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Tried Tileproxy Yesterday

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After reading this post, I took the time to download tileproxy and install it on my Intel Q6700 (w TripleHead2Go and FSX) machine. I also purchased the Corenado Piper Archer. I have been so down on the hobby since Microsoft cancelled development of the future version of FS. I have to say, tileproxy (and the great add-on aircraft that are out there) have totally given me hope for present and future of our hobby. I am having the best time EVER flying Flight Sim X with tileproxy.Special thanks to the original poster of this thread. Man this is fun.

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I am using Service example three. I had tried service one but it seems that source can get bogged down bandwidth wise. Service example three isn't quite as nice or current, but it keeps up even at the fastest of speeds. Also it probably does not matter, but I am running Vista 64 and my g-card, albeit slow, has 1GB. Last bit, I have a system more or less dedicated for MSFS. I've bumped off every last process that isn't needed for maintaining MSFS and I did it manually (I have to configure systems almost daily as part of my job, I don't trust tools to kill process or identify them for me). I do have other applications I run, but my general rule is if they install junk that runs in the background, that junk is disabled unless I need it. Also your level mapping differs from mine, there is a reason I set mine up the way it is. It maximizes texture quality out to 50 miles and sacrifices everything beyond. I have found even if vis. is set 50 miles or less, there is still something happening when I am telling tileproxy to use better textures. I had level mapping similar to yours, but I don't now. In the flight levels (or even at 2000 feet) I feel I have the best of all worlds.-John
I'll have to try this out and see, you have a great point, since it is Microsoft and it's widely used in websites like weather.com, hilton,, etc, and apps it may be bogged down. I'll try yahoo maps and your config! :( Some areas of yahoo maps have better coverage anyway, and I don't think yahoo needs a color hack anyway.
After reading this post, I took the time to download tileproxy and install it on my Intel Q6700 (w TripleHead2Go and FSX) machine. I also purchased the Corenado Piper Archer. I have been so down on the hobby since Microsoft cancelled development of the future version of FS. I have to say, tileproxy (and the great add-on aircraft that are out there) have totally given me hope for present and future of our hobby. I am having the best time EVER flying Flight Sim X with tileproxy.Special thanks to the original poster of this thread. Man this is fun.
No problem, I'm glad your enjoying tileproxy. It's a great program that increases realism a great deal, and is not just eye candy. No more repeating synthetic landclass tiles! When I get to the great plains in my around the world flight it will be awesome to see all the farms!EDIT: Like I said before you are a genious! Thanks for the great help. Now if you don't mind, I'll be flying, instead of tweaking :(. BTW Bulk Extend=5 in Live Maps (Service 1) helps a bunch.

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

One thing I should also add about my config. In my FSX.cfg, my texture bandwidth mult is set as follows:TEXTURE_BANDWIDTH_MULT=40I know this differs from the suggested value, but after trial and error it's another thing that's allowed for my sim to handle tileproxy smoothly.-John

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One thing I should also add about my config. In my FSX.cfg, my texture bandwidth mult is set as follows:TEXTURE_BANDWIDTH_MULT=40I know this differs from the suggested value, but after trial and error it's another thing that's allowed for my sim to handle tileproxy smoothly.-John
I will try this out! I'm guessing this will make things really smooth while eliminaning any stutters? Tileproxy already boosted my FPS to 70-100 in some areas, can't wait to see what I get with this! Do you have the fiber_fraction entry in your cfg? If so can I please have the value? :( Thanks for all the help again!

