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P3D V2 and VAS

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Hi,

 

Does anyone know if P3D brings a solution to the VAS issue in FSX and P3D V1.X? I do not know if V2 is a 64bit code, I doubt it is but in case anyone got a spec about it?

 

IMHO if the 4GB virtual memory limitation is still there in the engine, the DX11 rendering tricks or any visual boost not only are not enough to make V2 fly far but will bring it even more down to its knees with the complexity of add-ons :-/

 

Cheers

Michel

________________________________
LEBOR SIMULATIONS

Scenery for Flight Simulators since 1998

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Still limited to 32-bit VAS. Just had my first OOM, so I have to start turning down my settings...

Simmerhead - Making the virtual skies unsafe since 1987! 

  • Author

Thanks for the info... Yes indeed, I can start reading the topics addressing the OOM CTDs in V2... It's really sad to see this early 2000s sim engine still being used as is in terms of core code...

 

Personnally I don't think the switch from FSX is worth it as long as the core engine is the same. And I don't think with the PCs today, one needs to lower the sliders as it was the case in 2006 to avoid OOM as I hear the classic "lower sliders" advises here and there....  

 

The ESP engine should fly on the gaming PCs of today with heavy add-ons and without any glitch but unfortunately the code is 32bit and the 4GB VAS bottleneck is a show stopper for massive add-ons enjoyment :-/

 

Cheers

Michel

________________________________
LEBOR SIMULATIONS

Scenery for Flight Simulators since 1998

Best solution to minimize OOM is to follow the advice from FSX and keep TML=1024 and LOD=4.5. Luckily P3D makes it so easy to bump these settings in sim now.

Intel i7 10700K | Asus Maximus XII Hero | Asus TUF RTX 3090 | 32GB HyperX Fury 3200 DDR4 | 1TB Samsung M.2 (W11) | 2TB Samsung M.2 (MSFS2020) | Arctic Liquid Freezer II 280mm AIO | 43" Samsung Q90B | 27" Asus Monitor

  • Commercial Member

Michel,

 

You really do not know what you're talking about with regards to discussing what this software should or shouldn't do.

 

Go research how much memory it takes to support a single 4096 x 4096 texture (max texture resolution in Prepar3D).  Then try to figure out exactly how many of those you need to load up to support a single 'scene' in Prepar3D and then calculate how much video ram is needed to support a given screen size with at least one back buffer for image flipping... and then start calculating how much video memory is needed to support the mesh tessellation... and etcetera..

 

No video game made today can tax your system as much as the new Prepar3D can with all of it's sliders to the right.  And it's not because of bad or old code, it's because of the sheer size and complexity of the 'scene'.

Ed Wilson

Mindstar Aviation
My Playland - I69

 

And if/when they make it 64bit it'll break everyone's addons (the very ones people want to be able to run with no issues) and people will cry about that. 

 

It's a lose/lose situation for them.

 

Making V2 32bit (to get the ball rolling) and going to 64bit in a later version, whereby those that want backwards compatibility can simply stay with V2 is a compromise. 

 

I'd probably of preferred they just rip the bandaid off, so to speak. People would of mutinied early but addon developers would adjust and recompile eventually.

Yeah they should just go x64 as soon as possible so that 'reconstruction' can begin.

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BTW, I went over to the P3D forums and found no posts referencing OOM errors, at least not on the first few pages.

 

You guys who are getting them need to do what they asked and go post about it. We have a developer willing to find and close memory leaks finally. Take advantage of it. Give them the situation you encountered it, what plane, scenery, etc. 

 

As for why you are getting them and why people are seeing high VAS usuage, I suspect it's because default settings put LOD at 6.5 and TMR at 4096 in P3Dv2. In FSX, unless these are tweaked via the cfg, they are significantly lower (4.5 and 1024) and these are huge VAS suckers. 

 

In FSX, I never got OOM at 4.5 LOD. I got them all the time at 6.5. 

 

Lower these settings and see what happens. 

  • Author

WarpD I agree with you on the 4096px, but we agree that a 4GB is easily consumed by a level of scenery complexity that is beyond the scope of the ESP architecture when it was programmed (for the systems demands of back then...) Modern simulation / world engines use a completely different architecture...

