November 15, 201015 yr I've seen some improvements with this edit, but the external limiter seems not to function for me, making me wonder if I'm getting all it has to give. I get fps ranging from 30-70 which doesn't strike me as limited to 30 lol. Would love to get this working as the blurries have been plaguing me for months! ATM the scenery directly below me and to the left of the AP loads perfectly, but the approaching scenery is still quite blurry (and this is at 5000ft @ 200kts). I'm testing with the NL2000v4 scenery btw. Any ideas how I could improve? 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November 15, 201015 yr I just tried it and it works fine. However my FSAA doesn't work anymore.I also used your new CFG.. any ideas? John doe
November 15, 201015 yr Author I just tried it and it works fine. However my FSAA doesn't work anymore.I also used your new CFG.. any ideas?Probably because in my fsx.cfg the AntiAlias option is ticked. Perhaps yours was not and you were using an external program to control AA?
November 15, 201015 yr Probably because in my fsx.cfg the AntiAlias option is ticked. Perhaps yours was not and you were using an external program to control AA?No im using in-game AA John doe
November 15, 201015 yr Author No im using in-game AASo, you just replaced your fsx.cfg file with mine and you simply lost FSAA correct? how about you revert back to your old fsx.cfg and see it it fixes your problem? sorry I'm lost as to what could even affect that option. You just don't 'loose' AA unless the option is not selected. I assume you took the time to check this for yourself before coming here to ask right? can you check the AA is option is selected? it would only take you a minute.
November 16, 201015 yr Hm, I rebooted and FSAA has returned :( .Anyway, that rejectthreshold really works, now i'm way more GPU limited, turning FSAA off gives me +10fps in some situations.I'll try how the blurries are now John doe
November 16, 201015 yr [DISPLAY.Device.ATI Radeon HD 5800 Series .0.0]Mode=1920x1080x32AntiAlias=1Anisotropic=1[DISPLAY.Device.ATI Radeon HD 5800 Series .0.1]Mode=1440x900x32[DISPLAY.Device.ATI Radeon HD 5800 Series .0]Mode=1920x1080x32Anisotropic=1AntiAlias=1[DISPLAY.Device.ATI Radeon HD 5800 Series .1]Mode=1024x768x32Why do you have 4 listings of your video card?
November 16, 201015 yr oops, well spotted. I always have to reselect the res for my secondary monitor and it occasionally adds extra entries. I'm trying to get the limiter working so I can get this fix working, but for some reason selecting dx9 causes fsx to crash on opening. Tried a fresh .cfg file and it still happened. Is the shader 3.0 mod dx9 compatible?
November 16, 201015 yr These worked for me with not flashing textures and smooth, crisp terrain:FIBER_FRAME_TIME_FRACTION=0.50TextureMaxLoad=30SWAP_WAIT_TIMEOUT=2I am also using bojote's current fsx.cfg settings but I left the AUTOGEN_MAX_TREES_PER_CELL and AUTGEN_MAX_BUILDINGS_PER_CELL lines out of my fsx.cfg.These settings with the GTX 580 is the best performance and visual quality I have seen to date. I was even able to run 32xS AA, 16xAF, and 8xS transparency AA with this card and still get smooth framerates. Shane Gavin
November 16, 201015 yr These worked for me with not flashing textures and smooth, crisp terrain:FIBER_FRAME_TIME_FRACTION=0.50TextureMaxLoad=30SWAP_WAIT_TIMEOUT=2I am also using bojote's current fsx.cfg settings but I left the AUTOGEN_MAX_TREES_PER_CELL and AUTGEN_MAX_BUILDINGS_PER_CELL lines out of my fsx.cfg.These settings with the GTX 580 is the best performance and visual quality I have seen to date. I was even able to run 32xS AA, 16xAF, and 8xS transparency AA with this card and still get smooth framerates.Have to give those a try,, but so far the 580 allows pretty much no tweaks at all.32xsAA is sweet though!
