Performance Optimisation – Arma 3

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(Add important guidelines: no mods nor MP for performance tests)
(Add more descriptions)
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<gallery mode="packed" heights="175px">
<gallery mode="packed" heights="175px">
arma3 video options general.png | '''General'''
arma3 video options general.png | '''{{HashLink|#General}}'''
arma3 video options display.png | '''Display'''
arma3 video options display.png | '''{{HashLink|#Display}}'''
arma3 video options aanpp.png  | '''AA &amp; PP'''
arma3 video options aanpp.png  | '''{{HashLink|#AA &amp; PP}}'''
</gallery>
</gallery>


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| Sampling || {{colorball|orange}} || {{colorball|red}} || 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)
| Sampling || {{colorball|orange}} || {{colorball|red}} || 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 || {{colorball|green}} || {{colorball|green}} || Dependent on the GPU's memory
| Texture || {{colorball|green}} || {{colorball|orange}} || Defines textures' quality - dependent on the GPU's memory
|-
|-
| Objects || {{colorball|orange}} || {{colorball|orange}} ||
| Objects || {{colorball|orange}} || {{colorball|orange}} || Defines object's details and LOD thresholds
|-
|-
| Terrain || {{colorball|orange}} || {{colorball|green}} ||
| Terrain || {{colorball|orange}} || {{colorball|green}} || Defines terrain's geometry details at medium long range (does not affect textures)
|-
|-
| Shadow || {{colorball|green}} || {{colorball|green}} ||
| Shadow || {{colorball|green}} || {{colorball|green}} || When set below '''Normal''', shadows are drawn by the '''CPU''' instead of the '''GPU'''
|-
|-
| Particles || {{colorball|green}} || {{colorball|green}} ||
| Particles || {{colorball|green}} || {{colorball|green}} || Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen.
|-
|-
| Cloud || {{colorball|green}} || {{colorball|green}} ||
| Cloud || {{colorball|green}} || {{colorball|green}} || Defines if '''Cloud Simulation''' should be used and at which level of detail
|-
|-
| PIP || {{colorball|green}} || {{colorball|red}} ||
| PIP || {{colorball|green}} || {{colorball|red}} || Adds (doubles?) the strain on the GPU - another scene has to be calculated in order to do the render
|-
|-
| rowspan="3" style="text-align: center" | '''Visibility'''
| rowspan="3" style="text-align: center" | '''Visibility'''
| Overall || {{colorball|red}} || {{colorball|orange}} ||
| Overall || {{colorball|red}} || {{colorball|orange}} || Terrain's view distance
|-
|-
| Object || {{colorball|red}} || {{colorball|green}} ||
| Object || {{colorball|red}} || {{colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
|-
|-
| Shadow || {{colorball|green}} || {{colorball|orange}} ||
| Shadow || {{colorball|green}} || {{colorball|orange}} || Shadows' draw distance - range 50..200
|-
|-
| rowspan="3" style="text-align: center" | '''Lighting'''
| rowspan="3" style="text-align: center" | '''Lighting'''

Revision as of 23:58, 26 November 2020

Template:SideTOC Template:wip 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 know best, most of the time
    • an exception to that being that auto-detection will set the render samping 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)
  • Do your tests on a Vanilla (no mods) Arma 3! Some ill-conceived mods can bring performance down.
  • Do your tests in a single player environment. If your performances in multiplayer are worse than in single player, the server/connection/mission is at fault; there is nothing you can do.


Video Options


Settings Impacts

Template:colorball means a heavy impact on performance
Template:colorball means an average impact
Template:colorball means little to no performance impact.

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 When set below Normal, shadows are drawn by the CPU instead of the GPU
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 GPU - another scene has to be calculated in order to do the render
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..200
Lighting HDR Template:colorball Template:colorball
Dynamic Lights Template:colorball Template:colorball
Water Reflections Template:colorball Template:colorball

Display

Category Setting CPU GPU Additional Details
General Display Mode Template:colorball Template:colorball
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
Rotation Blur Template:colorball Template:colorball
Depth of Field Template:colorball Template:colorball
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
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


See Also