October 30, 201015 yr Hello thereBeen using NIck Ns set up with bufferpools = 490000000 for long while with no issues.Tried bojotes usepools=0 and got improved FPS and much smoother flight which was great.However 3 flights after using usepools=0 my pc goes strange and I get the problem displayed in the picture below.So these on screen speckles will not go until I restart and remove the usepools=0 form the fsx.cfg Once removed I no loner get the above problem.Any ideas on how to stop this happening would be appreciated as I want to use usepools=0 for the better perfomance but can not and it would be great to solve the above problem.If required my cfg is below before I removed usepools=0 Also my PC spec is in my signature.Many thanksLazza[JOBSCHEDULER]AffinityMask=14[bufferpools]UsePools=0[sOUND]AmbientUIMusicVolume=-6.000000SOUND=1SOUND_QUALITY=2SOUND_LOD=0UISound=1AmbientUI=0PrimaryDevice={DEF00000-9C6D-47ED-AAF1-4DDA8F2B5C03}VoiceDevice={DEF00002-9C6D-47ED-AAF1-4DDA8F2B5C03}SOUND_FADER1=0.970000SOUND_FADER2=0.960000SOUND_FADER3=0.960000SOUND_FADER4=0.960000AmbientUIMusic=FSX01[Display]ChangeTime=4.000000TransitionTime=4.000000ActiveWindowTitleTextColor=255,255,255ActiveWindowTitleBackGroundColor=0,28,140,64NonActiveWindowTitleTextColor=255,255,255NonActiveWindowTitleBackGroundColor=24,33,87,64InfoUpperRightTextColor=255,0,0InfoUpperRightBackGroundColor=0,0,0,0InfoLowerLeftTextColor=255,255,255InfoLowerLeftBackGroundColor=255,0,0,128InfoLowerRightTextColor=255,255,255InfoLowerRightBackGroundColor=255,0,0,128InfoBrakesEnable=TrueInfoParkingBrakesEnable=TrueInfoPauseEnable=TrueInfoSlewEnable=TrueInfoStallEnable=TrueInfoOverspeedEnable=TrueBLOOM_EFFECTS=0SKINNED_ANIMATIONS=1TEXTURE_BANDWIDTH_MULT=40UPPER_FRAMERATE_LIMIT=0WideViewAspect=True[Main]HideInfoText=1DisablePreload=1User Objects=Airplane, HelicopterSimObjectPaths.0=SimObjects\AirplanesSimObjectPaths.1=SimObjects\RotorcraftSimObjectPaths.2=SimObjects\GroundVehiclesSimObjectPaths.3=SimObjects\BoatsSimObjectPaths.4=SimObjects\AnimalsSimObjectPaths.5=SimObjects\MiscSimObjectPaths.6=SimObjects\UT2 AircraftMaximized=1Location=715,301,1920,1200,\\.\DISPLAY1HideMenuNormal=1HideMenuFullscreen=1ProcSpeed=14731PerfBucket=7[PANELS]IMAGE_QUALITY=1QUICKTIPS=1PANEL_OPACITY=100PANEL_MASKING=1PANEL_STRETCHING=1UNITS_OF_MEASURE=0DEFAULT_VIEW=1[Weather]WindshieldPrecipitationEffects=1MinGustTime=10MaxGustTime=500MinGustRampSpeed=1MaxGustRampSpeed=200MinVarTime=5MaxVarTime=50MinVarRampSpeed=10MaxVarRampSpeed=75TurbulenceScale=1.000000WeatherServerAddress=fs2k.zone.comWeatherServerPort=80WeatherGraphDataInDialog=0AdjustForMagVarInDialog=1DynamicWeather=2DownloadWindsAloft=1DisableTurbulence=0CLOUD_DRAW_DISTANCE=3DETAILED_CLOUDS=1CLOUD_COVERAGE_DENSITY=8THERMAL_VISUALS=0[DISPLAY.Device.NVIDIA GeForce GTX 285.0]Mode=1920x1200x32TriLinear=1[CONTROLS]Controls_Default=StandardControls_Current=StandardKBDAIL=64KBDELEV=64KBDRUD=64[TextInfo.1]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5WindDirectionAndSpeed=1,6[TextInfo.2]FrameRate=1,1LockedFrameRate=1,2GForce=1,3FuelPercentage=1,4[TextInfo.3]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5WindDirectionAndSpeed=1,6FrameRate=2,1LockedFrameRate=2,2GForce=2,3FuelPercentage=2,4[slewTextInfo.1]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5[slewTextInfo.2]FrameRate=1,1LockedFrameRate=1,2[slewTextInfo.3]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5FrameRate=2,1LockedFrameRate=2,2[DynamicHeadMovement]LonAccelOnHeadLon=-0.020000LonAccelOnHeadPitch=-0.010000RollAccelOnHeadLat=0