November 16, 201015 yr Have to give those a try,, but so far the 580 allows pretty much no tweaks at all.32xsAA is sweet though!It may be just me but I didn't find it necessary thought, I went back to 8xSQ AA and 16x AF with no transparency AA. Shane Gavin
November 16, 201015 yr Author the best performance and visual quality I have seen to date. I'm 99.9% satisfied with my current performance. The 'ONLY' thing I'm working on right now is getting rid of 'micro warps' when using unlimited frames. You can barely perceive them, but are evident when panning around using TrackIR.If you lock frames internally problem is solved, but you get a massive performance impact for running frames limited inside FSX. This is probably an external limiter issue, but I tried running with FIBER_FRAME_TIME_FRACTION=0 and the micro warps were totally eliminated, so them problem is thread syncronization. Yes, I'm picky ;) very...
November 16, 201015 yr Commercial Member These worked for me with not flashing textures and smooth, crisp terrain:FIBER_FRAME_TIME_FRACTION=0.50TextureMaxLoad=30SWAP_WAIT_TIMEOUT=2I had to up TextureMaxLoad to 36 on my 580 OC'lcked to 850. Otherwise I'd see missed (black) textures.jja Jim Allen[email protected]SkyPilot Software home of FSXAssist / P3DAssist
November 17, 201015 yr Bojote, if someone's getting white flashes in the REX cloud textures, what is wrong? Do I have to increase or decrease the TextureMaxLoad value? I am using T_M_L=2048 and actually TML=30 with FFTF=0.5 and SwapWaitTimeout=2. My clouds are flashing sometimes. Only clouds, not ground textures. What's wrong? Asus Rampage II Extreme X58, i7 920 @4 GHz, 12GB RAM OCZ Platinum @1.646MHz 7-7-7-20 (1T), Noctua NH-U12P SE1366, Sapphire HD-5870 Vapor-X , 30" Dell @2560x1600 pixel, SSD Intel X-25 M for OS, 1 TB WD Caviar Green for FSX, be quiet Dark Power Pro P7 650W AT, Creative X-Fi Titanium Fatal1ty Champion + Teufel 5.1 Surround Set, LG Blu-Ray-ROM LG DVD+/-RW, Aerocool FP-01 Flip-Panel, Lian Li ARMORSUIT P60 black, Windows7 64bit Ultimate.
November 17, 201015 yr Author Bojote, if someone's getting white flashes in the REX cloud textures, what is wrong? Do I have to increase or decrease the TextureMaxLoad value? I am using T_M_L=2048 and actually TML=30 with FFTF=0.5 and SwapWaitTimeout=2. My clouds are flashing sometimes. Only clouds, not ground textures. What's wrong?SwapWaitTimeout=2 tells the terrain engine that just after '2' frames, terrain 'textures' should be available in memory so the terrain engine can use them (TextureMaxLoad determines the speed at which the textures are loaded). What this basically means is that the terrain engine will start 'asking' for terrain textures from video memory and '2' frames is the amout of time the terrain engine will wait to allow this textures to load before asking from them. If they were 'not' loaded you experience white flashes. (See Adam explanation)You fix this be either:1) Increasing SwapWaitTimeout to 3, 4 or 52) Increasing TextureMaxLoad to 33, 36, 393) Reducing FFTF to 0.25 or removing the line.What seems strange is that you are talking about 'clouds' and according to Adam this SWAP_WAIT_TIMEOUT only affects terrain textures. Are you experiencing them for the first time now? was everything ok before? if that was the case then simply try the above suggestions.Here's Adam explanation of SWAP_WAIT_TIMEOUT:This variable is the number of frames that the terrain engine will wait for terrain textures to be loaded into video memory before forcing new tiles of terrain triangles to be rendered. This is because terrain triangles are bound to a specific texture resolution by the texture coordinates contained in each vertex. When the terrain engine wants to increase the texture resolution on a tile of terrain, for example when you fly closer to the tile, the texture coordinates must be updated to reference the higher resolution texture. However, the new tile can't be rendered successfully unless the new texture is available in video memory. The terrain engine will wait for some number of frames determined by SWAP_WAIT_TIMEOUT for the new texture to be loaded into video memory. If after SWAP_WAIT_TIMEOUT frames the texture still isn't available, the terrain engine starts using the new triangles anyway. This usually results in a tile of terrain that is either missing or textured strangely/incorrectly for a few frames until the texture finally shows up in video memory.
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