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

I will try this out! I'm guessing this will make things really smooth while eliminaning any stutters? Tileproxy already boosted my FPS to 70-100 in some areas, can't wait to see what I get with this! Do you have the fiber_fraction entry in your cfg? If so can I please have the value? :( Thanks for all the help again!
FIBER_FRAME_TIME_FRACTION=0.15As for stutters, sometimes when I know scenery is being loaded off the web onto my hard drive, there might be a small stutter. By small, I'd say a microsecond--just enough to notice but not enough to really care. I've flown the Extra over Tileproxy scenery and found it smooth as silk. I do keep my frames locked at 30. I've seen fps hit over 100 unlocked (over Minden, NV) but 30 has kept me happy since I got my system early in the year and I prefer a steady framerate. There is something else that helps my Tileproxy experience. I am the author of a small add-on called "Soft Horizons". I originally wrote it for FS9 but ported it to FSX shortly after I installed FSX early in the year. If you look at my screenshots, you can see a pretty good example of my add-on at work. It allows a more natural blending of the photo scenery with the horizon (or the default scenery). This is also helpful because photo scenery sources aren't all captured on the same day, time or same equipment. Soft Horizons help disguise subtle differences between areas of photo scenery.Regards,John
  • Commercial Member

Hi Guys, been following the latest additions to the thread with interest. Been doing plenty of tinkering of my own and have got soem pretty good results. I have the scenery looking really fantastic, no problems there. But I cant seem to stop outrunning the ovals, at any speed over 100 kts, no matter what combination of level mapping settings I try.I have looked closely at all your various settings and the problem is, there are too many variables. To really find the effect of things you need to change one thing at a time. It is obviously very sensitive to lots of different settings. I still have a query over various points, for instance, wether the Fiber frame time edit actaually does anything. NickN and other very clever people on this forum will tell you that if you a quad core machine and SP2, it does nothing. ( quoting Phil taylor directly) Yet you guys say changing it has noticable effects. How does that work? What would you say was the area I ought to be looking most closely at to ensure I don't outfly the rate at which the high res tiles are loaded? This is my .ini file: Service 3 Newtest# Start a line with # to comment it out.# Turn your text editor's Word Wrapping OFF for editing this document.## Read the manual for help with configuration. Do not contact the# author about the configuration for particular services. Thank you.#[TileProxy]# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)master_enable=On# Write a logfile to disk. In recommend to only turn this on for debugging purposes.# When using FSX RTM or FS 2004, the logfile will grow VERY fast and affect performance.#logfile="C:\logfile.txt"# If you have concerns about possible copyright violations by caching JPEG and BMP tiles# on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy# will not store a single tile on your hard drive. Expect higher network usage though.# Note that offline mode will depend on tiles being available in the cache.diskless_mode=Off# Offline Mode - No network access will occur (Yes/True/On to enable)offline_mode=No# Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel# Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible# if you have at least 2GB of system memory.max_lod=15# The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can# be used in conjunction with third party scenery products like "FS Altitude" that provides data only# up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the# scenery library then it will have precedence over Tileproxy for the specific LOD levels that it# contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because# they are not needed anyway.# Lowest LOD ring to automatically preload tiles for. Must not be lower than 8.preload_min_lod=10# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=17# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values# mean more use of your precious kernel memory though. The maximum number is 512. Lower if# you run out of RAM during flight and the PC starts to use the paging file a lot.max_contexts=512# Generate Water Mask. This brings back shader-rendered water and allows# for the use of planes with floats (Goose, Beaver, etc...). If you turn this# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.water_mask=On# Recommendation: FSX users: Use water_blending=on, water_smoothing=off# to get soft land/water transitions## FS9 users: Use water_blending=off, water_smoothing=on# to get hard land/water transitions which# Tileproxy tries to match pixel-exact against coast-lines## Combining water_smoothing and water_blending is discouraged.