.010000YawAccelOnHeadLat=-0.100000RollAccelOnHeadRoll=0.100000MaxHeadAngle=5.000000MaxHeadOffset=0.300000HeadMoveTimeConstant=1.000000[VirtualCopilot]VirtualCopilotActive=0[GRAPHICS]ForceFullScreenVSync=1ForceWindowedVSync=1HIGHMEMFIX=1SHADER_CACHE_PRIMED=1693500672TEXTURE_MAX_LOAD=1024NUM_LIGHTS=8AIRCRAFT_SHADOWS=1AIRCRAFT_REFLECTIONS=1COCKPIT_HIGH_LOD=1LANDING_LIGHTS=1AC_SELF_SHADOW=0EFFECTS_QUALITY=2GROUND_SHADOWS=0TEXTURE_QUALITY=3IMAGE_QUALITY=0See_Self=1Text_Scroll=1SHADER_CACHE_PRIMED_10=1693500672D3D10=0[uSERINTERFACE]PageID=1OpenATCOnCreate=0SHOW_MISSION_CAPTIONS=0PAUSE_ON_LOST_FOCUS=0PROMPT_ON_EXIT=0SITUATION=c:\users\lazza bagshaw\documents\flight simulator x files\Gatwick Default.FLTMap_Orientation=1ShowAllACPaintSchemes=1SelectAircraftManufacturer=AllSelectAircraftPublisher=Level-D SimulationsSelectAircraftType=AllDisplayFuelAsWeight=0[ATC]ShowATCText=1COMM_MSG_NONE_COLOR=FFFFFFFFCOMM_MSG_ATC_USER_COLOR=FFB6FFB6COMM_MSG_USER_ATC_COLOR=FFFFD21BCOMM_MSG_ATC_AI_COLOR=FF00FF00COMM_MSG_AI_ATC_COLOR=FFFF7840AutoOpenAirTrafficWindow=1UsePilotVoice=1PilotVoice=0[PointOfInterestSystem]CycleSetting=2[sCENERY]LENSFLARE=1DAWN_DUSK_SMOOTHING=1IMAGE_COMPLEXITY=4[TrafficManager]AirlineDensity=0GADensity=39FreewayDensity=10ShipsAndFerriesDensity=20LeisureBoatsDensity=20IFROnly=0AIRPORT_SCENERY_DENSITY=3utbAirlineDensity=30[TERRAIN]LOD_RADIUS=4.500000MESH_COMPLEXITY=100MESH_RESOLUTION=22TEXTURE_RESOLUTION=29AUTOGEN_DENSITY=3DETAIL_TEXTURE=1WATER_EFFECTS=4[AContain]ShowLabels=0ShowUserLabel=0ShowLabelManufacturer=1ShowLabelModel=1ShowLabelTailNumber=0ShowLabelDistance=1ShowLabelAltitude=1ShowLabelAirline=0ShowLabelAirlineAndFlightNumber=0ShowLabelFlightPlan=0ShowLabelContainerId=0ShowLabelAirspeed=0ShowLabelHeading=0LabelDelay=1000LabelColor=FFFF0000[iNTERNATIONAL]ASLAT=2ASLON=1MEASURE=0[REALISM]PFactor=1.000000Torque=1.000000GyroEffect=1.000000CrashTolerance=1.000000General=1.000000UnlimitedFuel=FalseTrueAirspeed=TrueAutoCoord=FalseRealMixture=TrueStressDamage=FalseGEffect=TrueManualLights=TrueGyroDrift=FalseCrashWithDyn=FalseCrashDetection=FalseAutoTrim=FalseAllowEngineDamage=True[sIM]SYSCLOCK=1[sTARTUP]DEMO=0SHOW_OPENING_SCREEN=1STARTUP_DEMO=LoadWindow=1[FACILITIES]COUNTRY=STATE=CITY=GTL_BUTTON=1244[Misc]Com_Rate=7[AccelerationPack]ControlsFirstRun=0HomePageFirstRun=0[DISPLAY.Device.NVIDIA 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X\bglmanx.dll.inlewhltereqbeeekitlioocewtiirzhzhbehcco=1[MAPVIEW_MAP]SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_flight_history=1[FlightPlanMap]LineWidth=2SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=1SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_waypoints=1show_airways=1show_markers=1show_volume_boundaries=1show_ac_twr=1[WeatherMap]SHOW_AIRPORTS=0SHOW_VORS=0SHOW_NDBS=0SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=0SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1[MULTIPLAYER]condAccoutPassword=0VoiceVolume=1.920000 Keithy George
October 30, 201015 yr I got that once too. I was experimenting with different settings for bufferpools, texture bandwidth multiplier and nvidia pre-rendered frames. My conclusion was that by not pooling the textures the gpu is stressed more than normal and overheats, causing the speckles. Of course, i dont know if thats true, but, with the same settings, try to manually set your video card cooling fan to 100% and see if it still happens. Your fsx installation should still be ok, just video stress.David.edit: i was also testing some extreme fiber frame values at the time.
