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Found 10 results



    Hello, my server running not bad but i just want to know is this allmissionobjects count is normal or nor? allmissionobjects: 4500
  2. Rob Graham

    Immersive Exile

    We are the Immersive Gaming Community. We feature a high performance Tanoa server with various mods such as: Better Basebuilding, Zombies and advanced movement. But thats not all! We also remapped Tanoa, so its overgrown now. Other features: 300+ new cars, 700+ new weapons, Ai-shuttle service to other islands, rebalanced loot, custom missions, Active Staff! Sounds great? JOIN TODAY!! Looks even better? JOIN NOW!!
  3. aNNDREH

    Wolfsrudel Exile Al Rayak

    Wolfsrudel Arma 3 Exile Server Server Preview on Youtube Server Performance ● 8 Core CPU ● 64 GB Arbeitsspeicher ● 500 GB SSD Festplatte Server Slots ● vorerst 40 Restart Zeiten ● 0 Uhr ● 4 Uhr ● 8 Uhr ● 12 Uhr ● 16 Uhr ● 20 Uhr Map ● Al Rayak Mods ● Exile Mod 1.0.3 ● CBA_A3 ● Extended Base Mod ● CUP Vehicles ● CUP Weapons ● CUP Units ● Specialist Military Arms 2.7.1 ● Bundeswehr Mod ● G.O.S. Al Rayak ● CUP Terrains Core Features ● Reviven ● Fischen ● Virtuale Garage ● Kisten in Fahrzeugen laden ● Schiffswracks ● Gear Crates ● Schwarzmarkt ● Base Respawn ● Halo oder Ground Spawn ● Roaming Ai ● ZCP Missionen ● Login Bonus ● DMS Missionen ● Radioaktive Zone ● Airdrop ● Deploy Quad ● Suicide Animation ● Tiere schlachten & ausnehmen ● Statusbar veränderbar ● Claim Fahrzeuge Teamspeak ●
  4. So I was surfing thru Armaholic a few weeks ago and stumbled onto this memory allocator and after testing it for the last 2 weeks I have had no crashes and so far i'm pretty impressed with it. I have seen about 20% improvement on the servers FPS/CPS being a lot more consistent. So for those of you that are looking to test one out here ya go!
  5. Mr Heisenberg

    Server Performance

    Hi guys i was wondering what kinda setup you guys had for your arma 3 server. My setup is: intel 4x 3.6GHz 24GB RAM 2x 250GB SSD 1Gbps Data Transfer CentOS 7 I wanna know is my CPU stays 49% no matter what i add. SHOW YOUR SERVER INFO
  6. DNFK

    Long Load Time

    Usually the server was up in 2 til 3 minutes but recently it is getting slower and slower and also this is only being setup this server is not a live server yet. Here is the RPT can someone maybe help me pin point the problem. The part that uses up most time is this "Warn: Shape '???' contains water texture however it does not carry a special class name. Consider craeting one to speed up the detection"
  7. Tobias Solem

    Mod performance-optimization

    First of all I want to get one thing out of the way, yes I do realize there is a big limitation in ARMA 3, the engine isn't really made to handle what mods like Exile is doing, in a multiplayer environment we will never see the same performance as a non-building, non-database-driven persistent universe. I get that. With that out of the way I first want to say I applaud you devs for what you have done with Exile, it is a great foundation for what I like in an ARMA-mod. But I still have a couple of... shall we say, pet peevees, namely base parts and performance. Some of the things I will be suggesting I only have a laymans insight into, whereas others I do understand why they are as they are, so please bear me if I sometimes sound as though I'm not knowledgeable enough on the subject to make a valid judgment, it is because I'm not, but perhaps you could shed some insight on the topic to give a better perspective for the community. 1. * Can we combine base-building objects into one building part? Having, for example two walls connected like an L - this would then count as one base building object instead of two. Essentially reducing database usage/load by 50% for buildings needing those two parts now made into one. Indeed the amount of polygons rendered in the visual engine would be the same amount. But would this not reduce the strain on the server? Also, what happens if we take it one step further and make base building "templates" (think Fallout 4) where we have several walls, floors and a ceiling made into one object that can be placed, like a rectangular box shape with some boards missing as "multi-piece building objects". Level three of this reasoning is to have a full "basic" base, like three by three floor boards and roofs with walls and a door. Question: - Theoretically, would enough be gained performance wise by working with a base building model like this? - Is the lesser amount of "creative opportunity" worth the possible performance increase? 2. * Could we add/change the way we think about bases by using the available buildings in ARMA? For example, perhaps building could have degrees of "upgrades", think like: adding codelocks to regular building doors as level 1, having a complete new model for the house with barricaded windows, metal barred doors, and wired fence around the roofs, etc. - effectively making the building model "one" single building object, still a base, but far less of a strain on the engine/database, but a fitting "in-game" solution that looks compatible with the setting, it should be far more easy to barricade an already existing building than creating one from scratch (this option obviously would require quite some work from NIUVA). Question: - Would adding a building mode on top of the current one be worth the 3D-modeling effort for potentially performance gains? - Do you agree that this would work with the setting?
  8. Apparently having a big "PROFILENAME.vars.Arma3Profile" on your server, causes desync up to massive desync (looking like other people are teleporting when they drive a vehicle..). If you know where to find that file on your server, just remove it. (Write a bat to do it before each restart?) somewhat like del /Q /F "PROFILENAME.vars.Arma3Profile" @MGTDB
  9. Its me ZovkT

    Performance Question

    Is That a good performance for 35 Player ? i know not much palyer. can you say me is this for the player Count good ?
  10. /* Autor: Flo i.A. */ in_safe_1 = false; in_safe_2 = false; in_safe_3 = false; waitUntil {time > 0}; [] spawn { while {true} do { uiSleep 5; if (player distance2d [14599.8,16794.6,0] > 175) then { if (!in_safe_2 && !in_safe_3) then { in_safe_1 = false; [] call ExileClient_object_player_event_onLeaveSafezone; }; }else { in_safe_1 = true; [] call ExileClient_object_player_event_onEnterSafezone; }; }; }; [] spawn { while {true} do { uiSleep 5; if (player distance2d [23335.4,24189,0] > 175) then { if (!in_safe_1 && !in_safe_3) then { in_safe_2 = false; [] call ExileClient_object_player_event_onLeaveSafezone; }; }else { in_safe_2 = true; [] call ExileClient_object_player_event_onEnterSafezone; }; }; }; [] spawn { while {true} do { uiSleep 5; if (player distance2d [2999,18173.2,0] > 175) then { if (!in_safe_1 && !in_safe_2) then { in_safe_3 = false; [] call ExileClient_object_player_event_onLeaveSafezone; }; }else { in_safe_3 = true; [] call ExileClient_object_player_event_onEnterSafezone; }; }; };--> open your mission.sqm in Arma 3 Editor --> delete all trigger --> safe mission and replace it --> then put this script in a file "fps.sqf" --> put it in the same dir with your mission.sqm --> open initplayerlocal.sqf --> [] execVM "fps.sqf";