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Small nugget of info on v2.3

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Bit more info posted by Beau on SLI / optimization:

 

 

We've tweaked HDR to reduce the card to card copy down from a 512x512 - R32 texture to a 2x2 texture and reduced the format from R32 to R16. It still requires the transfer though so it will have issues using the AFR hack. The particles and extrusions are the longest pole in the tent. Because we have a very large buffer of particles that simulate each frame and without a fairly big change to how they work, we can't remove the dependencies on the previous frame. We do plan on looking at updating the particles/extrusions to be more SLI-friendly but those changes won't be in 2.3. For now, we're working with nvidia to get an official profile put together so that the most stable settings by default.

Beau Hollis
Rendering System Lead - Prepar3D® Team

Bit more info posted by Beau on SLI / optimization:

 

 

We've tweaked HDR to reduce the card to card copy down from a 512x512 - R32 texture to a 2x2 texture and reduced the format from R32 to R16. It still requires the transfer though so it will have issues using the AFR hack. The particles and extrusions are the longest pole in the tent. Because we have a very large buffer of particles that simulate each frame and without a fairly big change to how they work, we can't remove the dependencies on the previous frame. We do plan on looking at updating the particles/extrusions to be more SLI-friendly but those changes won't be in 2.3. For now, we're working with nvidia to get an official profile put together so that the most stable settings by default.

Beau Hollis

Rendering System Lead - Prepar3D® Team

 

 

 

 
Sounds awesome, but I have no idea what he just said.   :unsure:   :smile:

He said blah, blah, blah...something something...

 

 

 


we're working with nvidia to get an official profile put together so that the most stable settings by default.

 

Ah.

Gregg Seipp

"A good landing is when you can walk away from the airplane.  A great landing is when you can reuse it."
i9 64GB RAM, GTX-5090

P3D is still extremely CPU bound. They need to just spend all their time optimizing, not wasting it trying to wrestle with SLI.

 

 


P3D is still extremely CPU bound. They need to just spend all their time optimizing, not wasting it trying to wrestle with SLI.

 

I have a dream...that anti-aliasing will be on their list.

Gregg Seipp

"A good landing is when you can walk away from the airplane.  A great landing is when you can reuse it."
i9 64GB RAM, GTX-5090

  • 2 weeks later...

What do you mean it is still "CPU bound"?

 

My i7 2600K can handle 98 % of the situations in P3D easy. Only if I fly into big cities with all my scenery sliders maxed out I run into trouble.

 

But generally speaking: Yes improved performance (both on CPU- and GPU-load) would be highly appreciated.

IXEG 737 Beta-Tester and First Officer

i7 [email protected], 32GB RAM, Palit GTX 1080 GameRock Premium@2Ghz, Oculus Rift S, ButtKicker
X-Plane 11 latedt version on a Samsung M.2 SSD for speedy loading times

What do you mean it is still "CPU bound"?

 

My i7 2600K can handle 98 % of the situations in P3D easy. Only if I fly into big cities with all my scenery sliders maxed out I run into trouble.

 

But generally speaking: Yes improved performance (both on CPU- and GPU-load) would be highly appreciated.

 

Perhaps it's more correct to say that it is bound on the main thread. It's still hammered with tasks like AI and aircraft systems, both of which are not multi-threaded. Once more tasks are multi-threaded, we can get better performance in CPU-bound situations and turn up the traffic sliders.

What do you mean it is still "CPU bound"?

 

My i7 2600K can handle 98 % of the situations in P3D easy. Only if I fly into big cities with all my scenery sliders maxed out I run into trouble.

 

But generally speaking: Yes improved performance (both on CPU- and GPU-load) would be highly appreciated.

 

The GPU is waiting on the CPU most of the time. Most of the time the main CPU thread is at 100% while the GPU varies between 50-100%. Increasing CPU power will increase frame rates, while increasing GPU power will have no effect on frame rates at the same settings.

The GPU is waiting on the CPU most of the time. Most of the time the main CPU thread is at 100% while the GPU varies between 50-100%. Increasing CPU power will increase frame rates, while increasing GPU power will have no effect on frame rates at the same settings.

Absolutely.  If you're seeing your CPU handle 98% of situations it pretty much implies 98% of the time you're not flying around dense metro areas and likely not flying the most complex planes out there.

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.

 

Absolutely.  If you're seeing your CPU handle 98% of situations it pretty much implies 98% of the time you're not flying around dense metro areas and likely not flying the most complex planes out there.

 

Actually for me, building autogen is completely CPU dependant. So flying around cities I am CPU bound.

Actually for me, building autogen is completely CPU dependant. So flying around cities I am CPU bound.

 

Correct. Buildings autogen hasn't received the same optimisations with vegetation autogen (yet).

If your GPU is idling, one way to make it work harder is increase your Antialiasing. This setting has direct impact on your GPU , so this can be used for your benefit to improve the image quality.

 

It will also cause the usage on the vram to go up so keep that in mind. Try to adjust the load so that the gpu usage doesnt go near or over 99% , that can start inducing stutters.

Question my i5 oc to 4.1 1core little of any usage #2 98-100, #3 20-100%, #4 20-100

Is there a way to get a better balance?

VESA is implementing adaptive v-sync technology in the DisplayPort 1.2a standard.

 

http://www.anandtech.com/show/8008/vesa-adds-adaptivesync-to-displayport-12a-standard-variable-refresh-monitors-move-forward

 

 This is good news for AMD users.

 

 

Also for all those not getting 30 FPS:

 

"AMD’s release also contains an interesting note on supported refresh rates: “Potential ranges include 36-240Hz, 21-144Hz, 17-120Hz and 9-60Hz.”

 

gb.

YSSY. Win 10, [email protected], Corsair H115i Cooler, RTX 4070Ti, 32GB G.Skill Trident Z F4-3200, Samsung 960 EVO M.2 256GB, ASUS Maximus VIII Ranger, Corsair HX850i 850W, Thermaltake Core X31 Case, Samsung 4K 65" TV.

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