Mission Optimisation: Difference between revisions
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{{ Feature | | {{Feature|informative|This page is about [[Mission Optimisation]]. For ''scripting'' optimisation, see [[Code Optimisation]].}} | ||
This article will try to be a general guide about improving your '''mission's''' performance.<br> | This article will try to be a general guide about improving your '''mission's''' performance.<br> | ||
As usual, moderation is the key; do not expect to find on this page a magical solution that makes it possible to run thousands of AI at | As usual, moderation is the key; do not expect to find on this page a magical solution that makes it possible to run thousands of AI at 240 FPS. | ||
Everything comes at a cost, the tweaks here will simply allow you to locate issues and calibrate your mission properly. | |||
== Before | == Before Anything == | ||
Before optimising anything, make sure you do not have any performance issue running the game itself: | Before optimising anything, make sure you do not have any performance issue running the game itself: | ||
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** '''Steam''' allows you to display FPS in a screen corner, in ''Settings > In game > FPS Counter'' | ** '''Steam''' allows you to display FPS in a screen corner, in ''Settings > In game > FPS Counter'' | ||
* Use (unofficial) Performance Guides to get better performances: | * Use (unofficial) Performance Guides to get better performances: | ||
** | ** {{Link|https://steamcommunity.com/sharedfiles/filedetails/?id{{=}}1731305438|{{arma3}} performance guide}} | ||
** | ** {{Link|https://www.moddb.com/forum/thread/arma-2-ultimate-tweak-thread|{{arma2}} performance guide}} | ||
** | ** {{Link|https://forums.bohemia.net/forums/topic/50167-pc-optimization-for-arma/|{{arma1}} performance guide}}<!-- | ||
** [ {{ofp}} performance guide] | ** [{{ofp}} performance guide] | ||
--> | --> | ||
* Play your mission in singleplayer. If your mission runs fine, its network messages might very well be the issue. See [[Multiplayer Scripting]] for good practice tips. | * Play your mission in singleplayer. If your mission runs fine, its network messages might very well be the issue. See [[Multiplayer Scripting]] for good practice tips. | ||
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** Lower your graphical settings (resolution, textures). If you get way better performances, at least your '''GPU''' limits you. | ** Lower your graphical settings (resolution, textures). If you get way better performances, at least your '''GPU''' limits you. | ||
** If the game keeps having low FPS when running @ 1024×768/low textures then your CPU is most likely the issue. Mission scripts may be performance-hogging too. | ** If the game keeps having low FPS when running @ 1024×768/low textures then your CPU is most likely the issue. Mission scripts may be performance-hogging too. | ||
{{ Feature | important | Please note that [[viewDistance|view distance]] (among other settings) impacts both GPU and CPU! }} | {{Feature|important|Please note that [[viewDistance|view distance]] (among other settings) impacts both GPU and CPU!}} | ||
{{ Feature | | {{Feature|informative|[[viewDistance|View distance]] can be separately set for each clients independently from the server's value through scripting.<br>This can make or break performance for the client.}} | ||
This can make or break performance for the client. }} | |||
== Creating your | == Creating your Mission == | ||
* Be sure to create your scripts with the latest available commands and functions. | * Be sure to create your scripts with the latest available commands and functions. | ||
** In {{arma3}} use [[remoteExec]] / [[remoteExecCall]] and '''DITCH [[BIS_fnc_MP]] FOR GOOD!''' See [[Arma 3 Remote Execution]] for more information. | ** In {{arma3}} use [[remoteExec]] / [[remoteExecCall]] and '''DITCH [[BIS_fnc_MP]] FOR GOOD!''' See [[Arma 3: Remote Execution]] for more information. | ||
** In {{arma2}} network communication is done using the [[Arma 2: Multiplayer Framework]]. | ** In {{arma2}} network communication is done using the [[Arma 2: Multiplayer Framework]]. | ||
* Use the available frameworks and functions for each topic, unless you replace them by third-party ones: | * Use the available frameworks and functions for each topic, unless you replace them by third-party ones: | ||
** [[Arma 3 Respawn]] | ** [[Arma 3: Respawn]] | ||
** [[Arma 3 Revive]] | ** [[Arma 3: Revive]] | ||
** [[Arma 3: Task Framework]] | ** [[Arma 3: Task Framework]] | ||
** [[Arma 3 Animated Briefing]] | ** [[Arma 3: Animated Briefing]] | ||
** [[Arma 3 Animated Opening]] | ** [[Arma 3: Animated Opening]] | ||
** [[Arma 3 Dynamic Groups]] | ** [[Arma 3: Dynamic Groups]] | ||
** [[Arma 3 Key Frame Animation]] | ** [[Arma 3: Key Frame Animation]] | ||
** and most importantly: [[Functions]] | ** and most importantly: [[Functions]] | ||
== Performance | == Performance Impact Table == | ||
