Performance Optimisation – Arma 3
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Lou Montana (talk | contribs) (Add important guidelines: no mods nor MP for performance tests) |
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<gallery mode="packed" heights="175px"> | <gallery mode="packed" heights="175px"> | ||
arma3 video options general.png | '''General''' | arma3 video options general.png | '''{{HashLink|#General}}''' | ||
arma3 video options display.png | '''Display''' | arma3 video options display.png | '''{{HashLink|#Display}}''' | ||
arma3 video options aanpp.png | '''AA & PP''' | arma3 video options aanpp.png | '''{{HashLink|#AA & PP}}''' | ||
</gallery> | </gallery> | ||
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| 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) | | 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 || {{colorball|green}} || {{colorball| | | Texture || {{colorball|green}} || {{colorball|orange}} || Defines textures' quality - dependent on the GPU's memory | ||
|- | |- | ||
| Objects || {{colorball|orange}} || {{colorball|orange}} || | | Objects || {{colorball|orange}} || {{colorball|orange}} || Defines object's details and LOD thresholds | ||
|- | |- | ||
| Terrain || {{colorball|orange}} || {{colorball|green}} || | | Terrain || {{colorball|orange}} || {{colorball|green}} || Defines terrain's geometry details at medium long range (does not affect textures) | ||
|- | |- | ||
| Shadow || {{colorball|green}} || {{colorball|green}} || | | Shadow || {{colorball|green}} || {{colorball|green}} || When set below '''Normal''', shadows are drawn by the '''CPU''' instead of the '''GPU''' | ||
|- | |- | ||
| Particles || {{colorball|green}} || {{colorball|green}} || | | Particles || {{colorball|green}} || {{colorball|green}} || Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. | ||
|- | |- | ||
| Cloud || {{colorball|green}} || {{colorball|green}} || | | Cloud || {{colorball|green}} || {{colorball|green}} || Defines if '''Cloud Simulation''' should be used and at which level of detail | ||
|- | |- | ||
| PIP || {{colorball|green}} || {{colorball|red}} || | | PIP || {{colorball|green}} || {{colorball|red}} || Adds (doubles?) the strain on the GPU - another scene has to be calculated in order to do the render | ||
|- | |- | ||
| rowspan="3" style="text-align: center" | '''Visibility''' | | rowspan="3" style="text-align: center" | '''Visibility''' | ||
| Overall || {{colorball|red}} || {{colorball|orange}} || | | Overall || {{colorball|red}} || {{colorball|orange}} || Terrain's view distance | ||
|- | |- | ||
| Object || {{colorball|red}} || {{colorball|green}} || | | 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 || {{colorball|green}} || {{colorball|orange}} || | | Shadow || {{colorball|green}} || {{colorball|orange}} || Shadows' draw distance - range 50..200 | ||
|- | |- | ||
| rowspan="3" style="text-align: center" | '''Lighting''' | | rowspan="3" style="text-align: center" | '''Lighting''' |
Revision as of 22:58, 26 November 2020
Template:SideTOC Template:wip 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 know best, most of the time
- an exception to that being that auto-detection will set the render samping 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)
Video Options
Settings Impacts
General
Category | Setting | CPU | GPU | Additional Details |
---|---|---|---|---|
Quality | Sampling | Template:colorball | Template:colorball | 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 | Template:colorball | Template:colorball | Defines textures' quality - dependent on the GPU's memory | |
Objects | Template:colorball | Template:colorball | Defines object's details and LOD thresholds | |
Terrain | Template:colorball | Template:colorball | Defines terrain's geometry details at medium long range (does not affect textures) | |
Shadow | Template:colorball | Template:colorball | When set below Normal, shadows are drawn by the CPU instead of the GPU | |
Particles | Template:colorball | Template:colorball | Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen. | |
Cloud | Template:colorball | Template:colorball | Defines if Cloud Simulation should be used and at which level of detail | |
PIP | Template:colorball | Template:colorball | Adds (doubles?) the strain on the GPU - another scene has to be calculated in order to do the render | |
Visibility | Overall | Template:colorball | Template:colorball | Terrain's view distance |
Object | Template:colorball | Template:colorball | Object's view distance - The CPU killer. Set to about 1/3 to 1/2 of terrain's view distance | |
Shadow | Template:colorball | Template:colorball | Shadows' draw distance - range 50..200 | |
Lighting | HDR | Template:colorball | Template:colorball | |
Dynamic Lights | Template:colorball | Template:colorball | ||
Water Reflections | Template:colorball | Template:colorball |
Display
Category | Setting | CPU | GPU | Additional Details |
---|---|---|---|---|
General | Display Mode | Template:colorball | Template:colorball | |
Resolution | Template:colorball | Template:colorball | Should be set to the screen's native resolution and use Sampling to lower the 3D resolution if needed | |
Aspect Ratio | Template:colorball | Template:colorball | Set to auto or to the screen's aspect ratio. No impact on performance | |
VSync | Template:colorball | Template:colorball | Vertical Synchronisation | |
Interface Size | Template:colorball | Template:colorball | No impact on performance | |
Brightness | Template:colorball | Template:colorball | No impact on performance | |
Gamma | Template:colorball | Template:colorball | No impact on performance |
AA & PP
Category | Setting | CPU | GPU | Additional Details |
---|---|---|---|---|
PostProcesses | Bloom | Template:colorball | Template:colorball | |
Radial Blur | Template:colorball | Template:colorball | ||
Rotation Blur | Template:colorball | Template:colorball | ||
Depth of Field | Template:colorball | Template:colorball | ||
Sharpen Filter | Template:colorball | Template:colorball | Makes the image sharper, but can also make it more grainy or too outlined | |
AO | Template:colorball | Template:colorball | ||
Caustics | Template:colorball | Template:colorball | Water surface reflection on the ocean floor | |
PostProcess Color Corrections |
Color Preset | Template:colorball | Template:colorball | |
Brightness | Template:colorball | Template:colorball | Post-process image brightness | |
Contrast | Template:colorball | Template:colorball | Post-process image contrast | |
Saturation | Template:colorball | Template:colorball | Colour saturation - the higher the more colours, the lower the more black & white | |
AntiAliasing | FSAA | Template:colorball | Template:colorball | Full Screen Anti-Aliasing |
AtoC | Template:colorball | Template:colorball | Alpha to Coverage. Requires FSAA | |
PPAA | Template:colorball | Template:colorball | Post-Processing Anti-Aliasing. Less taxing than FSAA, with very minor graphical glitches | |
Aniso. Filtering | Template:colorball | Template:colorball | Anisotropic filtering |