Arma 3 Scripting

Arma 3: Performance Optimisation

  • Also known as Arma 3 Performance Optimisation

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Arma 3 performance has always been a great interrogation topic. This page brings light on some aspects of the Video Settings.

General Guidelines

Important

  • 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

Note

● means a heavy impact on performance ● means an average impact ● means little to no performance impact.

General

Category Setting CPU GPU Additional Details
Quality Sampling ● ● 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)
Quality Texture ● ● Defines textures' quality - dependent on the GPU's memory
Quality Objects ● ● Defines object's details and LOD thresholds
Quality Terrain ● ● Defines terrain's geometry details at medium long range (does not affect textures)
Quality Shadow ● ● Defines shadow precision
Quality Particles ● ● Defines quality and the amount of particles (smoke, fire, dust, etc) visible on screen.
Quality Cloud ● ● Defines if Cloud Simulation should be used and at which level of detail
Quality PIP ● ● 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 ● ● Terrain's view distance
Visibility Object ● ● Object's view distance - The CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
Visibility Shadow ● ● Shadows' draw distance - range 50..200m
Lighting HDR ● ● Sets HDR quality, 8 or 16 bits
Lighting Dynamic Lights ● ● Sets the maximum number of dynamic lights (light sources that are not the sun or the moon) in the scene
Lighting Water Reflections ● ● Defines quality of water surface reflection

Display

Category Setting CPU GPU Additional Details
General Display Mode ● ● Full Screen can solve some issues, Full Screen Window can fix some others. Windowed is useful for debug purposes
General Resolution ● ● Should be set to the screen's native resolution and use Sampling to lower the 3D resolution if needed
General Aspect Ratio ● ● Set to auto or to the screen's aspect ratio. No impact on performance
General VSync ● ● Vertical Synchronisation
General Interface Size ● ● No impact on performance
General Brightness ● ● No impact on performance
General Gamma ● ● No impact on performance

AA & PP

Category Setting CPU GPU Additional Details
PostProcesses Bloom ● ●
PostProcesses Radial Blur ● ● Adds "speed" blur to the border of the screen
PostProcesses Rotation Blur ● ● Adds screen blur on fast camera movement
PostProcesses Depth of Field ● ● Adds blur to non-focused background
PostProcesses Sharpen Filter ● ● Makes the image sharper, but can also make it more grainy or too outlined
PostProcesses AO ● ● (Screen Space) Ambient Occlusion. HBAO stands for Horizon-Based AO (Nvidia), whereas HDAO stands for High Definition AO (AMD).
PostProcesses Caustics ● ● Water surface reflection on the ocean floor
PostProcess Color Corrections Color Preset ● ●
PostProcess Color Corrections Brightness ● ● Post-process image brightness
PostProcess Color Corrections Contrast ● ● Post-process image contrast
PostProcess Color Corrections Saturation ● ● Colour saturation - the higher the more colours, the lower the more black & white
AntiAliasing FSAA ● ● Full Screen Anti-Aliasing
AntiAliasing AtoC ● ● Alpha to Coverage. Requires FSAA
AntiAliasing PPAA ● ● Post-Processing Anti-Aliasing. Less taxing than FSAA, with very minor graphical glitches
AntiAliasing Aniso. Filtering ● ● Anisotropic filtering

See Also