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Clouds kill FPS in 2.3

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I am aware of this tweak, but it did not work for me. changing back to cloud.fx from version 2.2 does for me. Hope LM will come with the final solution / hotfix .

 

Thanks for trying this approach. I apologize for just regurgitating what LM staff have posted on their website, but as it turns out, I just spent the last half hour comparing the two versions of cloud.fx from 2.2 and 2.3 and there are a few other changes to the HLSL code, beyond just those made in the "Volumize" section. Whether those changes are significant though is beyond my abilities, since HLSL is not my first language.

 

I'm going to try the P3d 2.2 cloud.fx file and see what that does.

 

 

EDIT:

 

Just tried that. Within the limits of having slightly different cloud conditions, I experienced no discernible change between having the cloud.fx from 2.3 with the "Volumize" change and cloud.fx from 2.2. 

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"Just tried that. Within the limits of having slightly different cloud conditions, I experienced no discernible change between having the cloud.fx from 2.3 with the "Volumize" change and cloud.fx from 2.2. "

 

There you go its all vodoo

Rich Sennett

               

So are we talking about a rendering engine issue here that is effect overall performance...

 

Let's hope LM can find the problem and get a Hotfix out.

 

Cheers

Well back to report went back to last version of ASN all better again - this new version is causing stuttering problems here thats for sure

 

Just finished a long flight from YSCB to NZCH in the AXE with Orbx AU and NZ loaded and Vector even with GSX usage on departure and destination airports -- VAS was 3.1GB at start and 3.6GB at finish (considering what I tossed at it I was impressed) ... clouds didn't seem to impact at take-off, climb, and during flight, but when I approached NZCH on final performance dropped enough so I started to get input lag.

 

Not sure I understand what is happening ... this was with the latest ASN build.  What I did notice is that latest ASN seems to want to create A LOT more stratus clouds and fewer cumulus and then it went cloud crazy (cumulus and stratus overlaying each other everywhere - something that I haven't seen real world) on approach to NZCH (more than what the actual weather was reporting).  So I'm thinking maybe this ASN beta needs a little more work.

 

Cheers, Rob.

Earlier in this thread it was mentioned that using 4x SSAA for antialiasing is suggested. I see in the P3d UI settings it only allows for MXSS. How do I use a SSAA setting? Thanks!

 

Edit: I figured out how to enable it. Im assuming SSAA of 4 is what the "4x" equates to. Also assuming that a value of "0" should them be placed next to MSAA?


First flight using the clud.fx mod and the 4x ssaa, and the fps issues in clouds no longer exist. I too am back to v2.2 performance levels...HOWEVER... BY switching to MSAA=0 and SSAA=4 the antialiasing is pretty bad compared to when I had MSAA on. Jaggies galore. Is this normal? Its an eyesore definitely, but still better than 8fps in the clouds.  Im running a GTX 690 with an i7 OC to 4.5.

Chad Black

 

Phoenix/ Flagstaff, AZ

USA

 

 


Is this normal? Its an eyesore definitely, but still better than 8fps in the clouds. Im running a GTX 690 with an i7 OC to 4.5.

 

I found SSAA did not do anything for me.

Just finished a long flight from YSCB to NZCH in the AXE with Orbx AU and NZ loaded and Vector even with GSX usage on departure and destination airports -- VAS was 3.1GB at start and 3.6GB at finish (considering what I tossed at it I was impressed) ... clouds didn't seem to impact at take-off, climb, and during flight, but when I approached NZCH on final performance dropped enough so I started to get input lag.

 

Not sure I understand what is happening ... this was with the latest ASN build.  What I did notice is that latest ASN seems to want to create A LOT more stratus clouds and fewer cumulus and then it went cloud crazy (cumulus and stratus overlaying each other everywhere - something that I haven't seen real world) on approach to NZCH (more than what the actual weather was reporting).  So I'm thinking maybe this ASN beta needs a little more work.

 

Cheers, Rob.

