Arma 3
RetroGrade Nov 9, 2016 @ 3:00pm
Audio can not kill fps right?
Think this through in your head first. Would it be possible to remove the concept of audio from the build. Erm.. Basically have a legacy build with the audio completely switched off, just to sanitise whether or not audio can have a large impact on performance. (question does an audio change, impact the performance at all or does an audio implementation get optimised and tested before implementation). Just shooting from the hip here but some bugs have been posted about audio bugs so to have an audio free build i.e. no processes are ever present or sent to audio in the build (send them to trash) would this be a useful tool to quickly sanitise a problematic build? Is there a known performance issue at all with audio? Does an audio change get tested or optimised or performance checked?
Last edited by RetroGrade; Nov 9, 2016 @ 4:30pm
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oldwrld Nov 9, 2016 @ 3:10pm 
No audio does not have impact on performance directly unless uncompressed. The audio files in the game are compressed for one and second they are loaded as demanded they're not all playing on the fly. The audio files will load faster with a faster HDD or SSD and or more RAM.

It also helps not to have an onboard sound-card (like the type on motherboards) as they have horrible latency as well are known to cause the cpu to work harder (As that is what controls the sound chip).

I run the game at 1080p maxed out in the editor about 40 entites with 50-60 fps until the combat starts with the sound latency remaining the same across the board. My sound settings are 96Khz/24 bit
Last edited by oldwrld; Nov 9, 2016 @ 3:11pm
RetroGrade Nov 9, 2016 @ 3:11pm 
ok thx possile then
oldwrld Nov 9, 2016 @ 3:15pm 
Originally posted by ElPablo:
ok thx possile then

its more the users hardware, not the games files themselves this game is a mil-sim it loads its entire map all at once including physics and the like this means cpu usage is heavy and if your cpu lacks the grunt work to maintain 60 fps you will notice sound latency (ARMA 2 had this too as if the audio does not sync to the frame-rate the game would crash instantly as the Engine would have no idea whos sounds to play and what speed so it syncs their volumes and latencies together.)
Last edited by oldwrld; Nov 9, 2016 @ 3:16pm
RetroGrade Nov 9, 2016 @ 3:15pm 
k if you had a build where the concept of audio never existed . A computer where audio was not a concept or a process. Would arma 3 run faster?
oldwrld Nov 9, 2016 @ 3:17pm 
Originally posted by ElPablo:
k if you had a build where the concept of audio never existed . A computer where audio was not a concept or a process. Would arma 3 run faster?

No, because the map is still the deciding factor in the lag its a massive map with alot of small physics which eat up the frame-rate and cause the game to lag, removing the sound files will not stop this issue.

removing the grass improves frame-rate at bit as well as disabling shadows but the CPU is the deciding factor as ARMA 3 has alot going on in the map and how fast it will run.

ARMA 2 OA on the desert map its the only map (as its piddly tiny) that allows a full 60 fps and maxed out graphics because unlike Cherusua and Atlis it doesnt feature over 10,000 plants all with their own physics.

ARMA 3 is basically like OA but it has more physics and a crap ton more lighting effects and this eats performance.
Last edited by oldwrld; Nov 9, 2016 @ 3:18pm
RetroGrade Nov 9, 2016 @ 3:18pm 
k cool thx for the info, but some bug reports in the past have performance issues related to them?
oldwrld Nov 9, 2016 @ 3:19pm 
Originally posted by ElPablo:
k cool thx for the info, but some bug reports in the past have performance issues related to them?

Unsure how. Unless they were hearing popping or static then there was no issue with the files. If the sounds sounded slower during heavy combat and lower frame-rates that is quite normal that is how ARMA syncs it sound volumes during lower frame-rates and this will not change.

If you have ARMA set to process 192 samples of sound when say your card can only perform 48 samples of sound, then expect massive lag as the sound-chip is now trying to upscale the sound on the fly.

This sample setting or "Max sounds" settings can be found under the ARMA 3 audio menu.
Last edited by oldwrld; Nov 9, 2016 @ 3:22pm
RetroGrade Nov 9, 2016 @ 3:21pm 
test scenario - there are 10 audio events that generate massive performance issues. How do you find them and prove they exist?
oldwrld Nov 9, 2016 @ 3:23pm 
Originally posted by ElPablo:
test scenario - there are 10 audio events that generate massive performance issues. How do you find them and prove they exist?

Again it wouldnt be the audio it would be the sound-chip being over used and said over use translating to the cpu becoming over used and as such performance drops.

Like i said the more samples of sound (the max sounds allowed during ambient gameplay/combat) is set too high the cpu will lag and this will occur as sound slowing down.

to fix this issue simply learn what your sound chips maximum sample-rate is, and set ARMA's allowable sounds to said level otherwise performance suffers because the cpu is now trying to upsample the sound on the fly and this will kill performance.

It would be like me trying to encode a 192khz/24 bit wave files while trying to listen to 3 48khz wav files i would get massive latency as the cpu is focused on the 192khz encoding while trying its best to play my other 3.

ARMA same principle at the normal sound rate of 48 or 64 the game runs flawless with very little lag in sound but pump that up to 162 and 192 and boom instant lag.
Last edited by oldwrld; Nov 9, 2016 @ 3:25pm
RetroGrade Nov 9, 2016 @ 3:25pm 
so if this is resolved no further bugs will be posted an the audio topic. The legacy no audio build is not required?
oldwrld Nov 9, 2016 @ 3:26pm 
Originally posted by ElPablo:
so if this is resolved no further bugs will be posted an the audio topic. The legacy no audio build is not required?

No the legacy no audio build is not required and i doubt BI would release ARMA 3 without its sound files.

Just set the max audio settings in the ARMA 3 game menu to match the sample-rate of your onboard audio chip.
Last edited by oldwrld; Nov 9, 2016 @ 3:26pm
RetroGrade Nov 9, 2016 @ 3:27pm 
good soldiering skiilz dude thx for the input
oldwrld Nov 9, 2016 @ 3:28pm 
Originally posted by ElPablo:
good soldiering skiilz dude thx for the input

no problem. its just a simple hardware being overused problem which is fixed via the options menu in ARMA max sounds settings.
RetroGrade Nov 9, 2016 @ 3:31pm 
yer so. I hoped BI would be able to offically confirm audio has no impact on performance. Thanks again, see ya in the field. Out
White8shadow Nov 9, 2016 @ 3:41pm 
There is support that audio has effects on performance, its still a process that has to happen , so there is an amount of processor usage,

In a game like arma effects of audio even with it complelely out, would go unnoticed in frame rates,

An example I can give on a game that has major issues with frame rates with relation to audio is a unity built game called "Survival Post Appocalyse NOW", There is a major drop in fps while using usb audio drivers, if you were to use a voice mic ingame this will also drop fps, so it does happen,

In defence of this game it is a facebook game ported to pc, so it was bound to have issues of this type,

For the amount of work to remove/and/or disable audio to test, a waste of your time, first we really wont notice any gains, and, well no audio?.
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Date Posted: Nov 9, 2016 @ 3:00pm
Posts: 21