startup parameters]]
# In the window you will be able to browse a lot of performance-related data, which can be interesting
:[[ArmA 2: Editing|Editing]]
# To export the gathered information for sharing with others:
:[[:Category:ArmA 2: New Scripting Commands List|Scripting commands]]
## Select Main Thread (if not selected yet)
:[[Mondkalb's Addon Tutorial|Creating Addons]]
## Press the Copy button
## Open an external text editor
## Paste the text into a new file
## Save the file


</div>
== Capture Frame UI ==
[[File: arma3-capture frame ui overview.png]]


<div style="margin:0 auto; width:1024px;">
# {{Wiki|TODO}}
<div class="floating-box">
# {{Wiki|TODO}}
==[[Image:Logo A1 black.png|150px|link=Armed Assault|Arma: Armed Assault]]==
# {{Wiki|TODO}}
:[[ArmA: The Game|About this game]]
# {{Wiki|TODO}}
:[[ArmA: Editing|Editing]]
# {{Wiki|TODO}}
:[[:Category:Scripting Commands ArmA|Scripting commands]]
# {{Wiki|TODO}}
:[[:ArmA: Mission Editing|Mission Editing]]
# {{Wiki|TODO}}
:[[ArmA: FAQ|FAQ]]
# {{Wiki|TODO}}
# {{Wiki|TODO}}


== External Viewer ==
* chrome://tracing
* https://ui.perfetto.dev/


</div>
[[File:Performance_Profiling_04.png|thumb|diag_captureFrame sample output with custom subtree]]
== Creating Your Own Subtree ==


<div style="margin:0 auto; width:1024px;">
When Profiling Per-Frame Eventhandlers (PFH), [[diag_captureFrame]] only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.<br>
<div class="floating-box">
You can create your own subtree inside siFEH by wrapping your function call inside a [[isNil]] CODE statement like this:<br>
==[[Image:Logo A0.png|150px|link=:Category:Operation_Flashpoint|Arma: Cold War Assault]]==
Turn your old call which may look like this:
:[[:Category:Operation Flashpoint|About this game]]
<sqf>
:[[:Category:Operation Flashpoint: Startup Parameters|Startup parameters]]
addMissionEventHandler ["EachFrame", {
:[[:Category:Operation Flashpoint: Addons|Addons]]
call myPFHFunction
:[[:Category:Scripting Commands OFP 1.96|Scripting commands]]
}];
:[[:Category:Operation Flashpoint: Editing|Editing]]
</sqf>


</div>
Into something like this:
<sqf>
addMissionEventHandler ["EachFrame", {
isNil { call myPFHFunction } // isNil creates the subtree
}];
</sqf>


<div style="margin:0 auto; width:1024px;">
Now when you run [[diag_captureFrame]] inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.<br>
<div class="floating-box">
It will only show a part of the first line of that code so you should put something descriptive into the [[isNil]] statement.<br>
==[[Image:Logo TakOH full.png|150px|link=Take On Helicopters|Take On Helicopters]]==
You can use the same to create a subtree for any function you like. This will also work inside [[Scheduler#Scheduled_Environment|Scheduled]] ([[spawn]]ed) scripts. <br>
:[[Take On Helicopters|About this game]]
But using this method to "subtree" a function with return values requires a little bit of trickery to get the return value out.
:[[:Category:Scripting Commands Take On Helicopters|Scripting commands]]
:[[:Category:Take On Helicopters: Functions|Scripting functions]]
:[[:Category:Take On Helicopters: Editing| Editing]]
:[[Functions Library 2.0]]
</div>


<div style="margin:0 auto; width:1024px;">
<div class="floating-box">
==[[Image:Header.jpg|150px|link=:Category:Take On Mars|Take On Mars]]==


:[[Take On Mars|About the game]]
== Notes ==
:[[:Take On Mars: Editor|Editor]]
:[[:Take On Mars: Equipment|Equipment]]
</div>


<div style="margin:0 auto; width:1024px;">
* 0.3 is a time in second used to determine what duration of a frame you consider abnormal, and first such frame will be captured.
<div class="floating-box">
* 0.3 is definitely something you should not see in a normal game.
== [[Image:dayz_store_logo.jpg|150px|link=DayZ|DayZ]] ==
* If you do not capture any frames with 0.3, try lowering it to 0.2 or 0.1.
:[[DayZ|About this game]]
* If it triggers too early, before the main slowdown happens, increase it to a higher value, e.g. 1.0.
:[[:Category:DayZ:Editing|Editing]]
:[[:Category:DayZ:Tools|Tools]]
:[[:Category:DayZ:Tutorials|Tutorials]]
:[[:Category:DayZ:Game Mechanics|Game mechanics]]
</div>


<div style="margin:0 auto; width:1024px;">
<div class="floating-box">
== [[Image:Ylands_3D_Logo.png|285px|link=Ylands|>Ylands]] ==
:[[Ylands|About this game]]
:[[Ylands Visual Scripting|Visual Scripting]]
:[[Ylands Editor|Editor]]
:[[Ylands Database|Database]]
:[[Ylands Game Mechanics|Game mechanics]]