# It's slow and gives weird results.# Use blending techniques to create a soft land/water transition with some# transparency effect near the shoreline. Compatible with FSX only.water_blending=On# The distance in meters that you want land/water blending to extend from the# shore line. Larger values require more processing. Large values are now possible,# useful values are up to 2000 meters. Very high values may be detrimental to water# mask resolution. Loading speed however remains mostly unaffected by this setting.blend_distance=1500.0# The rate at which terrain is blended into the water color. 1.0 means a linear# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works# similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function,# an exponent of 0.5 results in a square root behavior.blend_exponent=1.0# The minimal and maximal transparency of the water. The lower you choose the min value,# the more reflective the deep water will be. The higher the max value is chosen, the less# reflective the water will be directly at the shore line. The reflectiveness transitions# linearly from max to min throughout the distance given by blend_distance from the shore.# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or# things may look weird.# The following alpha_min values will not give you any dithering artifacts on all-water tiles,# so the use of these is recommended. It is multiples of 16/239 (rounded up slighty)# 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687# 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373alpha_min=0.2678alpha_max=0.7# The water color in hexadecimal RGB notation. Prefix with #. This should be blue# or greenish blue or some shades of brown, depending on your preference.# Values of #000000 are discouraged when using water blending - it will result# in weird behavior at the shorelines.water_rgb=#004D5A# Try to smooth land/water boundaries by trying to match the water mask to the image content.# This is a a somewhat experimental algorithm.water_smoothing=Off# The decision threshold for water/land when water_smoothing is enabled. 0 means everything# will be turned to land, 1 means everything turns to water. Chose some value inbetween.water_threshold=0.33# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)# The value below states 100 MB.cache_bytes_limit=0# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).cache_tiles_limit=0# The currently active service is configured here. Only ONE active source please.# The other source statements should be commented out.#source=Service Example 1source=Service Example 3#source=Service Example 4# The sources you want to be able to switch from the GUI menu.# Separate the list entries with | and enclose in quotes. Make sure the# names specified here are valid services which are defined below.# You may want to rename the services according to your preference,# but make sure you replace all occurences of the strings.menu_sources="Service Example 1|Service Example 2|Service Example 3|Service Example 4"# Experimental API Hooking section. Disable if you see strange crashes and effects.# Currently we only have the DirectX 9 hook. More hooks are planned.enable_hooking=No# The DirectX 9 hook enables the moving map overlay. More features are planned.enable_dx9hook=No# A flag whether to show the moving map overlay initially or not.enable_movingmap=No# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given# in a hexadecimal ARGB notation. movingmap_alpha=255movingmap_color=#ff000000movingmap_xpos=88movingmap_ypos=15movingmap_width=60movingmap_height=80movingmap_radius=60## Here begin the service specific configurations#[service Example 3]cache_folder=N:\cache.service3network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=10max_level=17map_version=1.9level_mapping=10,11,12,14,15,16,16,17color_hack=Nocolor_level=0bulk_extend=50As you can see, my settings are pretty conservative, in fact having tried several different variations, i cant find much difference. My problem lies with keeping the last two ovals filled, and try as I might, I have not come across a setting that seems to affect this. If I keep below about 110 kts, its perfect, but I do want to fly a bit faster, not much, just say 180 max.Any ideas would be appreciated, cheers, Mark

