Update from Rocket on the current issue:|
The problem was identified today, a hotfix is being prepared but a longterm fix for the underlying issue will take a great deal more time.
Edited by speed182 at 18:07:36 10-02-2014
Tech explanation follows:
The problem was with an optimization regarding strings. We have been removing the way ArmA traditionally handles strings to have it deal with a string-bank instead. This means instead of comparing a string (which is really just an array of numbers), it only needs to compare a number (very easy for a computer).
There is a string type in engine which should hold a string-bank of unique strings, thus it can compare two strings just by comparing pointers to buffer. That's what the optimization we made relied on. Unfortunately there is a bug with it, and it is possible that two exactly the same strings can exist at the same time and the compare just fails. That's why sometimes are the same textures reloaded all over and over again for some things in the world causing absolute chaos to rain on the GPU.
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