November 7, 201015 yr Thanks for everyones comments so far, It is a little difficlut to answer everyones questions sorry, and at the moment I am having most sucess with Reject Threshold so I have one more question relating to reject thresholdIn Bojotespost above he mentions ." The absolute minimun (for best performance) I recommend is 96KB.. "I understand that 128kb = RejectThreshold=131072 which is the setting I am currently using. Bojote says 96kb may provide better performance which I want to try out.But I am struggling to work out what the 96kb figure would be for use pools...ie if 128kb = RejectThreshold=131072 then 96kb = RejectThreshold=???Any suggestions?Laz98304Here is a link to a calculator for you. http://www.123marbella.net/en/free-bandwith-calculator.html Jim Wenham
November 7, 201015 yr Commercial Member But I am struggling to work out what the 96kb figure would be for use pools...ie if 128kb = RejectThreshold=131072 then 96kb = RejectThreshold=???Any suggestions?1kb = 1024 bytes, so 96kb = 96 x 1024 bytes = 98304Note also, for possible future use, that 1Mb = 1024kb = 1024 x 1024 bytes = 1048576K for "kilo" and M for "mega" would normally mean 1000x and 1000000x, but not in computer memory terms where powers of 2 predomimate. 1024 is 2^10 (2 multiplied by itself another 9 times).Pete Win10: 22H2 19045.2728 CPU: 9900KS at 5.5GHz Memory: 32Gb at 3800 MHz. GPU: RTX 24Gb Titan 2 x 2160p projectors at 25Hz onto 200 FOV curved screen
November 7, 201015 yr Author jwenham and Pete Dowson... Many thanks for thatRegardsLazza Keithy George
November 7, 201015 yr While I thank everybody for their contributions, I'm afraid that this thread has left me somewhat confused. Either my English sucks, or there is a contradiction in the statements of Ryan Maziarz and ******* Altuve (or both :( ).Mr. Maziarz states: 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....which is backed up by his source:RejectThreshold=if an allocation is bigger than this it doesn’t get pooled.Mr. Altuve, on the other hand, states:RejectThreshold=131072 tells FSX to send vertex data SMALLER than 128KB DIRECTLY to the video card ring buffer (very fast) and to send vertex data larger than 128KB to the bufferpools...and...rejectthreshold will simply set a threshold, meaning that all data GREATER than the value you set in the threshold WILL be send to the pool (software managed), but the 'smaller' data will be processed instantly (directly to the card)So which one is it?1.) Vertex data BELOW RejectThreshold is pooled, data ABOVE RejectThreshold gets sent to the card immediately2.) Vertex data ABOVE RejectThreshold is pooled, data BELOW RejectThreshold gets sent to the card immediatelyI am not trying to say that somebody is wrong, and I'm not trying to play both (highly respected) gentlemen out against each other, I'm just genuinely confused and trying to understand this matter.I *did* understand that regardless of which "version" is correct, I have to find the best value for my specific machine by testing myself.Again, thanks everybody for your efforts to make FSX better for the community!
November 7, 201015 yr Data ABOVE the threshold bypasses the bufferpool, this is why a lower threshold values stresses the GPU more than a higher threshold value. Shane Gavin
November 7, 201015 yr Commercial Member No, without rejectthreshold EVERY 'data' related to graphics and needed for rendering (vertex data) will go FIRST to a pool that is managed by FSX and THEN released to the Video Card.rejectthreshold will simply set a threshold, meaning that all data GREATER than the value you set in the threshold WILL be send to the pool (software managed), but the 'smaller' data will be processed instantly (directly to the card)So what causes all the texture flashing (and FSX error) sometimes with BP=0 and the latest nVidea driver? Happens especially with nVidia Inspector 1.93 setting AA to 32x Combined.TIAjja Jim Allen[email protected]SkyPilot Software home of FSXAssist / P3DAssist
November 7, 201015 yr So what causes all the texture flashing (and FSX error) sometimes with BP=0 and the latest nVidea driver? Happens especially with nVidia Inspector 1.93 setting AA to 32x Combined.TIAjjaSarcasm? Shane Gavin
November 8, 201015 yr Commercial Member Sarcasm? Not at all. I'm trying to figure out if this driver 260.99 has a problem with FSX shader 3.0 mod.jja Jim Allen[email protected]SkyPilot Software home of FSXAssist / P3DAssist
November 8, 201015 yr Not at all. I'm trying to figure out if this driver 261.00 has a problem with FSX shader 3.0 mod.jjaThought the shader mod was for ATI cards??Eh, disregard.
November 8, 201015 yr Commercial Member Thought the shader mod was for ATI cards??Eh, disregard.BP=0 also seems to have problems with this driver (260.99). Water and clouds cause stuttering bigtime on my 460. Thinking of going back to 260.89.jja Jim Allen[email protected]SkyPilot Software home of FSXAssist / P3DAssist
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