 

I noticed this as well with the newest ASN build. I'm back to using OPUS FSI on my next flight...we'll see! Somewhere out there, an XP10 guru is laughing at us...lol

Chad Black

 

Phoenix/ Flagstaff, AZ

USA

 

 


Somewhere out there, an XP10 guru is laughing at us...lol

Why? But who cares?

Spirit

Xp10 has it's own share of issues.

 

I run all three sims... It's a constant tweak or adjust settings battle most of the time. Maybe because I fly in diverse areas I need to constantly change my settings I'm not sure.

My Liveries | FAA ZMP | PPL ASEL |
| Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |

 

 

Xp10 has it's own share of issues.

 

I run all three sims... It's a constant tweak or adjust settings battle most of the time. Maybe because I fly in diverse areas I need to constantly change my settings I'm not sure.

This is very true. When I came back simming after about a year's hiatus with P3D2.3 I started to toy with XP 10 too. Both have different set of issues and for me using Nvidia surround setup with 6060x1080 bezel corrected resolution, every performance pit or stuttering problem is most likely pronounced compared to basic 1920x1080 single monitor setup: resolution eats more power and with large FOV you catch the stutters more easily when you see more to the left and right sides of the plane. Most frustrating is when any moderate slider adjustment doesn't seem to do much difference, but you have to lower something a lot to gain good performance in certain situations. Or avoid those situations totally.

 

Sometimes it seems that XP has very opposite performance problems compared to P3D. For example, XP's clouds can be a resource hog too, but with good amount of clouds, fog and somewhat lower visibility, it seems to perform a lot better than with fully clear weather.

I performed a clean install of Windows 7 onto my new Samsung SSD (brand new installation disk I bought off Amazon).

 

As soon as P3D finished installing I applied the "cloud.fx" fix and all looks pretty good ie I can fly smoothly in weather now (no volumetric fog yet and medium cloud in GUI).

 

So far am testing with tessellation ON. Will test with it ticked OFF tonight and see if the R6025 error returns.

Chillblast Core i5 14600KF Liquid Cooled RTX 4070 SUPER 32GB RAM. Internet: 1 Gig Fibre. HoneyComb Throttle & Flight System.

UK PPL since 2006 current on PA-28, C-152, C172, Decathlon, C-42 based at EGHP.

There you go its all vodoo

No. I think that you misunderstood. Both shader "mods" do the same thing for me. There is definitely something wrong with cloud.fx in 2.3.

 

I doubt that it's ASN as I get the same drop with Opus FSI. Maybe the problem is only evident with earlier video cards.

I agree with Richard. Voodoo magic was at work in FSX, and I reckon the same will apply to P3D. The added advantage in P3D is that the magicians have shadows to hide in.

Christopher Low

AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme

UK2000 Beta Tester

No. I think that you misunderstood. Both shader "mods" do the same thing for me. There is definitely something wrong with cloud.fx in 2.3.

 

How come with the previous version of ASN all is good again - try it you will see what I mean if you have this product

Rich Sennett

               

 

 


clouds didn't seem to impact at take-off, climb, and during flight, but when I approached NZCH on final performance dropped enough so I started to get input lag.

 

Had a similar experience the other day but this was with the previous version of ASN (5343b).  Did a flight from KGAI to the late lamented KAIY in the Manfred Jahn C-47v2 (very nice aircraft but not heavy on the system).  Smooth flight under 3000-foot cloud layer (cloud coverage density on medium but ASN was knitting together cumulus into a pretty solid layer) until descending below 1500 feet to get into the pattern, then notable stutters 'til landing.  Maybe something about the way autogen at lower altitudes is interacting with the cloud rendering?  Am just guessing here and I wasn't conducting a systematic test, so I have no VAS or GPU load information to report.  Just passing it along for whatever it's worth.  Will see what happens when I try other variations.


Alan Ampolsk

"Ah, Paula, they are firing at me!"
-- Saint-Exupery

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