Arma 3: Startup Parameters

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These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option in the target line.

For Steam version:

  1. Choose the game shortcut in Library
  2. Right click on the game
  3. Select properties
  4. Hit "Set launch options"
"C:\arma3\arma3.exe" -nosplash -mod=test;x\test;c:\arma3\test2

Available parameters

Display Options

-window Displays Arma windowed instead of full screen. Screen resolution / window size are set in arma3.cfg.
-posX=<Integer> Sets the default X Position of the Window.
-posY=<Integer> Sets the default Y Position of the Window.
-adapter=<Integer> Sets the default Video Adapter.

Game Loading Speedup

-nosplash Disables splash screens.
-world=<string> Select a world loaded by default. Example: -world=Utes.
For faster game loading (no default world loaded and world intro in the main menu, only at game start, disabled): -world=empty.
-skipIntro Disables world intros in the main menu permanently.


-maxMem=<number> Overrides memory allocation limit to a certain amount (in megabytes).

1024 MiB is a hard-coded minimum (anything lower falls back to 1024). The maximum is influenced by your operating system (any value over the maximum will be reverted to this value):

  • 32-bit Windows + 32-bit game: 2047
  • 64-bit Windows + 32-bit game: 3071
  • 64-bit Windows + 64-bit game: (physical memory*4)/5

Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above.
The file cache is always excluded from the virtual address limit, see our developers blog:

Note that setting maxMem to 2000 does not mean that the game will never allocate more then 2000 MiB. It says that the game will do everything in its power to not cross this limit.
In general, it makes sense not using this parameter at all and only resort to it in case you experience issues with memory.

-maxVRAM=<number> Defines Video Memory allocation limit to number (in megabytes). Use to resolve e.g. Windows problem:
Minimum value is 128 MiB (anything lower falls back to 128). The value is ignored (under DX11) if engine properly detected VRAM size (then it utilize most minus 5 to 10%).
-noCB Turns off multicore use. It slows down rendering but may resolve visual glitches.
-cpuCount=<number> Change to a number less or equal than numbers of available cores. This will override auto detection (which equate to native cores). Details below.
-exThreads=<number> Change to a number 0,1,3,5,7. This will override auto detection (which use 3 for dualcore and 7 for quadcore). Details below.
-malloc=<string> Sets the particular memory allocator to be used. Significantly affects both performance and stability of the game. More details.

Be aware this means none errors saved to RPT file (report log). Yet in case of crash the fault address block info is saved.
More details here.


Enables the use of hyper-threading CPU cores which might slightly improve performance in certain scenarios.
Note that this option may be overriden by -cpuCount so if you want to use maximum number of CPU cores use -enableHT without -cpuCount.

Profile Options

-name=<string> Profile name.
-profiles=<path> Location of user-profile folder. Details: -profiles.

Developer Options

-noPause Allow the game running even when its window does not have focus (i.e. running in the background)
-showScriptErrors Introduced to show errors in scripts on-screen. In Eden Editor, script errors are always shown, even when this parameter is not used.
-filePatching Allow the game to load unpacked data. For more info see CMA:DevelopmentSetup (since Arma 3 1.49+).
-init=<command> Run scripting command once in the main menu. For example to start a certain SP mission of choice automatically. Example: -init=playMission["","M04Saboteur.Sara"]. See also playMission. The Mission has to reside in the "arma3\Missions" folder, NOT the user directory.
"<path>\mission.sqm" Load a mission directly in the editor. Example: "c:\arma3\users\myUser\missions\myMission.intro\mission.sqm"
-autotest Loads automatically a series of defined missions and on error writes to a log file. See below for details.
-beta=<string> Loads the specified beta sub-folders. Separated by semi-colons. Absolute path and multiple stacked folders are possible.
In Linux multiple folders arguments need the following separation syntax: -mod=betamod1\;betamod2\;betamod3
This allows use of beta build w/o disabling in-game mod/extension management (in UI menu).
-checkSignatures Introduced to provide thorough test of all signatures of all loaded banks at the start game. Output is in .rpt file.
-d3dNoLock Doesn't lock the VRAM
-d3dNoMultiCB D3D uses Single Constant Buffers instead of Multiple Constant Buffers
-crashDiag extra crash-logging in performance binary, added on v18 (
-noFilePatching (deprecated) Ensures that only PBOs are loaded and NO unpacked data. It was replaced in favor of -filePatching parameter.