October 30, 201015 yr One of the mentioned drawbacks of this tweak is graphic's corruption and instability, after months of trying to use it with my spec's I have given up, just to much texture flashing and spikes.
October 30, 201015 yr "Doctor, it hurts when I do this.""Then don't do this."Sorry, but this is what can happen when you wipe out your video buffer.I could never get the Usepools=0 thing to work - couldn't deal with the artifacting and gave up on it. I try not to use any of the tweaks - not worth the headaches.If you disagree and want to try to get some value out of Usepools, try a higher setting. Doesn't have to be all the way up to 490000000 - I understand some have done OK with 50000. I'm sure Usepools fans will have suggestions.Good luck getting it sorted out. Alan Ampolsk"Ah, Paula, they are firing at me!"-- Saint-Exupery
October 30, 201015 yr Your GPU is being overloaded by not using the bufferpool and is overheating. Shane Gavin
October 30, 201015 yr There are a few variations on the bufferpools settings, have a look at his thread and do some testing.http://forum.avsim.net/topic/297361-bojotes-tweak-compilation/One other thing is that you may have to pull your mesh and/or texture resoltuion back to eliminate the snow. \Robert Hamlich/
October 30, 201015 yr Commercial Member Use RejectThreshold, not UsePools=0. Try:[bUFFERPOOLS]RejectThreshold=131072Put nothing else in the BUFFERPOOLS section. Ryan MaziarzFor fastest support, please submit a ticket at http://support.precisionmanuals.com
October 31, 201015 yr Use RejectThreshold, not UsePools=0. Try:[bUFFERPOOLS]RejectThreshold=131072Put nothing else in the BUFFERPOOLS section.Why make it that complicated?How is that any different than BP=1?
October 31, 201015 yr Why make it that complicated?How is that any different than BP=1?This leaves the bufferpool active, but any vertex data above 131072 bits bypasses the bufferpool and is sent directly to the GPU for processing. This helps to share the load between the CPU and GPU, but helps to prevent the GPU from being overloaded. Shane Gavin
October 31, 201015 yr This leaves the bufferpool active, but any vertex data above 131072 bits bypasses the bufferpool and is sent directly to the GPU for processing. This helps to share the load between the CPU and GPU, but helps to prevent the GPU from being overloaded.Thanks Shane,I guess I wasnt clear, because I meant BP=1Mbit=131072 bits or as used would roughly be be BP=100000 which does EXACTLY the same thing as it has always done, BP=X defines the BufferPool size, and everything above that is sent on to the GPU (as you defined above), if left out of the cfg, it is left as the default value of 4MB (same as BP=4000000) and everything else goes to the GPU.So the question to Ryan was why all this new-old language to make it look so different?
October 31, 201015 yr Thanks Shane,I guess I wasnt clear, because I meant BP=1MB=131072 bits or as used would be BP=1000000 which does EXACTLY the same thing as it has always done, BP=X defines the BufferPool size, and everything above that is sent on to the GPU (as you defined above), if left out of the cfg, it is left as the default value of 4MB and everything else goes to the GPU.So the question to Ryan was why all this new-old language to make it look so different?I think you are confused, so I will explain further by listing the command and what purpose it serves:[bUFFERPOOLS] This command defines a section in the fsx.cfg file for making changes to the bufferpool.UsePools=1This command turns on the bufferpool, which is on by default.UsePools=0This command turns of the bufferpool causing the CPU to send vertex data directly to the GPU without it being sent to the bufferpool.PoolSize=XThis command defines the size of the bufferpool, which I believe is 4MB (4194304 bytes) by default. Setting this value to zero has the same effect as UsePools=0.RejectThreshold=XThis value defines the cutoff value for vertex data that will be sent directly to the GPU and is specified in bits. Any data values that are below the defined value are sent to the bufferpool; all data values above this cutoff are sent directly to the GPU. This command is only valid when the bufferpool is not disabled. Useful values are 262144 (256 kb), 131072 (128 kb), and 98304 (96 kb). The lower this value is, the closer its effect is to UsePools=0. Shane Gavin
October 31, 201015 yr I think you are confused, so I will explain further by listing the command and what purpose it serves:Shane, really I dont think you understand what the original BP=x does as if you read what you just wrote you will find exactly why I posted the question to Ryan as you simply seem to be posting the definition of RT=X which I am fully aware of.What we are talking about is the understanding of the relationship to the original BP=X command from the last 4 years.But thanks for trying.Cheers!
