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dukeav

TEXTUREMAXLOAD = 27 = Instant texture loading?

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This setting is not there in default P3d cfg but seems to help immensely with texture loading. (Rob had it his old settings, but no longer it seems?)

 

Without this entry, Parked in Aerosoft Heathrow, I go to spot view and pan around 360 degrees. As various Airport buildings come into view, they are first black and then slowly paint up. Keep doing circles and same building will still be black in the next round before getting painted.

 

Add this entry and they paint up almost instantly and stay painted while circling. Switch back to VC, instant painting.

 

I have 4700MQ @ 2.8 with 755m SLI, ymmv.

 

 

 

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Why 27? I've it at 30.

Spirit

 

Why not indeed. I tried 54, nothing much different.

 

Does it introduce stutters?

 

No, not this time. :rolleyes:

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I fly with MegaSceneryEarth 2.0 photo real and absolutely have to have my Maxload at 30 to prevent textures from slow loading and breaking immersion.  30 is a great number.  No stutters in my P3D.

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I fly with MegaSceneryEarth 2.0 photo real and absolutely have to have my Maxload at 30 to prevent textures from slow loading and breaking immersion.  30 is a great number.  No stutters in my P3D.

 

One wonders then, why LM does not have this by default.

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Texturemaxload tweak is on by default. I find that without increasing this number to 12 or higher I get some black tiles in certain complex airports.

 

Some experts say "leave it out." No way JOSE!

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One wonders then, why LM does not have this by default.

 

I suspect every 'tweak' that LM either has included or recommended has been tested by them or their beta testers for some level of success on most machines.

 

Think of what happens if they either recommend or add a questionable tweak. Better start hiring more technical support people.  :lol:


Texturemaxload tweak is on by default.

 

What is the default value?

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I suspect every 'tweak' that LM either has included or recommended has been tested by them or their beta testers for some level of success on most machines.

 

Think of what happens if they either recommend or add a questionable tweak. Better start hiring more technical support people.  :lol:

Texturemaxload tweak is on by default.

 

What is the default value?

 

I believe it is a single digit number like 6.

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Where is this placed in the file, and what is the exact syntax of the command?

I looked up texture max load on google, and I see numbers like 4700 etc

Also I find texture_max_load and textureMaxLoad

are these the same or not?

Thank you very much.

-Stampee

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Where is this placed in the file, and what is the exact syntax of the command?

I looked up texture max load on google, and I see numbers like 4700 etc

Also I find texture_max_load and textureMaxLoad

are these the same or not?

Thank you very much.

-Stampee

 

Just put in the last line of the texture heading are - that will be fine but jury is still out on this being added I am not noticing anything different - try 27 or 30 like posted by others

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Where is this placed in the file, and what is the exact syntax of the command?

I looked up texture max load on google, and I see numbers like 4700 etc

Also I find texture_max_load and textureMaxLoad

are these the same or not?

Thank you very much.

-Stampee

 

Goes under display:

 

[Display]
TEXTUREMAXLOAD=27

Just put in the last line of the texture heading are - that will be fine but jury is still out on this being added I am not noticing anything different - try 27 or 30 like posted by others

 

Did you have black textures in heavy areas?

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I looked up texture max load on google, and I see numbers like 4700 etc

 

Also I find texture_max_load and textureMaxLoad

Not the same!!!

 

TextureMaxLoad is in the [DISPLAY] section. It's values are normally numbers like 6, 12, 21, 27, 30 and so on. Should be a multiple of 3.

 

and

 

Texture_Max_Load is in the [GRAPHICS] section. It's numbers represent the resolution of the textures and has values of 1024, 2048 and 4096.

 

Spirit

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Not the same!!!

 

TextureMaxLoad is in the [DISPLAY] section. It's values are normally numbers like 6, 12, 21, 27, 30 and so on. Should be a multiple of 3.

 

and

 

Texture_Max_Load is in the [GRAPHICS] section. It's numbers represent the resolution of the textures and has values of 1024, 2048 and 4096.

 

Spirit

 

Never

 

 

Not the same!!!

 

TextureMaxLoad is in the [DISPLAY] section. It's values are normally numbers like 6, 12, 21, 27, 30 and so on. Should be a multiple of 3.

 

and

 

Texture_Max_Load is in the [GRAPHICS] section. It's numbers represent the resolution of the textures and has values of 1024, 2048 and 4096.

