From Bohemia Interactive Community
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 knows best, most of the time
- an exception to that being that auto-detection will set the render sampling to at least 100% - this is not ideal if one wants to play e.g in 1920×1080 on a 3840×2160 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
- to reduce stutter and greatly improve loading times, it is highly recommended to install Arma 3 on a Solid State Drive (SSD)
⚠
- Run tests on a Vanilla (no mods) Arma 3! Some ill-conceived mods can bring performance down.
- Run tests in a Single Player environment. If performances in multiplayer are worse than in single player, the server/connection/mission is at fault; nothing can be done on Settings' side.
Video Options
Settings Impacts
General
Category |
Setting |
CPU |
GPU |
Additional Details
|
Quality
|
Sampling |
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|
Defines the game's 3D resolution based on Display's Resolution setting (in %) - e.g 50% of 3840×2160 results in a 3D resolution of 1920×1080 (1/4 of the original resolution)
|
Texture |
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Defines textures' quality - dependent on the GPU's memory
|
Objects |
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Defines object's details and LOD thresholds
|
Terrain |
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|
Defines terrain's geometry details at medium long range (does not affect textures)
|
Shadow |
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Defines shadow precision
|
Particles |
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Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen.
|
Cloud |
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Defines if Cloud Simulation should be used and at which level of detail
|
PIP |
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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 |
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|
Terrain's view distance
|
Object |
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Object's view distance - The CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
|
Shadow |
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|
Shadows' draw distance - range 50..200m
|
Lighting
|
HDR |
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Sets HDR quality, 8 or 16 bits
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Dynamic Lights |
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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 |
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Defines quality of water surface reflection
|
Display
Category |
Setting |
CPU |
GPU |
Additional Details
|
General
|
Display Mode |
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|
Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes
|
Resolution |
|
|
Should be set to the screen's native resolution and use Sampling to lower the 3D resolution if needed
|
Aspect Ratio |
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|
Set to auto or to the screen's aspect ratio. No impact on performance
|
VSync |
|
|
Vertical Synchronisation
|
Interface Size |
|
|
No impact on performance
|
Brightness |
|
|
No impact on performance
|
Gamma |
|
|
No impact on performance
|
AA & PP
Category |
Setting |
CPU |
GPU |
Additional Details
|
PostProcesses
|
Bloom |
|
|
|
Radial Blur |
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Adds "speed" blur to the border of the screen
|
Rotation Blur |
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Adds screen blur on fast camera movement
|
Depth of Field |
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|
Adds blur to non-focused background
|
Sharpen Filter |
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|
Makes the image sharper, but can also make it more grainy or too outlined
|
AO |
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(Screen Space) Ambient Occlusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD).
|
Caustics |
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Water surface reflection on the ocean floor
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PostProcess Color Corrections
|
Color Preset |
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Brightness |
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Post-process image brightness
|
Contrast |
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Post-process image contrast
|
Saturation |
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Colour saturation - the higher the more colours, the lower the more black & white
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AntiAliasing
|
FSAA |
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Full Screen Anti-Aliasing
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AtoC |
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Alpha to Coverage. Requires FSAA
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PPAA |
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Post-Processing Anti-Aliasing. Less taxing than FSAA, with very minor graphical glitches
|
Aniso. Filtering |
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|
Anisotropic filtering
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See Also
External Links