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Blurry texture in P3D v2

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If P3D2 can keep the same ground textures sharp more than 50% of the time I'm flying low at 25fps, it shouldn't take more than a minute to reload these textures when I PAUSE the sim.

 

I noticed that when I slew to another place and everything is (obviously) blurry, things don't pop into place like in FSX. I even had to force a reload of everything! seems almost that P3D totally drops the priority to load textures when you pause the sim, unlike FSX. I think a big problem here is that our FSX-minds need to be reprogrammed to P3D. This is another sim. Things don't work as we are used to.

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  • Author

Yes, that's exactly my point, that time to time P3D2 seems to have dropped ball in terms of loading textures with right priority. I probably have to add that this is not a show-stopper at all and I'm sure it'll be fixed along the way.

 

After flying P3D2, I just can't stand FSX graphics anymore, even I was flying DX10.

9950X3D / 64GB / RTX5090 / Pimax Crystal Light / Win11

I think a big problem here is that our FSX-minds need to be reprogrammed to P3D. This is another sim. Things don't work as we are used to.

 

The thing then is to try to understand what gives for P3D. What does one do to make the minimize blurries and to refresh faster with the new P3D?

Manny

Beta tester for SIMStarter 

Well, my honest opinion on that I something I feel many don't want to hear.

 

My first hour or so with P3D2 was spent with sliders full right, knowing full well that this would likely result in poor performance, but hey, i wanted to see what it could do. The result was a breathtakingly beautiful 11 FPS slideshow, but as I said, I expected as much, and was not put off by those results in the least.

 

Since then, my approach has been to drop everything, using the sim at it's lowest settings with no addons other than aircraft. I have then been adding back in features one at a time, fully testing the impact they have on my machine over the course of an entire flight (or flights, in some cases). It is the only way, in my opinion, to fully come to grips with all of the new features and get a clear understanding of the impact they have. 

 

This is in sharp contrast to the "load it up with all of my FSX carryovers" approach that many seem to be taking, not that there is anything inherently wrong with that, but it certainly is no way to test a new platform. I also think the paradigm shift from CPU to GPU limitation will take a while to sink in. Some of the settings have a very significant impact on GPU usage, which is something this community has never really had to pay much attention to.

 

It's just going to take time. Likely months, especially considering the fact that LM is quite a bit more involved than MS ever was, and we may see updates in a more useful time frame. The sim we are testing now may have a very different performance signature in 3 months. 

Regards,

Brian Doney

I want to add that my blurry texture problem is solved by adding affinity mask = 14 to the Prepar3d.CFG file.

 

See this for details:http://forum.avsim.net/topic/427301-affinity-mask-setting/page-2

 

Congratulations.. AM 14 is the same exact thing as default P3Dv2.. You just went full circle and fixed your problem without actually changing anything. 

ASUS ROG STRIX Z390-E GAMING / i9-9900k @ 4.7 all cores w/ NOCTUA NH-D15S / 2080ti / 32GB G.Skill 3200 RIPJAWS / 1TB Evo SSD / 500GB Evo SSD /  2x 3TB HDD / CORSAIR CRYSTAL 570X / IPSG 850W 80+ PLATINUM / Dual 4k Monitors 

  • Author

No it's not. Please read my post in the link. It's strange, but indeed adding an entry of AM=14 into the Prepar3d.CFG file gave me a different core loadings. I was thinking the same that P3D2 uses AM=14 by default so how could adding AM=14 in CFG make any difference. But it did, don't ask me why since I don't know... .

9950X3D / 64GB / RTX5090 / Pimax Crystal Light / Win11

Adding AM=14 is even in the P3D2 manual tweak guide, so I assume it does something.  It could be that in certain circumstances the default is being set incorrectly - adding AM=XX ensures this doesn't matter. 

I tried that already. It didn't help in my scenario. An interesting observation is that once I set affinity mask to 15, core 0 goes 100%, but core 1-3 most of time are running almost exactly 60-70%. So it appears on my machine P3D2 can only use equivalently full three cores. 

 

The reason your core 0 is running at 100% is that it has to run a lot of other processes at the same time. That is why P3D2 only use core 1-3 by default, to avoid stuttering from core 0 being overloaded. If you run at moderate to low settings and have very few other processes runing in the background, the story might be different.

 

Since oure computers and P3D settings are configured differently there is no universal AffinityMask setting that works for all. It is trial and error. Also remeber that if you change other graphics settings, you might have to change the AffinityMask too.

Simmerhead - Making the virtual skies unsafe since 1987! 

  • Author

Well, see my post below.

 

I want to happily report here that AM=14 did wonders to solve my texture loading problem! It's so good it's almost unbelievable. I'm really surprised by this since without adding AM the P3D2 already runs on core1-3, so adding AM=14 seems to be redundant.

 

However, things are indeed different when I actually added AM=14 into the CFG file. Under my near "maxed-out" settings, in a very autogen heavy area like San Francisco, without any AM core1 is constantly maxed at 100%, and core 2 + core 3 each runs close to 90%-100%. And I easily get slow or even stuck on loading ground textures (i.e. blurry!).

 

Setting AM=15 doesn't help the texture loading problem at all. Now core 0 runs a constant 100% and the rest three cores each runs around 60%. And I remember that Windows uses core 0 to so maxing out core 0 is a bad idea.

 

Now, with AM=14, what I have got appears to be the best distribution of core-loading: core 1 at 100%, core 2, 3 and 0 each at like 60%, 50% and 40%. I don't know why core 0 gets loaded under AM=14, but by all means my blurry ground texture problem is now completely gone! This is exactly the same results Jimmy reported couple posts above.

 

When I switch views I still can get very blurry ground textures, but instead of waiting minutes or forever for P3D2 to reload them now P3D2 reloads them in seconds or even less. I'm so happy about this.. Life with P3D2 keeps getting better!

9950X3D / 64GB / RTX5090 / Pimax Crystal Light / Win11

I want to add that my blurry texture problem is solved by adding affinity mask = 14 to the Prepar3d.CFG file.

 

See this for details:http://forum.avsim.net/topic/427301-affinity-mask-setting/page-2

 

I am glad to read that you have sorted the issue, and I apologize for my lack of patience earlier in this thread,

 

AM 14 (or 84) absolutely is a night/day difference versus no setting at all. With no AM set, P3D2 uses the correct cores, but appears to do next to no load balancing across them. This results in the primary core sitting at 99% and choking the system a bit.

 

Setting an AM fixes this.

Regards,

Brian Doney

  • Author

Thanks for the kind words, no apology needed... :smile:

9950X3D / 64GB / RTX5090 / Pimax Crystal Light / Win11

but indeed adding an entry of AM=14 into the Prepar3d.CFG file g

 

What is the correct format to add the entry? is it now "AM=14"? Or is the format identical to FSX? Has this now changed in P3Dv2?   "AM"?

Manny

Beta tester for SIMStarter 

  • Author

Identical to FSX.cfg. Here is the exact entry I added to Prepar3d.cfg:

 

[JOBSCHEDULER]
AffinityMask=14

9950X3D / 64GB / RTX5090 / Pimax Crystal Light / Win11

thanks for the info, I was having issues with blurries and after adding the entry in my cfg, I have not experienced major blurries yet.

John

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