 

Spirit

 

Thanks

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Just put in the last line of the texture heading are - that will be fine but jury is still out on this being added I am not noticing anything different - try 27 or 30 like posted by others

If you don't see the occasional black square around high density sceneries, then the default setting is working fine with your Titan.

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Not the same!!!

 

TextureMaxLoad is in the [DISPLAY] section. It's values are normally numbers like 6, 12, 21, 27, 30 and so on. Should be a multiple of 3.

 

and

 

Texture_Max_Load is in the [GRAPHICS] section. It's numbers represent the resolution of the textures and has values of 1024, 2048 and 4096.

 

Spirit

Hello:

 

As spirit_66 alludes to above, TextureMaxLoad is distinct from Texture_Max_Load (aka "TML").

 

 

Furthermore most references to TextureMaxLoad (which is a tweak which IIRC has been in MSFS since at least FS9 if not earlier) suggest that it is not utilized by the FS rendering system except when one also uses "locked" frame rates

 

 

Some of the many links on this topic:

 

 

http://forum.avsim.net/topic/432461-why-is-texturemaxload-frowned-upon-now/

 

 

http://forum.avsim.net/topic/281312-texturemaxload-vs-texture-max-load/

 

http://www.simforums.com/forums/fsx-tweaks-demystified_topic37948.html

 

http://www.sim-outhouse.com/sohforums/showthread.php?44877-FSX-CONFIG-A-MATHMATICAL-APPROACH-based-on-hardware-specifications

 

 

 

CAVEAT: As has generally been advised by those who have extensively tested many FS tweaks on high-performance computer systems:

 

Always fully optimize one's computer hardware, hardware drivers, Windows and process / service sub-system ...BEFORE attempting to test

 

* applicability of

 

* need for

 

* interaction between

 

...various tweaks on FS performance.

 

 

Hope this helps ! :smile:

 

GaryGB

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...

Furthermore most references to TextureMaxLoad (which is a tweak which IIRC has been in MSFS since at least FS9 if not earlier) suggest that it is not utilized by the FS rendering system except when one also uses "locked" frame rates

...

 

Hope this helps ! :smile:

 

GaryGB

 

I don't think locked frames statement is true because mine aren't and there is drastic improvement in texture loading. Well, at least for P3D in my case.

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Indeed, it might be that LM may have changed some of the internal FS code such that the P3D 2.x rendering engine behaves differently than FS2Kx / FSX with respect to TextureMaxLoad in that it may 'now' work ...without locked FPS.

 

I don't yet have P3D 2.x available to test at this time, so I can't test that theory. :Thinking:

 

 

I merely offered up some links on the history of the topic of using TextureMaxLoad to help with anyone testing it on their own system, since the obscure technicality of that tweak not being utilized unless FPS are set "locked" at a target Frame Rate (in prior versions of MSFS at least) ...had not been mentioned thus far in this thread.

 

[EDITED]

 

Some additional reading on the history and interaction of this and 'related' tweaks:

 

http://www.steve-lacey.com/2005/11/the_blurries

 

http://www.steve-lacey.com/2005/11/the_stutters

 

 

NOTE: As Steve Lacey pointed out, "When running with an unlimited target frame rate (or any target that your system cannot achieve), the fiber system is starved of time, work items take a long time to finish and you end up with a blurry terrain until (if ever) the system finally catches up."

 

 

AFAIK, this issue may compel utilization of yet another teak to compensate for not using "locked" FPS: FIBER_FRAME_TIME_FRACTION aka "FFTF"

 

http://support.microsoft.com/kb/555738

 

http://blogs.msdn.com/ptaylor/archive/2007/06/01/fsx-tweak-of-the-week-or-2.aspx

 

http://www.flightsim.com/vbfs/showthread.php?212042-Giving-*******-his-own-post-*******-Altuve-that-is-*-FSX-important-*

 

http://forum.avsim.net/topic/263132-fiber-frame-time-fraction-value-and-its-effect/

 

[END_EDIT]

 

 

Hope this helps a bit more ! :smile:

 

GaryGB

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Indeed, it might be that LM may have changed some of the internal FS code such that the P3D 2.x rendering engine behaves differently than FS2Kx / FSX with respect to TextureMaxLoad in that it may now work without locked FPS.