{{Feature| | {{Feature|informative| | ||
: {{Colorball|red|1.125}} means a heavy impact on performance<br> | : {{Colorball|red|1.125}} means a heavy impact on performance<br> | ||
: {{Colorball|orange|1.125}} means an average impact<br> | : {{Colorball|orange|1.125}} means an average impact<br> | ||
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}} | }} | ||
{|class="wikitable" | {| class="wikitable align-center-col-2 align-center-col-3 align-center-col-4" | ||
! Topic | ! Topic | ||
! CPU | ! CPU | ||
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* The more units there are, the more network updates there will be - hence the impact on both CPU and network. | * The more units there are, the more network updates there will be - hence the impact on both CPU and network. | ||
* If a client has a low-end machine, they shouldn't lead a group of many AIs as these would then be locally computed. | * If a client has a low-end machine, they shouldn't lead a group of many AIs as these would then be locally computed. | ||
* [[Arma 3 Dynamic Simulation]] allows you to freeze AI that are distant from players. Many distance settings should be set according to the mission. | * [[Arma 3: Dynamic Simulation]] allows you to freeze AI that are distant from players. Many distance settings should be set according to the mission. | ||
{{ Feature | Informative | If you own more than one average computer, you could consider [[Arma 3 Headless Client|Headless client]] to offload AI from the server. }} | {{ Feature | Informative | If you own more than one average computer, you could consider [[Arma 3: Headless Client|Headless client]] to offload AI from the server. }} | ||
|- | |- | ||
| | | | ||
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* Lower [[viewDistance]] | * Lower [[viewDistance]] | ||
* Lower [[setTerrainGrid| terrain details]] | * Lower [[setTerrainGrid| terrain details]] | ||
* Lower the [[Arma 3 Dynamic Simulation|Dynamic Simulation]] treshold | * Lower the [[Arma 3: Dynamic Simulation|Dynamic Simulation]] treshold | ||
* Use [[Arma 3 Simple Objects|Simple Objects]] | * Use [[Arma 3: Simple Objects|Simple Objects]] | ||
* Use '''Garbage Collection''' in order to automatically delete bodies and wreckages: | * Use '''Garbage Collection''' in order to automatically delete bodies and wreckages: | ||
** {{arma3}}'s Eden-integrated [[Description.ext#Corpse_.26_wreck_management|Garbage Collection]] | ** {{arma3}}'s Eden-integrated [[Description.ext#Corpse_.26_wreck_management|Garbage Collection]] | ||
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|- | |- | ||
| | | | ||
==== General script mistakes ==== | ==== General script mistakes ==== | ||
| {{Colorball|orange}} | | {{Colorball|orange}} | ||
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** [[diag activeMissionFSMs]] | ** [[diag activeMissionFSMs]] | ||
* A common bad practice is to [[spawn]] a function for each units that need it; the good practice would be to have a single script working with an array of units, array that is edited (unit added/removed) whenever needed:<!-- | * A common bad practice is to [[spawn]] a function for each units that need it; the good practice would be to have a single script working with an array of units, array that is edited (unit added/removed) whenever needed:<!-- | ||
-->< | --><sqf> | ||
{ _x spawn _myCode; } forEach _units; // bad | |||
_units spawn _myCode; // good | |||
</sqf><!-- | |||
-->You can use [[diag_activeSQFScripts]] to ensure you are not clogging your CPU with multiple instances of the same script. | -->You can use [[diag_activeSQFScripts]] to ensure you are not clogging your CPU with multiple instances of the same script. | ||
* '''Not compiling your scripts:''' running multiple times the same script with [[execVM]] will make the game read the file every single time; This is an issue, especially if you execute it frequently. | * '''Not compiling your scripts:''' running multiple times the same script with [[execVM]] will make the game read the file every single time; This is an issue, especially if you execute it frequently.<!-- | ||
-->< | --><sqf> | ||
while { sleep 5; alive player } do { player execVM "myScript.sqf"; }; // bad | |||
private _myScript = compile preprocessFileLineNumbers "myScript.sqf"; | |||
while { sleep 5; alive player } do { player spawn _myScript; }; // good | |||
</sqf> | |||
|- | |- | ||
| | | | ||