</div>
== See Also ==


<div style="margin:0 auto; width:1024px;">
* [[Code Optimisation]]
<div class="floating-box">
* [[Mission Optimisation]]
== [[Image:CC_Logo.png|200px|link=:Carrier Command: Gaea Mission|Carrier Command:Gaea Mission]] ==
:[[Carrier Command: Gaea Mission|About the game]]
:[[Carrier Command: Gaea Mission: FAQ|FAQ]]
:[[Carrier Command: Gaea Mission: Startup Parameters|Startup Parameters]]
:[[:Category:Carrier Command: Official Tools|Official Tools]]
</div>


<div style="margin:0 auto; width:1024px;">
<div class="floating-box">
== [[:Category:Virtual Battlespace|VBS1]] ==
:[[Virtual Battlespace: Startup Parameters|Startup Parameters]]
:[[:Category:Scripting Commands VBS1|Scripting commands]]
:[[VBS1 Functions|Scripting functions]]
</div>


<div style="margin:0 auto; width:1024px;">
[[Category:Arma Scripting Tutorials]]
<div class="floating-box">
==Editing (General)==
:[[Addons]]
:[[Terrain Editing]]
:[[Modelling]]
:[[:Category:Scripting Topics|Scripting (general)]]
:[[:Category:Tools|Tools]]
:[[Public Data]]
</div>
 
<div style="margin:0 auto; width:1024px;">
<div class="floating-box">
==Contribute==
:[[Getting Started]]
:[https://discord.gg/cMzR2sA Discord Community Wiki]
:[[:Category:Stubs|Stubs]]
:[[:Category:AnswerMe|Answers needed]]
:[[:Category:See also needed|"See also" needed]]
:[[:Category:Example needed|Example needed]]
</div>
 
<div style="margin:0 auto; width:1024px;">
<div class="floating-box">
==Getting Help With BI Games==
:[[:Category:Armaverse|Armaverse]]
:[[Troubleshooting|Troubleshooting]]
:[https://forums.bohemia.net/|BIS Forums]
:[[:Category:Walkthroughs|Walkthroughs]]
:[[:Category:Hints & Tips |Hints and Tips]]
:[https://discord.gg/VKVmene Discord]
</div>

Latest revision as of 12:37, 26 October 2024

If you have ever wondered why you scenario is running so badly, performance profiling is the way to find it out. It allows you to find bottlenecks and slow code by capturing a "slow" frame. The captured data can then be viewed and analysed.

Getting the correct Version

Profiling is enabled in the following Arma 3 versions

  • arma3profiling_x64.exe - Part of the Performance Profiling Build
  • arma3diag_x64.exe - Part of the Development Build

Read Arma_3: Steam Branches for a guide on how to access these branches.

It is recommended to use the Performance Profiling Build (arma3profiling_x64.exe) for performance profiling because:
  • Has tools that might not make it into development build
  • Has all the profiling related commands that arma3diag_x64.exe has
  • Its performance is closer to the default arma3_x64.exe

Frame Capturing

There are several commands that allow you to capture a frame.

In most cases you do not want to capture any or all frames, you just want to capture "slow" frames. A slow frame is a frame that takes longer than the average frame and slows down the game.

How to Use

  1. Run a mission
  2. Execute a scripted command diag_captureSlowFrame ["total", 0.3]; using any means (Debug Console, mission radio trigger...)
  3. Once a slow frame is detected, a window will open
  4. In the window you will be able to browse a lot of performance-related data, which can be interesting
  5. To export the gathered information for sharing with others:
    1. Select Main Thread (if not selected yet)
    2. Press the Copy button
    3. Open an external text editor
    4. Paste the text into a new file
    5. Save the file

Capture Frame UI

arma3-capture frame ui overview.png

  1. 🚧
    TODO: this must be updated.
  2. 🚧
    TODO: this must be updated.
  3. 🚧
    TODO: this must be updated.
  4. 🚧
    TODO: this must be updated.
  5. 🚧
    TODO: this must be updated.
  6. 🚧
    TODO: this must be updated.
  7. 🚧
    TODO: this must be updated.
  8. 🚧
    TODO: this must be updated.
  9. 🚧
    TODO: this must be updated.

External Viewer

diag_captureFrame sample output with custom subtree

Creating Your Own Subtree

When Profiling Per-Frame Eventhandlers (PFH), diag_captureFrame only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.
You can create your own subtree inside siFEH by wrapping your function call inside a isNil CODE statement like this:
Turn your old call which may look like this:

addMissionEventHandler ["EachFrame", { call myPFHFunction }];

Into something like this:

addMissionEventHandler ["EachFrame", { isNil { call myPFHFunction } // isNil creates the subtree }];

Now when you run diag_captureFrame inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.
It will only show a part of the first line of that code so you should put something descriptive into the isNil statement.
You can use the same to create a subtree for any function you like. This will also work inside Scheduled (spawned) scripts.
But using this method to "subtree" a function with return values requires a little bit of trickery to get the return value out.


Notes

  • 0.3 is a time in second used to determine what duration of a frame you consider abnormal, and first such frame will be captured.
  • 0.3 is definitely something you should not see in a normal game.
  • If you do not capture any frames with 0.3, try lowering it to 0.2 or 0.1.
  • If it triggers too early, before the main slowdown happens, increase it to a higher value, e.g. 1.0.


See Also