-buldozer Starts Buldozer mode.
-noLand Starts with no world loaded. (Used for Buldozer)
-noSound Disables sound output.
-doNothing Engine closes immediately after detecting this option.


-mod=<string> Loads the specified sub-folders for different mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.
In Linux multiple folders arguments need the following separation syntax: -mod=mod1\;mod2\;mod3
This setting always auto-disable in-game mod/extension management (in UI menu).
Complex example
  • "test" is located in the arma3 installation folder ("Arma 3\test") (relative path)
  • "x\test" is in the installation folder ("ArmA 3\x\test") (relative path; subfolder)
  • "c:\arma3\test2" is in "c:\arma3\test2" (absolute path)

"Relative path" starts from, or is rooted at, the directory from where the arma3 executable has been started, and is not always the same where the executable is, like in betas.
Usually this is the same as the installation path and the same of what's written in Windows registry. But if you copy or symlink the necessary file and folders, you may have different roots. It's useful when have more dedicated server.

Client Network Options

-connect=<ip> Server IP to connect to.
-port=<number> Server port to connect to.
-password=<string> Server password to connect to.
-host Start a non-dedicated multiplayer host.

Server Options

-setupHost Start the game in the setup server display, works with the client exe.
-server Start a dedicated server. Not needed for the dedicated server exe.
-port=<number> Port to have dedicated server listen on.
-pid=<filename> File to write the server's PID (process ID) to. The file is removed automatically when the exe is stopped. Only works for dedicated servers.
-ranking=<filename> Generates a ranking file. See below for details.
-netlog Enables multiplayer network traffic logging. For more details see server configuration.
-cfg=<filename> Selects the Server Basic Config file. Config file for server specific settings like network performance tuning.
-config=<filename> Selects the Server Config File. Config file for server specific settings like admin password and mission selection.
-profiles=<path> Path to the folder containing server profile. By default, server logs are written to server profile folder. If folder doesn't exist, it will be automatically created.
-bepath=<path> By default BattlEye will create BattlEye folder inside server profile folder. With -bepath param it is possible to specify a custom folder. For example:
-bepath=C:\MyBattlEyeFolder, or if the path contains spaces, "-bepath=C:\Users\KK\Desktop\Some Folder With Spaces" (enclosed in quotes).
-ip=<nnn.nnn.nnn.nnn> Command to enable support for Multihome servers. Allows server process to use defined available IP address. (b1.57.76934)
-par=<filename> Command to read startup parameters from a file. For more details see Startup parameters config file
-client Launch as client (console). Useful for headless clients.
-loadMissionToMemory Server will load mission into memory on first client downloading it. Then it keeps it pre-processed pre-cached in memory for next clients, saving some server CPU cycles,
-autoInit Automatically initialize mission just like first client does.

Note: Server config file (server.cfg) must contain "Persistent=1;", if it's 0 autoInit skips. Also its break the Arma_3_Mission_Parameters function, so not use it when you work with mission parameters, only default values are returned!

-serverMod=<string> Loads the specified sub-folders for different server-side (not broadcasted to clients) mods. Separated by semi-colons. Absolute path and multiple stacked folders are possible.

In Linux multiple folders arguments need the following separation syntax: -mod=mod1\;mod2\;mod3.