 

I don't yet have P3D 2.x available to test at this time, so I can't test that theory. :Thinking:

 

FPS locked here so maybe why I dont see any difference - lets be clear I have no problems to begin with - just always looking for that extra boost  :)

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Indeed, it might be that LM may have changed some of the internal FS code such that the P3D 2.x rendering engine behaves differently than FS2Kx / FSX with respect to TextureMaxLoad in that it may 'now' work ...without locked FPS.

 

I don't yet have P3D 2.x available to test at this time, so I can't test that theory. :Thinking:

 

 

I merely offered up some links on the history of the topic of using TextureMaxLoad to help with anyone testing it on their own system, since the obscure technicality of that tweak not being utilized unless FPS are set "locked" at a target Frame Rate (in prior versions of MSFS at least) ...had not been mentioned thus far in this thread.

 

[EDITED]

 

Some additional reading on the history and interaction of this and 'related' tweaks:

 

http://www.steve-lacey.com/2005/11/the_blurries

 

http://www.steve-lacey.com/2005/11/the_stutters

 

 

NOTE: As Steve Lacey pointed out, "When running with an unlimited target frame rate (or any target that your system cannot achieve), the fiber system is starved of time, work items take a long time to finish and you end up with a blurry terrain until (if ever) the system finally catches up."

 

 

AFAIK, this issue may compel utilization of yet another teak to compensate for not using "locked" FPS: FIBER_FRAME_TIME_FRACTION aka "FFTF"

 

http://support.microsoft.com/kb/555738

 

http://blogs.msdn.com/ptaylor/archive/2007/06/01/fsx-tweak-of-the-week-or-2.aspx

 

http://www.flightsim.com/vbfs/showthread.php?212042-Giving-*******-his-own-post-*******-Altuve-that-is-*-FSX-important-*

 

http://forum.avsim.net/topic/263132-fiber-frame-time-fraction-value-and-its-effect/

 

[END_EDIT]

 

 

Hope this helps a bit more ! :smile:

 

GaryGB

 

 Hey Gary, thanks for the links, very interesting read so far.

 

Here's what I found in stutters one:

-----------------------------------------------------------------------------

 

Steve Lacey Mod  9 years ago

John - By default, the texture manager will upload a maximum number of texture's per frame. This is measured in bytes, and the default is the equivalent of three 256x256 textures with mips.

The 'three' comes from a configuration variable you may not be familar with. This is TextureMaxLoad in the DISPLAY section. The default is three.

This value is multiplied by the TEXTURE_BANDWIDTH_MULT configuration variable and divided by the target framerate only in the case where you have a target framerate set. With 'unlimited', the variable will have no effect. So, you can see that the value is a multiplier, rather than having any specific units.

 

 

Then a user asks:

------------------------------------------------------------------------------

John Farrie  9 years ago

Steve

...

Can I ask a couple of things about this:

<ol>

<li>Is TextureMaxLoad specified in bytes or as the number of 256x256 textures

with mips. In other words, is the default TextureMaxLoad=3 or is it

TextureMaxLoad=131286 (where 131286 = 3 x 43,762 bytes)?</li>

<li>Which variable are you saying has no effect with 'unlimited', 

TextureMaxLoad or TEXTURE_BANDWIDTH_MULT?</li>

</ol>

...

And Steve replies:

-------------------------------------------------------------------------------------

 

Steve Lacey Mod  9 years ago

John - correct, this is a parameter that is not written by default.

1 - Number of 256x256 textures with mips. The default is 3.

2 - TEXTURE_BANDWIDTH_MULT.

 

 

So it appears that TextureMaxLoad is not affected by frames unlimited setting? What do you infer?

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Indeed, it might be that LM may have changed some of the internal FS code such that the P3D 2.x rendering engine behaves differently than FS2Kx / FSX with respect to TextureMaxLoad in that it may 'now' work ...without locked FPS.

 

I don't yet have P3D 2.x available to test at this time, so I can't test that theory. :Thinking:

 

 

I merely offered up some links on the history of the topic of using TextureMaxLoad to help with anyone testing it on their own system, since the obscure technicality of that tweak not being utilized unless FPS are set "locked" at a target Frame Rate (in prior versions of MSFS at least) ...had not been mentioned thus far in this thread.

 

[EDITED]

 

Some additional reading on the history and interaction of this and 'related' tweaks:

 

http://www.steve-lacey.com/2005/11/the_blurries

 

http://www.steve-lacey.com/2005/11/the_stutters

 

 

NOTE: As Steve Lacey pointed out, "When running with an unlimited target frame rate (or any target that your system cannot achieve), the fiber system is starved of time, work items take a long time to finish and you end up with a blurry terrain until (if ever) the system finally catches up."

