Performance Optimisation – Arma 3

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m (Fix Water Reflections: GPU green → orange)
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| 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}} || Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene
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| Water Reflections || {{colorball|green}} || {{colorball|green}} || Defines quality of water surface reflection
| Water Reflections || {{colorball|green}} || {{colorball|orange}} || Defines quality of water surface reflection
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Revision as of 18:27, 27 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)
  • Do your tests on a Vanilla (no mods) Arma 3! Some ill-conceived mods can bring performance down.
  • Do your tests in a single player environment. If your performances in multiplayer are worse than in single player, the server/connection/mission is at fault; there is nothing you can do.


Video Options


Settings Impacts

Template:colorball means a heavy impact on performance
Template:colorball means an average impact
Template:colorball means little to no performance impact.

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 CPU - another scene has to be calculated in order to do the render. Quality here means PIP drawing distance
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..200m
Lighting HDR Template:colorball Template:colorball Sets HDR quality, 8 or 16 bits
Dynamic Lights Template:colorball Template:colorball Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene
Water Reflections Template:colorball Template:colorball Defines quality of water surface reflection

Display

Category Setting CPU GPU Additional Details
General Display Mode Template:colorball Template:colorball Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes
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 Adds "speed" blur to the border of the screen
Rotation Blur Template:colorball Template:colorball Adds screen blur on fast camera movement
Depth of Field Template:colorball Template:colorball Adds blur to non-focused background
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 (Screen Space) Ambient Occlusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD).
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


See Also