-disableServerThread Option to disable the server send messaging thread in case of random crashing

Use unknown

-download Use unknown. (Possibly set auto download of missing Mod pbo's from server.)
-generateShaders Use unknown. (Possibly for use with Buldozer)
nowrap Use unknown. (Possibly for use with Buldozer)
-useProgramDrawing Use unknown. (Possibly for use with Buldozer)
-gamerTag= Use unknown.
-benchmark Intended for automated benchmarking, but was never finished and is not working.
-noTexHeaders Use unknown. (does seem to prevent error messages like 'Failed to load TextureHeaderManager from file "ca\provinggrounds_pmc\texheaders.bin" - failed to open the file.' on linux dedicated server)
-autoUpdate Auto Update?
-worldCfg=<String> Prolly. a overwrite for the WorldCFG
-physics=<?> Unknown

Closer Description

Path info

There are a few basics to keep in mind when defining path as part of a parameter.


When your path contains spaces, you need to enclose it with quotes, like
"-profiles=c:\arma 3\profiles"

Relative vs Absolute

You can define most, if not all path in both ways.


The relative path is normally based on the game main folder, where the exe resides in. Using beta patches does NOT change this! However when you use -profiles, some commands use this path defined there as base.


The option -config allows you to specify a specific server.cfg file.


-profiles is a startup option allowing you to choose an alternate location for the user profile files, such as downloaded missions and .cfg files.

The windows user account would need permissions to write to the folder of choice.

An example might be like this
"C:\arma3\arma3.exe" -profiles=C:\arma3\Profiles
"C:\arma3\Arma3.exe" -profiles=Profiles

would store all your profiles/configs/downloaded content into your ROOT Arma folder under the folder name "Profiles"


-ranking is a startup option allowing you to output ranking info or otherwise know as player stats.

The windows user account would need permissions to write to the folder of choice.

An example might be like this
"C:\arma3\Arma3.exe" -ranking=C:\arma3\ranking.log

Output sample:

class Player1
	name = "PlayerName";
	killsInfantry = 71;
	killsSoft = 3;
	killsArmor = 5;
	killsAir = 5;
	killsPlayers = 0;
	customScore = 0;
	killsTotal = 84;
	killed = 3;


-nosplash is a startup option that allows you to bypass the splash screens on startup of Arma3.

Note: Real speed-up gained with this is likely to be negligible with Arma3, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.


-cpuCount= is option which allows define number of CPUs/cores available.

The best way to simulate dual core on quad core is to use -cpuCount=2 when you run the game and then change the affinity to 2 cores to make sure additional cores can never be used when some over-scheduling happens. It might be also possible to set the affinity in the OS before you launch the process, that would work as well.


-exThreads= is option to define extra threads.

All file operations go through a dedicated thread. This offloads some processing from the main thread, however it adds some overhead at the same time. The reason why threaded file ops were implemented was to serve as a basement for other threads ops. When multiple threads are running at the same time, OS is scheduling them on different cores. Geometry and Texture loading (both done by the same thread) are scheduled on different cores outside the main rendering loop at the same time with the main rendering loop.

Ex(tra)threads table
Number Geometry loading Texture loading File operations
0 0 0 0
1 0 0 1
3 0 1 1
5 1 0 1
7 1 1 1


The parameter can be used to automatically run a series of test missions. For example FPS measurement or scripting validation.

  • The game runs in special mode. It runs all missions from the given list.
  • If any mission fails (ends with other than END1), it is logged into the rpt file (search: <autotest).
  • In case of any fail, the game also returns an errorlevel to DOS. This can be used to issue an notification by a secondary application.
Launch Arma with

The autotest.cfg looks like:

class TestMissions
	class TestCase01
		campaign = "";
		mission = "autotest\TestCase01.Desert_E";//relative path to the arma directory
	class TestCase02
		campaign = "";
		mission = "c:\arma3\autotest\TestCase02.Desert_E";//absolute path
NOTE: If you use -profiles, the relative path is relative to your specificity path.

Rpt entry:

<AutoTest result="FAILED">
	EndMode = LOSER
	Mission = autotest\TestCase01.Desert_E

If possible use simple worlds, like Desert, to keep the loading times short. The loading screen command might be useful as well to speed up task that need no rendering.

Tag: Commandline; Command-line