Arma 3
[A3MM] Hide Show layers for higher FPS
38 Comments
Predator14 9 Mar @ 1:55pm 
Ok, I just understood, it wasn't clear, it had to be said in the description... basically people had to place objects and put them in a folder and in the "" layer_name box, you had to mark the name of the objects folder placed, otherwise impossible to do anything.
Jakes  [author] 24 Oct, 2021 @ 12:01pm 
@Apex ... funny how everyone else seems to know what to do.
If you are really struggling then join the discord maby someone there can help you out.
Apex 23 Oct, 2021 @ 1:23pm 
What is the point of this composition if there is zero information in the description on how to use it
ariel 22 Aug, 2021 @ 7:15pm 
OK thank you very much. Excellent work, greetings
Jakes  [author] 22 Aug, 2021 @ 1:28am 
Dont think you'll get one tbh

You guys should really put some effort in searching it yourself, its literary the second google search result for 'ARMA 3 Eden layers'
https://community.bistudio.com/wiki/Eden_Editor:_Layer
ariel 21 Aug, 2021 @ 6:07pm 
Sorry for my ignorance, but I don't know how the layers are created.
I see in the editor a subfolder YOUR_LAYER_NAME, with the entities that then appear and disappear with the trigger.
Can anyone guide me to find a video tutorial about it?
Thank you
Predator14 16 Aug, 2021 @ 8:20am 
I just tested and the problem is that it does not work with the buildings already placed during the construction of the map
Predator14 16 Aug, 2021 @ 7:40am 
I don't understand how to use it? i want a part of seattle to be disabled after the two players have passed to maximize performance, how do i choose exactly which object will be deleted?
Jakes  [author] 3 Aug, 2021 @ 9:58am 
It's compatible with anything as its just a base game function. How do you want to use it?
Knight 3 Aug, 2021 @ 9:21am 
Think you could make a version of this that'll work with KP Liberation?
Jakes  [author] 3 Aug, 2021 @ 7:00am 
Updated comp, will now work on dedicated servers...thanks to Freddo for the help.
Jakes  [author] 2 Aug, 2021 @ 12:35pm 
i havent tested this but i think you can place hide modules on the map and then group them in a layer. If that layer get hidden using this method then it should hide the the effect of the hide module...give it a go and let me know
Silence 2 Aug, 2021 @ 10:07am 
in my current understanding of this mod, you place editor layers, no?
and to place in layers, they need to be placed down, no?
and you can't replace an entire town precisely, with all of the buildings, including trees, and roads, no?
Jakes  [author] 2 Aug, 2021 @ 10:01am 
@Rad - Hiding entire sections of the map could be done but that might bring its own set of issues.Worth a try maby but yes i believe it can be done.

@Silence - Why would you want to and what benefit would that be over the current method.
Silence 2 Aug, 2021 @ 8:33am 
in the current setup, not without you replacing everything.
Have you thought about making a forEach loop in a trigger area?
Rad 2 Aug, 2021 @ 8:31am 
Is it possible to make this with terrain objects? I'm thinking how this could be used to separate the map into zones and then only have the nearest zone be visible to save fps.
Jakes  [author] 2 Aug, 2021 @ 1:48am 
I used the layers option in eden....place what ever you want the map like normal, place them in a layer and name it whatever. Next you need a new trigger and change the code so that the layer name matches what you called ur layer
Structed 2 Aug, 2021 @ 12:56am 
How do I make this apply to things I place down? I cannot find out how to make this work with anything besides the example objects in the module.
GhostRecon101BN 1 Aug, 2021 @ 8:39pm 
@aqueox,i think of it ,similar to minecrafts rendering system
Aqueox 1 Aug, 2021 @ 2:50pm 
Now we just gotta figure out how to make this dynamic where it's always on and works out of the box, no player input necessary. If I remember right, GTA V uses a method similar to this where, unless a player is looking at it, everything is hidden.
Jakes  [author] 1 Aug, 2021 @ 10:40am 
you'd be surprised :steammocking:
Silence 1 Aug, 2021 @ 8:33am 
i'm pretty sure that comment was a joke, I hope...
Jakes  [author] 1 Aug, 2021 @ 4:28am 
You do not seem to grasp the concept ... you will safe a massive amount of performance ... as stated above. Clearly you can get such high frames as it is demonstrated in the video...but such a blank canvas does not make for enjoyable gameplay.

What i did demonstrate was that performance gain you get from using hide/show functions, so @Schumpf feel free to inform BI that im using a slightly more obscure functionality as intended and giving players a easy way to utilize it via their compositions.
Kette 1 Aug, 2021 @ 4:08am 
no matter what u canz have such a high fps like u showing in youre video. so that video is a fraud
reportet direct to bohemia support
Jakes  [author] 1 Aug, 2021 @ 3:06am 
(Part of comment below)...
Those hidden layers have little to no effect on FPS and allows you to have more AI/assets on map at much higher FPS for server and clients. This can result in much more detailed set pieces or more AI in the mission overall with increased performance.
Jakes  [author] 1 Aug, 2021 @ 3:06am 
Has nothing to do with player view distance or graphical settings. This allows the mission maker to place any amount of item, within reason, then group them together via Eden layers. These layers can then be hidden and revealed as needed.

For example - if you have three objectives on three various locations then you can hide all of them if the player isn’t in the area. So, during the briefing then the only objects present on the map is the briefing area, where the player is. When the players move on to the 1st objective this technique allows you to hide the briefing area as soon as they are outside of the briefing area trigger. When they approach objective 1 trigger area then everything in objective 1 trigger area will be revealed to the player as soon as they enter it. Everything else on the map is then hidden.
-Bandit 31 Jul, 2021 @ 7:05pm 
So this overrides the player's object view distance slider? What is the difference between the 2?
GhostRecon101BN 31 Jul, 2021 @ 6:08pm 
damn thats dope, i only know how to activate it once when i did my own
Hexecute 31 Jul, 2021 @ 1:42pm 
It's how the trigger is by default so that was always the case... Guess I'll hop onto the discord soon. Thanks
Jakes  [author] 31 Jul, 2021 @ 10:56am 
Yes, make sure to tick the server only option on the trigger
Hexecute 31 Jul, 2021 @ 8:41am 
Is this supposed to work on a dedicated server? In which case what am I doing wrong lmao. Seems to work in the editor, but not once I fire it up on the server
Predator14 31 Jul, 2021 @ 4:47am 
It's very impressive, its allows you to do like unreal engine 4 with real-time appearances, an unequivocal gain in performance! thank you ! continued to develop ideas like that! ;) respect! Magnificent ! ;)
Jakes  [author] 30 Jul, 2021 @ 2:01pm 
:) .. i use to but this is a easier method, more user friendly and more efficient!
C. Eagle 30 Jul, 2021 @ 1:44pm 
I presumed you were using the show/hide modules, hence my comment lol
Jakes  [author] 30 Jul, 2021 @ 2:23am 
@C. Eagle - I recommend you try the comp first...no modules used or needed!
C. Eagle 29 Jul, 2021 @ 2:34pm 
be aware that having too many show/hide modules & connected items can dramatically increase file sizes.
Gman 29 Jul, 2021 @ 6:03am 
I had literally zero idea this was even possible. Amazing, thank you for opening my eyes!
Jakes  [author] 29 Jul, 2021 @ 5:19am 
This is the single best method i know of to vastly improve server/client FPS without the need to sacrifice mission detail or amount of placed item. If you dont understand how this will benefit a mission maker the feel free to ask below.