I still have a query over various points, for instance, wether the Fiber frame time edit actaually does anything. NickN and other very clever people on this forum will tell you that if you a quad core machine and SP2, it does nothing. ( quoting Phil taylor directly) Yet you guys say changing it has noticable effects. How does that work?
I doubt my Fiber Frame time edit has much to do with my performance on Tileproxy. I haven't claimed it to have any effect other than replying with the value when asked. If you're using Service Level 3, about the only thing I can suggest is trying my entry. Here it is:
[Service Example 3] cache_folder=C:\Program Files\Microsoft Games\cache.service3 network_module=libnettile module_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)" min_level=5 max_level=17 level_mapping=5,5,5,5,5,5,13,15,15,15,15,16,17 map_version=1.8 color_hack=No color_level=0 bulk_extend=50

In addition to using my values, LIMIT Visibility to 50 miles in weather options. That's important to helping it look realistic within its limitations. Next, try locking your fps to 30 if they aren't already and change your bandwidth multiplier to 40 as in my example. I am not running SP 2 with FSX. A bug in the code causes some buildings to vanish when viewed from certain angles, especially when Tileproxy is running. Perhaps SP 1 handles Tileproxy better.This should not make a difference, but if I know I am going to be flying with Tileproxy I have Autogen turned off. No two systems are alike, so it's a tough challenge sometimes to guess why one performs better or worse. I did not spend a huge amount of time tweaking Tileproxy or FSX. What I've done, I've mentioned in this thread. I do run in a fairly low resolution--1024x768. Since I grab a lot of screenshots, I like to see exactly what a member might see if I post the picture online.Hope this helps. I don't have the perfect system, I think almost any system a contemporary of mine (Quad Core, 1GB Vid card) should be able to run tileproxy fairly well.Regards,John

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Hi Guys, been following the latest additions to the thread with interest. Been doing plenty of tinkering of my own and have got soem pretty good results. I have the scenery looking really fantastic, no problems there. But I cant seem to stop outrunning the ovals, at any speed over 100 kts, no matter what combination of level mapping settings I try.I have looked closely at all your various settings and the problem is, there are too many variables. To really find the effect of things you need to change one thing at a time. It is obviously very sensitive to lots of different settings. I still have a query over various points, for instance, wether the Fiber frame time edit actaually does anything. NickN and other very clever people on this forum will tell you that if you a quad core machine and SP2, it does nothing. ( quoting Phil taylor directly) Yet you guys say changing it has noticable effects. How does that work? What would you say was the area I ought to be looking most closely at to ensure I don't outfly the rate at which the high res tiles are loaded? This is my .ini file:----------------------------------------As you can see, my settings are pretty conservative, in fact having tried several different variations, i cant find much difference. My problem lies with keeping the last two ovals filled, and try as I might, I have not come across a setting that seems to affect this. If I keep below about 110 kts, its perfect, but I do want to fly a bit faster, not much, just say 180 max.Any ideas would be appreciated, cheers, Mark
Try John's level mapping with Service 3 and see what you get, backup the ProxyUser.ini file first though. I guarantee you will get excellent results, because I also did to, with just that one line. The added levels should increases your scenery visibility for many miles, and I have never had the last two ovals decrease no matter how hard I tried. He has had Tileproxy for over 9 months, and over that period of time you can learn a lot about tileproxy and finally get it working smooth. If things do not go well, you can always put the file back with no effects...The fiber frame fraction changes how textures load in FSX and how many milliseconds they are given to load if I remember correctly, but NickN is right, they rarely have an effect (with default scenery). With Photoreal scenery they somewhat have an effect, but it still is not necessary to have that line, and it can hurt your performance very much if you don't adjust it carefully, or it can end it crashing FSX. The value of 0.15 JohnCi posted, gives less time to loading (default in FSX is 0.33) which means you should probably get more frames, and smooth loading!EDIT: Whoops didn't see your post JohnCi

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

Hey John,I notice you're using map version 1.8I think the latest is 1.9I remember reading that in the TileProxy section in a sticky at the top of the section, by Christiandont know what difference it makes, though.Rich

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Hey Guys, I tried Johns settings last night on service 3, including the TBM at 40, FFTF at .33, Lod radius at 5.5 in the FSXC .cfg. And of course his level mapping settings. It really made no appreciable difference - at first, I thought it had, but after about 1.5 minutes flight, sure enough, my last 2 ovals started to empty and I gradually started getting some slightly less crisp scenery.I am being picky really, because if you saw how good it looked, you would say "why is he moaning?" Seeriously, its much better than my megascenery and other installed photoscenery, both in terms of load times and quality. But its not perfect and that bugs me!! I know that here is further tweaking to get it right and I cant let it lie! If I use a sailplane, at 65 - 75 kts, its just perfect.G-man, why does photoscenery behave differently with the threads? Surely its all textures being loaded and treated the same way by the CPU / GPU ? BTW, I don't use any autogen. The other thing I wanted opinions on was the necessity to use any mapping levels under 10. I have an .ini file I am using ( its posted in the Tile proxy frum, there are 2 threads I have started there) where at Loyds' suggestion I used levels 10 - 17 . I could not really see any difference in the quality of scenery using this setting and John's, even though they are pretty different. This is what I cant understand.My goal is for perfect crisp scenery for the rings underneath, all the time, frame rates are not an issue, I have them locked at 20, so maybe allocating longer to load textures will ensure the higher res stuff gets loaded faster. As I said, its very difficult with so many variables changing.Cheers, Mark

