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LM found main cause of vegetation-related OOMs

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Er, how do Microsoft and FSX factor into this discussion of Lockheed-Martin and Prepar3D v2.1?

 

Just a wild guess, but they wrote the original code that LM is now struggling to fix?  Just a hunch... :D

 

I got really excited some time ago the first time I read that LM had found some memory leaks and fixed them.  Looks like they're still finding more, and fixing them, too.  This is the light at the end of the tunnel.

 

Hook

Larry Hookins

 

Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings;

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I think I understand the general idea of what Beau is saying, but not completely. Could someone dumb this down for me? What is a "1k tile?"

  • Moderator

It was a rhetorical question, actually...  :Whistle:

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator

What if there were no rhetorical questions?

 

:D

 

Hook

Larry Hookins

 

Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings;

I will remain cautiously optimistic until they release something I can try for myself. Good news though.


I now understood. It was all subLOGIC's fault about memory management was so poor

Gerry Howard

  • Moderator

I got really excited some time ago the first time I read that LM had found some memory leaks and fixed them. Looks like they're still finding more, and fixing them, too. This is the light at the end of the tunnel.

So true Hook. Other negative threads that I am involved in just get to me. All these people do is complain about some obscure omission and cannot see what a great opportunity we have here.

 

LM is listening, communicating and trying to grow P3D.

 

My worry is that some of the more vocal complainers will cause LM to discontinue the open lines.

 

Vic

 

RIG#1 - I9 14900K MSI Pro z790 RTX 5070Ti
40" 4K Monitor 3840x2160 

 

 


My worry is that some of the more vocal complainers will cause LM to discontinue the open lines.

 

I sometimes wonder what I admire more in LM: their ongoing and constant hunt for fixes and improvements or the fact that they haven't shut us simmers out already... :blink:

I'll drink to that Jeroen- I've sort of  given up comment (not that I do much) after the plethora of whinges from people only just started using.  Too much BS and LM will just pull the plug?

Hey Guys,

 

I feel that LM is being very Wise in its treatment of Us " Casual Users " - We seem to be way more Vocal than the " Serious Users " - and this leads them to a Quicker insight to problems with the program - and enables them to correct the more prominent Issues - in a timely Manner ! Sort of a Pathway around the EULA Swamp !!

 

" We " are allowed to use them - Because " We " are usefull to them - over and above The Boost in Revenue. And I don't think either Comunity would be able to fully support the Simm alone . This also allows either community to look into a more robust Forum and see how Users feel about  P3D .

 

EEGad Wher did that all come fram !!

 

Johnman

I'll chime in to! This is good news, may get mini patch soon.

Regards

 

Lamar Wright

Until a mini patch comes, you can get thru longer flights perhaps w/ this method that is working great for me at this very moment.  I posted this on the LM forum but copied it here now.  As of this moment I'm about 75m out from KTUS and have .540Gb free VAS still.  Just isn't changing constantly any more since the change mentioned:

 

I departed KSBA > KTUS and after only ~140m in the Super MD80 free VAS went from 1.7Gb all the way to 0.39Gb I use pretty dense settings on everything, but leave vegetation at Normal. When I noticed the drop to 0.39Gb, I changed vegetation to None. I'm now about at 260m from departure, and VAS has increased to 0.575Gb.

 

It's a small hassle but it appears the flight should now complete w/ no OOM, as free VAS is now creeping up steadily--0.583Gb as we type. I think if I had changed veg to none when I first got to altitude, or at least maybe over FL150, it might look even better than it appears now.

 

Since you can't really see vegetation at altitude, good maybe to leave it on at departure for aesthetic reasons, none at altitude, back on for descent.

 

Cheers,

Noel

Noel

System:  9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL  64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync.

Aircraft used in MSFS 2024:  Fenix A320,  Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.

 

 

 


Since you can't really see vegetation at altitude

 

I've always wondered why any sim would bother to even draw Autogen when the aircraft reaches a certain altitude. It's not like you can see individual trees from a great height.

Awesome now we can at least wait for a fix. Thanks for the tip on the Veg. Setting. Mabe this will help and my hair will not turn anymore grey than it already is! Cpt. Out.

Best Regards,

Robert J McGill

I've always wondered why any sim would bother to even draw Autogen when the aircraft reaches a certain altitude. It's not like you can see individual trees from a great height.

Ideally there would be settings for los and autogen for different altitudes.  I really don't like any autogen above 2000 feet, but I really like to see things when I'm around an airport.  Above that I'd rather have some photoreal stuff.  Usually the sun position in the photoreal gives it some kind of shadow that makes it work really well.

 

I think the P3D team needs to get all the memory issues in line before they go to 64bit, simply because our cards are all limited to 32bit range for the most part anyways.  64bit really won't make a bit of difference.  On the RAM side you are still CPU bound no matter what you have at this time in technology too.   So really most of our other issues should be cleared, then 64bit.   Let them master the VRAM RAM threading balance first.  Then I think come SLI we'll all be proud to part of the elite group of simmers that can say "I remember when" and "you young whipper snappers don't really know how it works and how much trouble ...".  

 

It's not really how much RAM that is the issue, it's how it is being managed - efficient use and release.  And in that realm its still the CPU/GPU that control the pace in the end.  You can have all  kinds of memory but if it not used efficiently you'll still have bottlenecks.  Memory just improves the RAM vs Drive aspect.  (There is a program called PrimoCache with autocaching RAM Drive that makes loads/unloads much easier on my patience - it's in beta and free at the moment)  The bottlenecks are just easy to see as OOMs now, but we'd still have them, and they'd probably be even more frustrating for the team to master.  SLI will make the amazing job the P3D team is doing apparent; 64bit I don't think not so much.  

 

(Was that OKAY? *ducking*)

Disclaimer:  [email protected] on Asus Maximus X Formula, G.Skill TridentZ RGB 4x8GB 4266/17 XMP, EVGA 2080 ti Kingpin (8400/2160Mhz), Samsung 960 EVO 250GB PCIe M.2 NVMe SSD , 28TB HDD total - 4TB+ photoscenery, Romex Software PrimoCache RAM and SSD cache (must have!), 3x1080p 30" monitors, Samsung Odyssey VR HMD, Pimax 4k & BE HMDs, Samsung Gear VR '17, Homdio v1, Cardboard, custom loop 2x 360x64ML Rads, Thermaltake View 71, VRM watercool, Thermal Grizzly Conductonaut CPU (naked die), Fujipoly / ModRight Ultra Extreme System Builder Thermal Pad on MB VRM. 8x Corsair ML120 (slight positive pressure). 🙂

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