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| Checking a condition too often is usually a source of poor performance. Does your code execution need to be frame-perfect, or can you afford a delay of a few seconds? | | Checking a condition too often is usually a source of poor performance. Does your code execution need to be frame-perfect, or can you afford a delay of a few seconds? | ||
* A [[while]]-loop checking without a minimum loop-[[sleep]] time is usually a sign of bad conception.<!-- | * A [[while]]-loop checking without a minimum loop-[[sleep]] time is usually a sign of bad conception.<!-- | ||
-->< | --><sqf> | ||
while { true } // bad if you don't know what you are doing | |||
while { alive player } // better | |||
* [[ | while { sleep 1 ; alive player } // perfect | ||
* [[ | </sqf> | ||
* By default, [[Trigger]]s check their set condition '''every 0.5 second'''. If a large area is covered or condition code is too complex, this can become an issue; the triggers should then be converted to scripts if possible. Since {{GVI|arma3|2.00}} it is possible to change trigger intervals, either via [[Eden_Editor:_Entity_Attributes|trigger attributes]] in [[:Category:Eden Editor|3DEN]], or via the scripting command [[setTriggerInterval]]. | |||
* [[Trigger]]s can be made '''Server-Side only''' to save clients' resources. | |||
{{Feature | important | All of the mission-related calculation (objectives, completion distance, etc.) must be done '''server-side'''. Local effects should be calculated '''client-side'''.}} | {{Feature | important | All of the mission-related calculation (objectives, completion distance, etc.) must be done '''server-side'''. Local effects should be calculated '''client-side'''.}} | ||
|- | |- | ||
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* Use [[publicVariable]] wisely; for specific cases, consider [[publicVariableServer]] / [[publicVariableClient]] | * Use [[publicVariable]] wisely; for specific cases, consider [[publicVariableServer]] / [[publicVariableClient]] | ||
* Creating [[createUnit|units]]/[[createVehicle|vehicles]] globally implies a network synchronisation, keep them to a minimum / at one-point in the mission. | * Creating [[createUnit|units]]/[[createVehicle|vehicles]] globally implies a network synchronisation, keep them to a minimum / at one-point in the mission. | ||
* Keep [[ | * Keep [[Multiplayer Scripting#Locality|global effect]] commands to a minimum: | ||
** e.g a [[setPos]] will synchronise the unit position to every client, a good practice is to use these commands punctually. If you need a frequent "set position" you may want to look at [[attachTo]] depending on your usage. | ** e.g a [[setPos]] will synchronise the unit position to every client, a good practice is to use these commands punctually. If you need a frequent "set position" you may want to look at [[attachTo]] depending on your usage. | ||
** [[Multiplayer Scripting#Locality|global]] [[:Category:Command Group: Markers|marker commands]] always send ''all'' the marker's information. If you are creating/updating many markers e.g server-side, edit them with [[Multiplayer Scripting#Locality|local]] commands, except the last one (that will be global) to send the whole marker's status over the network, once. | ** [[Multiplayer Scripting#Locality|global]] [[:Category:Command Group: Markers|marker commands]] always send ''all'' the marker's information. If you are creating/updating many markers e.g server-side, edit them with [[Multiplayer Scripting#Locality|local]] commands, except the last one (that will be global) to send the whole marker's status over the network, once. | ||
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| [[Scheduler#Unscheduled_Environment|Unscheduled code]] can have a high impact on the framerate, as such code is not subject to the [[Scheduler|scheduler]]'s management (as its name suggests) and will run without limitation. Cyclic unscheduled low-performance code can make the game unplayable, up to freezing it. | | [[Scheduler#Unscheduled_Environment|Unscheduled code]] can have a high impact on the framerate, as such code is not subject to the [[Scheduler|scheduler]]'s management (as its name suggests) and will run without limitation. Cyclic unscheduled low-performance code can make the game unplayable, up to freezing it. | ||
* As only time-critical scripts should run unscheduled, [[spawn]] any other code from unscheduled environment once you have the required results:<!-- | * As only time-critical scripts should run unscheduled, [[spawn]] any other code from unscheduled environment once you have the required results:<!-- | ||
-->< | --><sqf> | ||
/* ... */ // unscheduled code | |||
[_var1, _var2] spawn TAG_fnc_MyFunction; | |||
