Arma 3
A3 - Antistasi Altis
Wick May 13, 2019 @ 3:02pm
Low Server FPS (1-2) when large non-local battles happening.
Hello,

I'm putting this out as a preliminary post. I don't have the RPT files quite yet, but, I'll do my best to include technical data.

First thing is we're running our own dedicated server. i7-6700, 48G RAM, Game on SSD. Lots of free space. All the client machines are reasonably spec'd, and one downright silly spec'd machine, which still experiences this.

We're running 6 headless clients on a separate machine that is better powered than the server.

Version 1.4.0.3 from Git. We were running the Workshop version, but upgraded in hopes the updates would fix these problems. (So, exactly the same issue with the GIT vs workshop).

Mod List:
Enhanced Soundscape
Enhanced Movement
DynaSound 2
CBA_A3
ACE - No medical [Updated]
JSRS SOUNDMOD
Goko ballistic Impact
Window Breaker
Cartridge Cases
Advanced Rappelling
Advanced Towing.

We experience a handful of problems.

The first of which is when there are airstrikes. The air strikes don't need to have happened within the view distance of any of the clients. So, if NATO and CSAT are going at it halfway across the island and use an airstrike it will happen. The server keeps going, but the clients almost always (but not every single time) crash out There is a high spike of CPU usage on the server, followed by the clients stuttering, and then they either flat out exit the game or sit in a frozen state. If you lucked out and have the client die, then you can just re enter the game like nothing extraordinary happened, but you need to start back at base and you'll have lost your load out.

The next is when there is a battle between NATO and CSAT going on that doesn't involve airstrikes, we get a seriously high spike of CPU use on the server, and then it will stay pinned until whatever is going on finishes. Although, we aren't prone to walk away for 10-20 minutes, so the server tends to get reset.

So, some possible questions that may help?

Does using a headless client add some CPU overhead that could contribute to this.

Is there a known issue when an airstrike happens that it can obliterate FPS and cause extremely high CPU use?

Is there a way to see what scripts are taking up how many slices of the engine time?

Anyhoo, I'm interested to hear from qualified and knowledgeable people.
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Wick May 14, 2019 @ 3:17pm 
Further update: I've noticed that this doesn't seem to be explicitly air strike related, but it is related to when the AI generates lots of vehicles for missions. So, I'll get 5-7 APC/Tank spotted, and the game will just tank.

Also, this was confirmed that it is OS/Hardware independent by moving the serverprofile directory to a different server.
Scipio Jun 3, 2019 @ 6:18am 
Seems kinda odd. You have far better hardware and yet suffering much more than my potato of a computer. The performance do tank during these massive NATO/CSAT attacks. Perhaps consider progressively removing some of those mods to see which one might be a contributor.
Wick Jun 4, 2019 @ 7:06pm 
So, a bit of an update on this. We found out that it was the Goko Ballistic Impact mod that was causing it. My running theory is that it was applying the physics to every single bad guy that was being spawned in out of sight, thus causing the massive slow down.
Scipio Jun 4, 2019 @ 8:39pm 
Good to know. thanks for the update.
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