Performance Optimisation – Arma 3
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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 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 |