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These parameters can be configured by creating a new shortcut on your desktop and then adding the appropriate option in the target line. The maximum is influenced by your operating system any value over the maximum will be reverted to this value:.

Without the -maxMem parameter the engine attempts to set this parameter internaly to a reasonable value often defaulting to max values as described above.

The file cache is always excluded from the virtual address limit, see our developers blog: Note that setting maxMem to does not mean that the game will never allocate more then MiB. It says that the game will do everything in its power to not cross this limit. In general, it makes sense not using this parameter at all and only resort to it in case you experience issues with memory.

Be aware this means none errors saved to RPT file report log. Yet in case of crash the fault address block info is saved. Enables the use of all logical CPU cores for parallel tasks processing. When disabled, only physical cores are used. Note that enabling this parameter may slightly improve or harm the performance depending on a scenario.

This parameter may be overriden by -cpuCount so if you want to use the maximum number of CPU cores use "-enableHT" without "-cpuCount". Usually this is the same as the installation path and the same of what's written in Windows registry. But if you copy or symlink the necessary file and folders, you may have different roots. It's useful when have more dedicated server.

Server config file server. The relative path is normally based on the game main folder, where the exe resides in.

Using beta patches does NOT change this! However when you use -profiles, some commands use this path defined there as base. The option -config allows you to specify a specific server. Real speed-up gained with this is likely to be negligible with Arma3, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed. It might be also possible to set the affinity in the OS before you launch the process, that would work as well.

All file operations go through a dedicated thread. This offloads some processing from the main thread, however it adds some overhead at the same time. The reason why threaded file ops were implemented was to serve as a basement for other threads ops.

When multiple threads are running at the same time, OS is scheduling them on different cores. Geometry and Texture loading both done by the same thread are scheduled on different cores outside the main rendering loop at the same time with the main rendering loop.

The parameter can be used to automatically run a series of test missions. For example FPS measurement or scripting validation. If possible use simple worlds, like Desert, to keep the loading times short. The loading screen command might be useful as well to speed up task that need no rendering.

From Bohemia Interactive Community. If you use -profiles, the relative path is relative to your specificity path. Retrieved from " https: Arma 3 Startup Parameters ArmA: Multiplayer Multiplayer Hints and Tips. Navigation menu Personal tools. Views Read View source View history. This page was last edited on 28 March , at Displays Arma windowed instead of full screen. Select a world loaded by default. For faster game loading no default world loaded and world intro in the main menu, only at game start , disabled: Overrides memory allocation limit to a certain amount in megabytes.

The maximum is influenced by your operating system any value over the maximum will be reverted to this value: Defines Video Memory allocation limit to number in megabytes. Use to resolve e. Minimum value is MiB anything lower falls back to Change to a number less or equal than numbers of available cores. This will override auto detection which equate to native cores. Change to a number 0,1,3,5,7. This will override auto detection which use 3 for dualcore and 7 for quadcore. Sets the particular memory allocator to be used.

Significantly affects both performance and stability of the game. Location of user-profile folder. Allow the game running even when its window does not have focus i. Introduced to show errors in scripts on-screen. In Eden Editor , script errors are always shown, even when this parameter is not used.

Allow the game to load unpacked data. For more info see CMA: DevelopmentSetup since Arma 3 1. Run scripting command once in the main menu. For example to start a certain SP mission of choice automatically. Load a mission directly in the editor. Loads automatically a series of defined missions and on error writes to a log file.

See below for details. Loads the specified beta sub-folders. Absolute path and multiple stacked folders are possible. In Linux multiple folders arguments need the following separation syntax: Introduced to provide thorough test of all signatures of all loaded banks at the start game. It was replaced in favor of -filePatching parameter. Logs extension calls in the rpt log like this: Loads the specified sub-folders for different mods.

Start a dedicated server. Not needed for the dedicated server exe. The file is removed automatically when the exe is stopped.

Only works for dedicated servers. Enables multiplayer network traffic logging. For more details see server configuration. Selects the Server Basic Config file. Config file for server specific settings like network performance tuning. Selects the Server Config File. Config file for server specific settings like admin password and mission selection.

Path to the folder containing server profile. By default, server logs are written to server profile folder. If folder doesn't exist, it will be automatically created. By default BattlEye will create BattlEye folder inside server profile folder. With -bepath param it is possible to specify a custom folder. Command to enable support for Multihome servers.

Allows server process to use defined available IP address. Command to read startup parameters from a file. For more details see Startup parameters config file. Launch as client console. Useful for headless clients. Server will load mission into memory on first client downloading it.

Then it keeps it pre-processed pre-cached in memory for next clients, saving some server CPU cycles,. Automatically initialize mission just like first client does. Loads the specified sub-folders for different server-side not broadcasted to clients mods.

Option to disable the server send messaging thread in case of random crashing may also decrease performance of server on multicore CPUs.