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BP=0, solution B

Featured Replies

Toujours à la recherche du meilleur tweak, ******* Altuve et Ryan Maziarz (PMDG) vous proposent une nouvelle astuce en remplacement du [bufferPools] - UsePools=0 qui peut poser pas mal de problèmes graphiques sur certaines configurations. Le but est toujours le même : accélérer les transferts entre FSX et la carte vidéo.Alors que UsePools=0 désactivait totalement la mémoire cache (Bufferpool), RejectThreshold=x vous permet de doser les transferts, soit vers le cache, soit directement vers la carte. Pour utiliser l'astuce, rajoutez les lignes suivantes à votre fsx.cfg :[bUFFERPOOLS]RejectThreshold=xoù x peut peut prendre comme valeur 524288 (= 512KB)262144 (= 256KB)131072 (= 128KB )65536 (=64 KB)etc...Plus x diminue, plus vous vous rapprocherez des vitesses obtenues grâce à UsePools=0. Le but du jeu est de partir d'une valeur (Ryan conseille de partir de 524288) et de diminuer jusqu'à ce que les bugs visuels apparaissent puis de remonter d'un cran.Amusez vous bien :( source : forum PMDG

RejectThreshold allows you to send vertex batches below a certain size to the dynamic bufferpools and the rest above the setting directly to the GPU. It's the tweak we're actually going to recommend most people use because it's far more stable than UsePools=0. You still get some of the benefit of UsePools=0, but hardly any of the crashes, spiking artifacts, "snow", etc. Feel free to lower the setting until it becomes unstable, as you lower it you're essentially getting closer and closer to the equivalent of UsePools=0. I had it at 128K and got a couple crashes, so I raised it up to 256K and it's been great. Most should probably start at 512K and go down from there until they find the optimal spot - it's a lot like the overclocking process actually, find the point at which it becomes unstable and then move it back up a notch.Ryan Maziarz
What happens with RejectThreshold is that as the value goes down, it gets closer and closer to actually being the same thing as UsePools=0. UsePools=0 results in nothing being sent to the dynamic buffer pools, which results in a performance increase at the expense of stability on all but the very highest end systems with GTX4xx or Radeon 58xx cards. RejectThreshold allows you to get some of the benefits of bypassing the pools without completely eliminating it - that's what the "Threshold" part of the system is, this value is the graphics engine vertex data "block" size above which it will send directly to the card vs. to the pools. Lowering it until you get crashing or artifacts is essentially figuring out what the point is for your system when the amount of vertex data being sent starts to overload the video driver.The value is in bytes:524288 = 512KB262144 = 256KB131072 = 128KBand so on. Any value works, but the binary power ones make the most sense to use.Ryan Maziarz

KInd regards

Jean-Paul

I7 8700K / Fractal Design Celsius S24 watercooling / ASRock Z370 Extreme4 motherboard / Corsair 32GB 3200mhz DDR4 / INNO3D iChiLL GeForce GTX 1080 Ti X3 / Samsung SSD 960 EVO M.2 PCIe NVMe 500GB / Seasonic-SSR-850FX power supply / Fractal Design Define R5 Black case / AOC Q3279VWF 32″ 2560x1440 monitor / Benq GL2450 24″ 1920x1080 monitor / Track-IR 4

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