/* ... */ // other unscheduled code | |||
</sqf> | |||
{{ Feature | Informative | See also [[Scheduler#Where code starts unscheduled|Where code starts unscheduled]]. }} | {{ Feature | Informative | See also [[Scheduler#Where code starts unscheduled|Where code starts unscheduled]]. }} | ||
|} | |} | ||
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== Performance Diagnostic tools == | == Performance Diagnostic tools == | ||
=== Server | === Server Commands === | ||
* [[Multiplayer Server Commands#Commands|#monitor]] 5 | * [[Multiplayer Server Commands#Commands|#monitor]] 5 | ||
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=== Diagnostic commands === | === Diagnostic commands === | ||
* [[:Category:Arma_3:_Scripting_Commands:_Diagnostic_Branch|Diag. commands only available in Diagnostic Branch]] | |||
* [[:Category:Command_Group:_Diagnostic|Diag. command available in all builds]] | |||
* [[ | |||
== See | == See Also == | ||
* [[Multiplayer Scripting]] | * [[Multiplayer Scripting]] | ||
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* [[Code Best Practices]] | * [[Code Best Practices]] | ||
* [[Performance Profiling]] | * [[Performance Profiling]] | ||
* [[User:Dedmen|Dedmen]]'s [[ArmaScriptProfiler]] ( | * [[User:Dedmen|Dedmen]]'s [[ArmaScriptProfiler]] ({{Link|link= https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/|text= forum post}}) | ||
[[Category:Arma Scripting Tutorials]] | [[Category:Arma Scripting Tutorials]] |
Latest revision as of 10:38, 6 May 2024
This article will try to be a general guide about improving your mission's performance.
As usual, moderation is the key; do not expect to find on this page a magical solution that makes it possible to run thousands of AI at 240 FPS.
Everything comes at a cost, the tweaks here will simply allow you to locate issues and calibrate your mission properly.
Before Anything
Before optimising anything, make sure you do not have any performance issue running the game itself:
- Read Arma 3: Performance Optimisation
- Open the editor, place a unit in the area you like and test your computer.
- You can get current FPS in Arma 3 by going into video options or using diag_fps
- Steam allows you to display FPS in a screen corner, in Settings > In game > FPS Counter
- Use (unofficial) Performance Guides to get better performances:
- Play your mission in singleplayer. If your mission runs fine, its network messages might very well be the issue. See Multiplayer Scripting for good practice tips.
- Usual bottlenecks:
- Lower your graphical settings (resolution, textures). If you get way better performances, at least your GPU limits you.
- If the game keeps having low FPS when running @ 1024×768/low textures then your CPU is most likely the issue. Mission scripts may be performance-hogging too.
Creating your Mission
- Be sure to create your scripts with the latest available commands and functions.
- In Arma 3 use remoteExec / remoteExecCall and DITCH BIS_fnc_MP FOR GOOD! See Arma 3: Remote Execution for more information.
- In Arma 2 network communication is done using the Arma 2: Multiplayer Framework.
- Use the available frameworks and functions for each topic, unless you replace them by third-party ones:
Performance Impact Table
Topic | CPU | GPU | Net- work |
Solution |
---|---|---|---|---|
AI unit quantity |
| |||
Object quantity |
The less objects, the more FPS you will have.
| |||
General script mistakes |
Having too many scripts running is a cause for severe performance issues and execution delays in singleplayer as well as multiplayer.
| |||
High-frequency scripts |
Checking a condition too often is usually a source of poor performance. Does your code execution need to be frame-perfect, or can you afford a delay of a few seconds?
| |||
High-frequency network messages |
| |||
Unscheduled code |
Unscheduled code can have a high impact on the framerate, as such code is not subject to the scheduler's management (as its name suggests) and will run without limitation. Cyclic unscheduled low-performance code can make the game unplayable, up to freezing it. |
What else?
If you have applied all these recommendations and your mission still doesn't run well in multiplayer (but does in singleplayer), it might be caused by mods that you are running which could be badly, or not at all, optimised.
If you want to be sure, run the same mission with and without mods. If you have a big difference in performance, look no further.
Performance Diagnostic tools
Server Commands
- #monitor 5
- Shows performance information of the server. Interval 0 means to stop monitoring.
- #monitords 5
- Shows performance information in the dedicated server console. Interval 0 means to stop monitoring. (since Arma 3 v1.64)
Diagnostic commands