________________________________
LEBOR SIMULATIONS

Scenery for Flight Simulators since 1998

  • Commercial Member

WarpD I agree with you on the 4096px, but we agree that a 4GB is easily consumed by a level of scenery complexity that is beyond the scope of the ESP architecture when it was programmed (for the systems demands of back then...) Modern simulation / world engines use a completely different architecture...

I know of absolutely no 'modern' simulation/world engine that currently contains the exact same detail level that Prepar3D contains.  Even Outerra doesn't have the level of detail.  X-Plane doesn't have the level of detail (remember, it's a "plausible" world and thus makes a bunch of crap up to fill in scenery).  And just to be clear, this is no longer ESP.  Prepar3D 1.4 was no longer ESP (way too many code changes to even try to claim it's the same).

Ed Wilson

Mindstar Aviation
My Playland - I69

  • Author

Thanks for the clarification WarpD, No X-Plane can't be compared to P3D and Outerra is indeed a modern engine but still early shape. What do you think about this one:https://unigine.com/products/valley/

https://unigine.com/news/2013/10/16/article-on-procedural-content-generation2

________________________________
LEBOR SIMULATIONS

Scenery for Flight Simulators since 1998

They had to get rid of all that bad ugly code before even thinking about 64bit.  So its understandable, but yes 64bit will have to be a priority. I can see OOMs being an issue if you dont manage your resources and tuning your settings conservativly. 

 

But still worth it. Its so smooth and stable. 

CYVR LSZH 

I7-14700k 64gb 6000Mhz DDR5 ASUS  z690 ROG STRIX Gaming  RTX 4080 Super, 

  • Commercial Member

 

 

BTW, I went over to the P3D forums and found no posts referencing OOM errors, at least not on the first few pages.

 

You guys who are getting them need to do what they asked and go post about it. We have a developer willing to find and close memory leaks finally. Take advantage of it. Give them the situation you encountered it, what plane, scenery, etc. 

 

As for why you are getting them and why people are seeing high VAS usuage, I suspect it's because default settings put LOD at 6.5 and TMR at 4096 in P3Dv2. In FSX, unless these are tweaked via the cfg, they are significantly lower (4.5 and 1024) and these are huge VAS suckers. 

 

In FSX, I never got OOM at 4.5 LOD. I got them all the time at 6.5. 

 

Lower these settings and see what happens. 

 

 

Please stop using the term "memory leak" to describe OOMs - that is not what an OOM from VAS exhaustion is. A memory leak is a very specific thing in programming and just using a lot of RAM, VAS etc to run and render a scene is not a "leak." Load up FSX or P3D or whatever at a high VAS airport/city or whatever and write down the number. Then move the airplane to a sparsely populated airport - you'll see the VAS drop drastically. It just takes a lot of memory and power to render the higher detailed scene - this is not a leak.

 

64-bit is going to be the only true solution to the OOM issue.

Ryan Maziarz
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For fastest support, please submit a ticket at http://support.precisionmanuals.com

  • Commercial Member

Thanks for the clarification WarpD, No X-Plane can't be compared to P3D and Outerra is indeed a modern engine but still early shape. What do you think about this one:https://unigine.com/products/valley/

https://unigine.com/news/2013/10/16/article-on-procedural-content-generation2

That is a simulation of a very, very small area* and doesn't really do much that's of use for a system that simulates the world.  Consider how large your drive would have to be in order to store textures that represent foliage at that detail for the entire planet.  Also, their texture levels are much reduced (as in number of unique textures).

 

* 64 million square meters sounds large (only 64km^2)... until you realize the earth is 510 million square kilometers which is 500,000,000 million square meters.

Ed Wilson

Mindstar Aviation
My Playland - I69

  • Author

I agree WarpD, this is a demo with a  limited world however, as far as my benchmarks tests went with this engine, I can say that an entire earth is possible with it, and it should not be a problem loading its sectors real time at x y altitudes... However, can we confidently say the world of this engine is built in the same fashion as P3D or FSX is? Same technology? Does it rely on large textures to create the earth, the skies and all its elements? Does it use Virtual memory in the same fashion? Does it rely on CPU only ala FSX? (I donno about P3D)... And does it leverage the PC ressources better than P3D or FSX ? All in all, is the architecture of the procedural world engines such as this one or the basic (for now) Outerra the same as the architecture of FSX or P3D ?

________________________________
LEBOR SIMULATIONS

Scenery for Flight Simulators since 1998

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