Performance Metrics: Server FPS
In Arma 3, “Server FPS” is not a measure of graphical smoothness, but rather a metric of simulation cycles per second. It dictates how frequently the server calculates AI pathfinding, projectile trajectories, and network synchronization. A low Server FPS results in “desync,” causing vehicles to teleport, bullets to fail to register, and AI units to become unresponsive.Difficulty
Beginner Friendly
Time
5 Minutes
Diagnostic Commands
You can monitor the health of your FREAKHOSTING server directly from within the game client.Initialize Monitor
Type the following command to begin tracking performance at a set interval:(The number represents the update interval in seconds).
Interpreting Server Health
Use the table below to determine if your mission is running optimally or if the server is overloaded.| FPS Value | Status | Experience |
|---|---|---|
| 50 FPS | Perfect | The engine is running at its hard-coded cap. Minimal network lag. |
| 30-45 FPS | Standard | Typical performance for a server with 40+ players and moderate AI counts. |
| 15-20 FPS | Struggling | AI units will become slow to react. Driving may feel jerky or “laggy.” |
| < 10 FPS | Critical | The simulation is failing. Expect mass “desync” and disconnects. |
Identifying Common Bottlenecks
Identifying Common Bottlenecks
- Excessive AI Counts: Having 500+ AI units active simultaneously will overwhelm even the fastest CPUs.
- Script Loops: Check your server
.RPTlogs for recurring error messages. Infinite loops or heavy scripts runningonEachFrameare common culprits. - Garbage Collection: Ensure your mission has a cleanup script to delete dead bodies, dropped weapons, and wrecked vehicles.
Need Extra Help?
If you encounter any issues, our support team is ready to assist:- Live Chat: Quick assistance via our website.
- Support Ticket: Open a Ticket
- Discord: Join our Community
- Email: [email protected]
Last Updated: January 2026 | Arma 3: Simulation stable.