 

[EDITED FOR CORRECTIONS]

 

AFAIK, this issue may compel utilization of yet another tweak to compensate for not using "locked" FPS: FIBER_FRAME_TIME_FRACTION aka "FFTF"

 

http://support.microsoft.com/kb/555738

 

http://blogs.msdn.com/ptaylor/archive/2007/06/01/fsx-tweak-of-the-week-or-2.aspx

 

http://www.flightsim.com/vbfs/showthread.php?212042-Giving-*******-his-own-post-*******-Altuve-that-is-*-FSX-important-*

 

http://forum.avsim.net/topic/263132-fiber-frame-time-fraction-value-and-its-effect/

 

[END_EDIT]

 

 

Hope this helps a bit more ! :smile:

 

GaryGB

 

 

Please note that I corrected the spelling of 'teak' to "tweak" in my post above.

 

Also, perhaps I might have worded a couple of things more clearly in my original post ...to avoid confusion.

 

I do not know whether LM may or may not have changed the way that TextureMaxLoad works, and I presently do not have the means to test this FS Cfg file parameter ....in P3D 2.x.

 

I simply considered the possibility that perhaps there "may" have been a change made in the way the FS rendering engine deals with the TextureMaxLoad parameter in P3D 2.x, since DukeSan asserted evidence from his own experience that use of TextureMaxLoad appeared to have a substantial impact on his own P3D 2.x performance:

 

I don't think locked frames statement is true because mine aren't and there is drastic improvement in texture loading. Well, at least for P3D in my case.

 

http://forum.avsim.net/topic/453741-texturemaxload-27-instant-texture-loading/page-2#entry3098699

 

 

So now it is down to the interested users here to test how this parameter is actually working in P3D 2.x, bearing mind that the "original" MSFS specification for how TextureMaxLoad was intended to work in FS2Kx and FSX (within the context of ACES, NOT LM's version of the rendering engine code) was that,  IIUC, unless FPS were locked, the TextureMaxLoad parameter was not factored into the equation for performance at run time.

 

Hope this helps clarify the issues under consideration here a bit more. :smile:

 

 

PS: Please first remember and consider ber the well-intended caveat above:

 

"CAVEAT: As has generally been advised by those who have extensively tested many FS tweaks on high-performance computer systems:

 

Always fully optimize one's computer hardware, hardware drivers, Windows and process / service sub-system ...BEFORE attempting to test

 

* applicability of

 

* need for

 

* interaction between

 

...various tweaks on FS performance."

 

Then, if you are still in a mood for some in-depth experimenting and exploring  tweaks with P3D v1.4 and/or v2.x (in addition to many main stream tweaks discussed Ad Infinitum on FSX web sites for FSX, consider testing some of the "investigational" tweaks originally intended for FS9 (...some of which I personally have found to still work rather nicely in FSX  :wink:  ).

 

YMMV.

 

I accept no responsibility for what testing this info may do to anyone's "reality constructs", peace of mind, amount of residual hair left on their head (or elsewhere), AVSIM forums' bandwidth bill, or just how comfortable the job used to be in the quiet, ivory tower / padded cell of one's 'POD' over at LM ...after the P3D v2.4 update didn't fix as much as some had originally hoped.

 

http://forum.avsim.net/topic/329728-possible-new-tweak-for-fs9/page-2

 

http://www.fsdeveloper.com/forum/threads/autogen-radius.81821/

 

 

Happy testing ! :Nerd:

 

GaryGB

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Is there anyone who can provide a more solid description as to what this does from a technical standpoint? I think it is useless to just start throwing values out there and not understanding what is happening behind the scenes with the code. What this code did in FSX or what others said it did like boyte (please excuse the spelling of his name if wrong please),  may or may not be true today. Why not just find out exactly what it does from the LM dev's and go from there. To me this is useless not knowing what it does. Maybe you do see some change, but then something else is affected down the road and you have no idea where it came from. Sorry, it is more of the tweakmasters BS to me.

 

 

Bob

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Hi Bob:

 

Would I be correct that you are referring to getting an explanation direct from someone on the development team at LM as to exactly what is now the effect in P3D 2.x (if any) of using a 'discrete entry' in one's P3D Cfg file for the TextureMaxLoad parameter ? :Confused:

 

GaryGB

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