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Hey Guys, I tried Johns settings last night on service 3, including the TBM at 40, FFTF at .33, Lod radius at 5.5 in the FSXC .cfg. And of course his level mapping settings. It really made no appreciable difference - at first, I thought it had, but after about 1.5 minutes flight, sure enough, my last 2 ovals started to empty and I gradually started getting some slightly less crisp scenery.I am being picky really, because if you saw how good it looked, you would say "why is he moaning?" Seeriously, its much better than my megascenery and other installed photoscenery, both in terms of load times and quality. But its not perfect and that bugs me!! I know that here is further tweaking to get it right and I cant let it lie! If I use a sailplane, at 65 - 75 kts, its just perfect.G-man, why does photoscenery behave differently with the threads? Surely its all textures being loaded and treated the same way by the CPU / GPU ? BTW, I don't use any autogen. The other thing I wanted opinions on was the necessity to use any mapping levels under 10. I have an .ini file I am using ( its posted in the Tile proxy frum, there are 2 threads I have started there) where at Loyds' suggestion I used levels 10 - 17 . I could not really see any difference in the quality of scenery using this setting and John's, even though they are pretty different. This is what I cant understand.My goal is for perfect crisp scenery for the rings underneath, all the time, frame rates are not an issue, I have them locked at 20, so maybe allocating longer to load textures will ensure the higher res stuff gets loaded faster. As I said, its very difficult with so many variables changing.Cheers, Mark
I never use I LOD Radius of higher than Medium with tileproxy, because for most users, it makes loading scenry very slow, and it needs more downloads and converting to fill the ovals. Try using a LOD Radius of 3.5 (Medium) and see how it works out. 5.5, will be wayyyy to many tiles to fill at once. I also had problems with anything above 4.5. Takes too long to download tiles and then it has to convert all those extra too. Are you running a quad core?Photoscenery behaves differently with threads because most of the time the file sizes of them are larger than default scenery, and takes a longer time to load (depending on LOD Radius of course). Fibers are similar to many little threads on a CPU and can affect loading times and frame rate significantly, if you set the value too high. The default Fiber frame fraction value should be more than enough. Also, because FSX is a multithreaded program and is synchronized to prevent race conditions and otherwise cause crashes, some combinations of CFG values, LOD Radius, and Frame rate locks can cause long loading while flying and even in the loading screen, or in the worst cause crashes which is very easy to do. More info:http://forums1.avsim.net/index.php?showtopic=262404But please try a Radius of 3.5 see if it works well, and it should work really well, because Tileproxy detects the radius and adjusts to accommodate the amount of tiles it needs to fill one LOD ring. Then you can move up to 4.5 if things go well. In the best case, you will not even have to lock your framerate. I am able to run unlimited FSX with his settings and works great. Lock your framerate at 20-35FPS first though so you can make sure you are getting fresh scenery, and not getting any lag of transfers of BGL files from tileproxy to FSX.Good Luck :(

See You In The Skies...
gman!

