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Arma 3 doesn't lag on single player, but does on some multiplayer servers.

bamzooo

Member
Arma 3 is fine on single player, but on Altis Life UK it lags quite a bit (FPS issues), I need help. 

Any suggestions to fix it?

 
Any server with a lot of players on will be a lot more laggy than just your local client, it's just the way it works :p

 
Arma 3 is fine on single player, but on Altis Life UK it lags quite a bit (FPS issues), I need help. 

Any suggestions to fix it?
Not much you can do really. as dylan mentioned, Arma3 is a poorly optimised client for multiplayer.
Only thing I can suggest is turning down your graphical settings... but most importantly, buy a new CPU.

Arma3 is a heavily CPU reliant engine, I gained 30FPS by changing from a Gen 1 i7 @ 3.06Ghz to an overclocked I7 6700k at 4.6 GHz.

 
If you haven't already:

  1. End all background tasks that are non essential; chrome, photoshop, MSN etc.
  2. Change the priority of Arma III to above normal (Google how to change program priority via task manager)
  3. Lower setting, however depending on your build you will find that view distances have a strange effect. When I personally lower my view distance my frames get worse. Therefore I have it at around 3.5/4km with an object rendering distance of 1.5km.
  4. Get rid of bloom and blur. Lower the filters and disable DE-sync.
  5. Terrain quality doesn't really matter. If you like shadows keep the distance, if not then lower it to 50.
  6. Ensure latest windows drivers and graphics drivers are installed.
  7. Upgrade to Win 10 if possible (I saw significant frame increase from Win 8)
  8. Close steam overlay and any other options; friends list, chats etc.


The ALUK servers are very script heavy. It doesn't help we are on UN-optimized framework for the life section, yet alone an UN-optimized game!

 
Arma 3 is fine on single player, but on Altis Life UK it lags quite a bit (FPS issues), I need help. 

Any suggestions to fix it?
That's because your FPS is linked with server's FPS. You won't have much more FPS then the server's when you go for multiplayer.

 
That's because your FPS is linked with server's FPS. You won't have much more FPS then the server's when you go for multiplayer.
I don't think thats quite right is it? I can get 55 FPS in Kavala but others get 20? The server's FPS should be non-existant because it's not technically displaying any graphics as its a dedicated server client..

 
I don't think thats quite right is it? I can get 55 FPS in Kavala but others get 20? The server's FPS should be non-existant because it's not technically displaying any graphics as its a dedicated server client..
Might not be completely right, but if the server fps drops, yours will drop as well. 

Maybe not by much but i do think multiplayer has their toll on clients.

 
Might not be completely right, but if the server fps drops, yours will drop as well. 

Maybe not by much but i do think multiplayer has their toll on clients.
Ahh yes, I get ya. Server performance definitely has an effect on client performance.

 
When playing online, server fps = the fps you will get. 

Server has more stuff to load like players, items, vehicles etc. so FPS is lower

 
Well it's not even that BI has poor optimization, it's that you have loads of scripts running at the same time that are usually foreign to the vanilla game and Altis Life's scripts are not well know for their optimization. 

 
The main issues include:

  • Poorly optimized scripts running on both the server and client. (Scripts running on the server causing lag will make your FPS drop as less messages are sent to your client to update positional data, events and so forth)
  • The fact that ArmA runs on an age old engine that is over 12 years old, and some parts of it still date back to that day. This isn't the main issue though.
  • The sheer amount of people on the server at once - 125 people is a lot, when this amount of scripts are running. You have to think that as well as all the scripts running, the server needs to also take care of sending messages to update clients on the status of other clients (position, velocity, weapon and so forth).
  • It also does not help that SQF is not exactly the best language out there, at one point ArmA III was expected to come with Java support, yet this was never completed. (Instead, it was added to another BI game, Take On Helicopters to be exact.)
  • The fact that external calls to extensions, like the Database Connector that allows us to store your data inside of a MySQL database (We use MariaDB to be exact). We have a Headless Client (The reason why One Slot cannot be occupied by players) that handles all of the extension calls to the DB, this ensures that the server can deal with what needs to be dealt with. Compared to a normal Altis Life server, the server handles nearly no DB interactions at all, apart from loading houses at startup.
  • The amount of objects on the map... Lets just say Wilco went a bit OP on the Kavala Square, when I removed all the Kavala Square objects, I had a 20 FPS increase inside of that area. Wilco is redoing the Kavala Square as mentioned inside of his newsletter.
All these combined things make Altis Life an extremely demanding gamemode to run.

Of course, we plan to fix a few of these issues with the new framework, mainly centering around the Script based issues.

 
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