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Locking the FPS

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Greetings Bob!As far as the "blurring" or "motion blur" in movies is concerned, careful reading of the posts in question suggests thsat you both say the same thing, just in different ways.Regarding people being able to see the difference between 85 Hz and 100 Hz: don't so easily call anything that yourself are unable to see "rubbish". I can't see you, but that doesn't prompt me to call you rubbish (wide and wicked grin)!Only three or four years ago I could indeed distinguish between 85 and 100 refresh rates. Unfortunately, since those days my eyesight has considerably deteriorated, and now a 75 Hz refresh seems perfectly "stable" to me. It all depends on the person, his eyes, his brain, his neurological system... some of us are able to see tiny differences that others don't.Be well!Jaap Verduijn.

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Well i just did a couple of tests with the lock on and the lock off.With my X800XT and at ISD LIRF and the F1 ATR72 it took considerably longer for the external textures to load on the ATR with the lock ON!With the frame rate set to unlimited the textures loaded far quicker than with the frame rate lock on.Both tests where done on a fresh cold boot using a sim profile i have in XP to keep all the crap out in XP.Interesting and glad i have been using unlimited all along.Darren

what fps were you getting with unlimited and where did you lock it at?

I believe this is indeed true for FS2002... I've seen no evidence that this theory applies to FS2004, however.

Bert

I have my frame rate lock at 100, because my onboard sound starts crackling at FPS above this.I highly recommend that once your FS setup is running to your satisfaction, or the best that it can with your current hardware, that you turn the frame rate counter OFF. IMO, it is far more important that you fly by the aircraft numbers rather than have the FPS numbers fly you! :-lol Gary

9800X3D | 4090 | 64GB | 2+1TB NVME | 2TB SSD | 2TB HDD | 85/50/43” TVs | Quest 3 | DOF H3 Motion Rig | Buttkicker | T.16000M Flight Kit

MSFS @ 4K Ultra DLSS Performance FG 80 FPS |  VR VDXR Godlike 80Hz SSW | MSFS VR DLSS Quality, Ultra Preset - Windows 11

Acer Nitro 5 | i5-11400H | RTX 3060 6 GB | 32GB DDR4 | 15.6" FHD IPS 144Hz | 2 x 512 GB SSD | Windows 11

That's my opinion also. There is absolutely no evidence that the FPS lock in FS2004 degrades scenery no matter what the setting nor the CPU speed. All the credible tests I've seen indicate that a slightly higher average framerate and much quicker texture loading can be obtained by running with no lock. And that's been my experoence also.Doug

Intel 10700K @ 5.1Ghz, Asus Hero Maximus motherboard, Noctua NH-U12A cooler, Corsair Vengeance Pro 32GB 3200 MHz RAM, RTX 2060 Super GPU, Cooler Master HAF 932 Tower, Thermaltake 1000W Toughpower PSU, Windows 10 Professional 64-Bit, 100TB of disk storage. Klaatu barada nickto.

The 3dfx Voodoo5 series supported "T-Buffer" which included motion blur (it was also essentially the first card in the consumer range to support "true" anti-aliasing). However I think there was a slight problem with the feature - in their tech demo, turning ON motion blur caused the framerate to drop by 50% or so :-lol I think that's the way it works - if you want to interpolate between frames, you need to render many more frames than you will be displaying and use them to calculate the motion blur...?

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OkWith all my sliders maxed except autogen which is set to 50% the average loading time for a 32bit skin for the Alitalia ATR72 was between 2 and 4 secs.This was with Ai traffic at 100% and i have a heavily modified traffic setup with multiple BGLs and PAi and AI aardvark models.With the slider set to max the loading time was between 0.5 and 2 secs but at no stage did i get any of the delays i did with the slider set to 25FPS.I really don't care one way or the other just pointing out what i found when i ran a test which is graphically as heavy as you can get apart from running real wx with AS2004 as well.Darren

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