"Impossible things are simply those which so far have never been done." - Elbert Hubbard

Hey Guys, I tried Johns settings last night on service 3, including the TBM at 40, FFTF at .33, Lod radius at 5.5 in the FSXC .cfg. And of course his level mapping settings. It really made no appreciable difference - at first, I thought it had, but after about 1.5 minutes flight, sure enough, my last 2 ovals started to empty and I gradually started getting some slightly less crisp scenery.I am being picky really, because if you saw how good it looked, you would say "why is he moaning?" Seeriously, its much better than my megascenery and other installed photoscenery, both in terms of load times and quality. But its not perfect and that bugs me!! I know that here is further tweaking to get it right and I cant let it lie! If I use a sailplane, at 65 - 75 kts, its just perfect.G-man, why does photoscenery behave differently with the threads? Surely its all textures being loaded and treated the same way by the CPU / GPU ? BTW, I don't use any autogen. The other thing I wanted opinions on was the necessity to use any mapping levels under 10. I have an .ini file I am using ( its posted in the Tile proxy frum, there are 2 threads I have started there) where at Loyds' suggestion I used levels 10 - 17 . I could not really see any difference in the quality of scenery using this setting and John's, even though they are pretty different. This is what I cant understand.My goal is for perfect crisp scenery for the rings underneath, all the time, frame rates are not an issue, I have them locked at 20, so maybe allocating longer to load textures will ensure the higher res stuff gets loaded faster. As I said, its very difficult with so many variables changing.Cheers, Mark
Just curious Mark, what are the full specs on your system? I wonder if there's some system attribute that helps. I flew again last night and paid attention to all rings of scenery, and they stayed sharp even through heavy, mountainous terrain. So I can't help but wonder whether there is something throttling your system's i/o, so that it can't keep up? As I mentioned in an earlier post, even a third party app can cause some challenges (such as an app that periodically retrieves data from the web, for example).If you still have FS9, how do those textures perform? Do you get any blurring of the FS9 default scenery? Regards,John
  • Commercial Member

Hey John, what further information do you need re my system? I have enclosed a screenshot showing processes active at the same time of one of my flights.I must admit, I do feel that I should be able to retain a ring of 1.2 m resolution scenery around my plane at any speed below 200 kts without any trouble on a system such as mine. Its not cutting edge, but its pretty darn good.Its wierd, because I feel I am so nearly there with it. I just seem to lose the very top layer of resolution, you cant even notice it unless you are really near. Check this shot out:2009-10-7_21-30-27-275.jpgFor me there are still some major unanswered questions , that I feel may conceal the answer:1. The correct setting for TBM using tileproxy and no autogen ( Christain recommends 400, but people here use anything down to 40.....who is right and why? ) I have tried both variations and seems to make no difference...2. The need for Fiber frame fraction setting and if so, its correct level and why in relation to your type of system.3. The interelation of lod settings and pre load settingsUntitled1.jpgHope you see the details ok, i just got a new 30 inch Dell monitor and the writing looks tiny at 2560 x 1600........Let me know what further details you want , cheers, Mark

Photobucket shrank the listing of processes so I couldn't read them. But from a system standpoint the only area where you have less than I do is RAM, I have 8GB RAM. Your picture did not look much different from mine so I am not sure how bad the textures are directly underneath, for instance. To better compare "Apples to Apples", why don't you try setting up a flight out of Minden, NV and head north Towards Reno. Grab some screenshots where you're looking straight down. I know what I see, so it would be easier to judge. The quality of the photo scenery varies by location so that can affect what you see. Also I run FS-X full screen, if that helps any.-John

  • Commercial Member

Hey John, will do with the flight, later tonight. The textures do not look bad, as you can see from my shot, what seems to happen is that after a few minutes I just seem to lose the very crispest textures, underneath the plane as I fly along. Everywhere else looks good still, probably because you are too far away to notice any slightly lower res textures.It still looks pretty good and probably without a great monitor and a high resolution, you maybe even wouyld notice it. I am using maximum resolution of 1.2 metres, to be honest, I dont think you really need better for VFR flight, if you can get it to show all the time, which is my goal. As you can see, at that res it looks pretty darn good. Anyway, will post some screens latercheers,Mark

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