Performance Optimisation – Arma 3
Categories:
Template:SideTOC 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 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)
- to reduce stutter and greatly improve loading times, it is highly recommended to install Arma 3 on a Solid State Drive (SSD)
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 | Defines shadow precision | |
| 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 |