June 7, 201114 yr Hi guys,Complete newbie here. Just wanted to post a general question with regards to my pc spec and whether it can cope with tileproxy's processes. Relatively new to FSX and just installed Tileproxy Beta 8 a couple of days ago. Currently my tile access per second is hovering between 25 to 65 averaging about 40 and i am wondering whether this is normal for my pc spec or are there any tweaks or tips to improve my tile access performance. My internet connection speed hovers on average at 8 mbit/s so connection should not be a problem. Below are specs for my pc and os as well as my proxy.ini and FSX cfg files. Thank you in advance for any replies. Much appreciated. My pc spec are as follows:AMD ATHLON II X2 2452.90 Ghz, 2.00 GB RAMNVIDIA GeForce 9500 GT1GB Video RamOS:WINDOWS XP PROService Pack 3 ## 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=9# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=15# 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=500.0# 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=#000D1A# 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=1000000000# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).cache_tiles_limit=100000# The currently active service is configured here. Only ONE active source please.# The other source statements should be commented out.#source=Acme Globe Service#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## This is new when you specify captcha_module## On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies# stored for the specified service domain to the web server. It will also display whatever web# page the service redirects you to. This could be a page requiring you to enter a so-called# captcha. After entering the captcha correctly, the resulting session cookie will be stored as# a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on# subsequent requests. You will then be able to use the service as long as you wish, given that# you correctly enter the captcha dialog which may nag you once every 20 minutes or so.# # Explaining the captcha_config arguments:## cookiedomain from captcha_config specifies the domain name for which cookies are stored.# This might be the service name plus a top level domain like ".com"## cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if# no existing identifying cookie is found. This may be required sometimes to make the captcha# dialog appear in the first place. This could be the service's front page URL (e.g. a search# engine)[Acme Globe Service]cache_folder=C:\Program Files\Microsoft Games\cache.acmenetwork_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)"captcha_module=captchaformcaptcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com"min_level=9max_level=17map_version=1color_hack=Nocolor_level=0bulk_extend=25[service Example 1]cache_folder=I:\Program Files\TPCache\cache.service1network_module=libnettilemodule_config="conn=5|rate=1.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|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=9max_level=19map_version=681level_mapping=9,10,11,12,13,14,15,16,17,18,19#level_mapping=9,10,11,12,14,14,15,16,17,18,19 more radius HQ (13->14)#level_mapping=9,10,11,14,14,14,15,16,17,18,19 even more radius in HQ (12,13->14)color_hack=Yescolor_level=13bulk_extend=50[service Example 3]cache_folder=I:\Program Files\TPCache\cache.service3network_module=libnettilemodule_config="conn=5|rate=1.0|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=5max_level=19map_version=26color_hack=Nocolor_level=0bulk_extend=50[service Example 4]cache_folder=I:\Program Files\TPCache\cache.service4network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://mapcache*.ask.com|path=/sat/%Z/%X/%Y?partner=|balance=1234|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=5max_level=19map_version=1color_hack=Yescolor_level=12bulk_extend=50D:\Program Files\Microsoft Games\Microsoft Flight Simulator X\Tileproxy>proxyuser.exeproxyUser: FSX \Device\HarddiskVolume2 ===> D:proxyUser: World \Device\HarddiskVolume3 ===> I:proxyUser: Connecting to the filterproxyUser: Tileproxy communication with filter driver established.TileAPI: Using network module 'libnettile'TileAPI: Network configuration 'conn=5|rate=1.0|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)'TileAPI: Service name is 'Service Example 3'TileAPI: Using cache folder 'I:\Program Files\TPCache\cache.service3'TileAPI: Map version is '26'proxyUser: Configuration summary master_enable=1 diskless_mode=0 logfile= enable_hooking=0 enable_dx9hook=0 offline_mode=0 menu_sources=Service Example 1|Service Example 2|Service Example 3|Service Example 4 source=Service Example 3 max_contexts=512 preload=1023 network module=libnettile module configuration=conn=5|rate=1.0|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) max_lod=15 (1024x1024 tiles) preload_min_lod=9 preload_max_lod=15 min_level=5 max_level=19 color_hack=0 color_level=0 bulk_extend=50 level_mapping=Not activated map_version=26 water_mask=On water_smoothing=Off water_threshold=0.330000 water_blending=On blend_distance=500.000000 blend_exponent=1.000000 alpha_min=0.267800 alpha_max=0.700000 water_rgb=#000d1a enable_movingmap=0 (alpha=255, color=#ff000000 x,y,w,h=88.0% 15.0% 60.0% 80.0%, r=60)proxyUser: TileProxy is ready for 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June 7, 201114 yr Overall your setting are reasonable and very much like mine, but we're both underpowered for ideal results. Tileproxy has to process so much image data that low-end systems need to be very conservative. Each level of resolution requires the scenery tiles to be 4 times larger than the previous so high resolutions require massive amounts of data transfer and processing.From 1500' and up, 2 meter imagery is probably adequate so I limited myself to max_lod=14The default cache_bytes_limit=1000000000 can probably be raised to 500 MB# The value below states 500 MB.cache_bytes_limit=5000000000I had my virtual memory set to 4GB; when it gradually filled to 2GB, I'd shut down FSX and restart; if I let it fill to 4, FSX would shut down anyway.I typically made scenery initially with scenery range set to medium and adjusted to larger range only afterward when there was less processing needed; typical airspeed making scenery was 60-80kts.Keeping the HDD where the photoreal world scenery folder and caches are located defragged will help with data access time.Loyd Hooked since FS4... now flying: FSX Acceleration on Win7/64, Core Duo E8400; GA-EP45-DS3R; GTX 460-768MB; 4G RAM; Freezer 7 Pro
June 8, 201114 yr Author Overall your setting are reasonable and very much like mine, but we're both underpowered for ideal results. Tileproxy has to process so much image data that low-end systems need to be very conservative. Each level of resolution requires the scenery tiles to be 4 times larger than the previous so high resolutions require massive amounts of data transfer and processing.From 1500' and up, 2 meter imagery is probably adequate so I limited myself to max_lod=14The default cache_bytes_limit=1000000000 can probably be raised to 500 MB# The value below states 500 MB.cache_bytes_limit=5000000000I had my virtual memory set to 4GB; when it gradually filled to 2GB, I'd shut down FSX and restart; if I let it fill to 4, FSX would shut down anyway.I typically made scenery initially with scenery range set to medium and adjusted to larger range only afterward when there was less processing needed; typical airspeed making scenery was 60-80kts.Keeping the HDD where the photoreal world scenery folder and caches are located defragged will help with data access time.LoydThank you for the reply. I will configure my proxy.ini cfg file as per your suggestions and will keep you posted on any improvements. Thanks again....cheersgaza
June 9, 201114 yr Author Thank you for the reply. I will configure my proxy.ini cfg file as per your suggestions and will keep you posted on any improvements. Thanks again....cheersgazaHi Loyd,I just want to let you know that after reconfiguring my proxy.ini cfg file according to your suggestions, i'm getting about 80 to 110 tile access frames per second now which is more than i could ever hope for with the spec that i have so i thank you very much.regardsgaza
June 9, 201114 yr Hi Loyd,I just want to let you know that after reconfiguring my proxy.ini cfg file according to your suggestions, i'm getting about 80 to 110 tile access frames per second now which is more than i could ever hope for with the spec that i have so i thank you very much.regardsgazaglad it helped.L. Hooked since FS4... now flying: FSX Acceleration on Win7/64, Core Duo E8400; GA-EP45-DS3R; GTX 460-768MB; 4G RAM; Freezer 7 Pro
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