October 31, 201015 yr Shane, really I dont think you understand what the original BP=x does as if you read what you just wrote you will find exactly why I posted the question to Ryan as you simply seem to be posting the definition of RT=X which I am fully aware of.What we are talking about is the understanding of the relationship to the original BP=X command from the last 4 years.But thanks for trying.Cheers!I know exactly what PoolSize=X does, RejectThreshold=X is a separate command from PoolSize=X with a different function. RejectThreshold settings are a more recent discovery than the manipulation of the bufferpool size. What Ryan was suggesting is that the original poster try using the RejectThreshold setting instead of disabling the bufferpool because this approach gives similar performance but with more stability. Here is what I run:[bUFFERPOOLS]RejectThreshold=131072PoolSize=2097152By setting this section as follows, I have defined a bufferpool that is exactly 2MB in size, and my RejectThreshold is set to 128 kb, so any vertex data above 128 kb is sent directly to my GPU. This gives me the best combination of performance and stability. Shane Gavin
October 31, 201015 yr I know exactly what PoolSize=X does, RejectThreshold=X is a separate command from PoolSize=X with a different function. RejectThreshold settings are a more recent discovery than the manipulation of the bufferpool size. What Ryan was suggesting is that the original poster try using the RejectThreshold setting instead of disabling the bufferpool because this approach gives similar performance but with more stability. Here is what I run:[bUFFERPOOLS]RejectThreshold=131072PoolSize=2097152By setting this section as follows, I have defined a bufferpool that is exactly 2MB in size, and my RejectThreshold is set to 128 kb, so any vertex data above 128 kb is sent directly to my GPU. This gives me the best combination of performance and stability.Thanks, but...Since Bufferpools is the ring buffer on the system for vertex geometry, and you have set a BP of 2000000 (vertex data above 2 mb is sent to the GPU) but then add a "threshold" or cap of 128 Kb for Vertex data that is sent to the GPU what do you think you have just acomplished that is different from just putting BP=128Kb?
October 31, 201015 yr Commercial Member freebird77,The way I understand this (the explanation came to me from someone who worked on FSX's engine), PoolSize is not the same thing as RejectThreshold. Pool Size is the size of each "block" if you will of batched vertex data that gets pooled up for sending to the GPU. It's an aggregation of the individual vertex data calls - by default it's 4MB, and it'll fill one 4MB buffer, then fill another and so on - it's only a threshold for where one block ends and the next one begins getting filled, not some sort of overall threshold where data above that value goes directly to the card. The RejectThreshold setting operates on the individual vertex data (in bytes) itself, letting it pass directly to the card without pooling/batching if it's above the threshold. Without a RejectThreshold setting, everything is getting pooled before being sent to the card, nothing passes directly through. It's fully possible to change the PoolSize and still have a RejectThreshold - you'd just be setting a different size of the pools for data that isn't passed directly to the card. So, in plain English - if you have a PoolSize of 4MB and a RejectThreshold of 128KB, individual vertex data sends below 128KB go to a 4MB waiting area that has to fill up before the whole batch is sent to the card. Individual sends above 128KB go directly to the card, bypassing the waiting area.The way it was explained to me, it's actually vertex data *below* the RejectThreshold amount that get sent to the pools, everything above is sent directly to the card. It's the smaller more numerous requests that can overwhelm the GPU and cause crashing. I don't understand the deep specifics because I'm not a Direct3D programmer, but the explanation I was given said that the the pooling system was created to reduce video memory fragmentation because Direct 3D reserves a large amount of memory header overhead for even small vertex data allocations. The pools are essentially a custom video memory manager built into the engine. Cards that were around when this system was designed didn't have anywhere near the power today's do and it was very easy to overload them and crash the video driver without doing this. Because cards have gotten so much more powerful, the system can be tweaked today to let it utilize that power a bit more. Ryan MaziarzFor fastest support, please submit a ticket at http://support.precisionmanuals.com
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