October 20, 201411 yr It should work with the large texture sets used for clouds too, 2048 or 4096. We should try that also. Bob Thanks guys. I confirm that it works for me. I added TEXTUREMAXLOAD=30, with no other tweaks, and I can notice much improvement in Drzewiecki's sceneries, where there are lots of custom textures. It seems that there is less lag to load textures. HOWEVER, it seems more fps heavy, especially at the beginning, when textures are loading for the first time. I guess, this is some compromise between smoothness and maximum textures at once. So, that would mean one of 2 things. If the cfg entry does not exist the exe loads a default or it does nothing. Seems logical. But then some say it depends on the other TEXTURE_BANDWIDTH_MUL. So if that one is not there but the other one is then ............................on and on and on with nothing to back it up. C'mon guys there has to be some other subjects worth talking about. Bob Officially retired
October 20, 201411 yr Author It should work with the large texture sets used for clouds too, 2048 or 4096. We should try that also. Bob So, that would mean one of 2 things. If the cfg entry does not exist the exe loads a default or it does nothing. Seems logical. But then some say it depends on the other TEXTURE_BANDWIDTH_MUL. So if that one is not there but the other one is then ............................on and on and on with nothing to back it up. C'mon guys there has to be some other subjects worth talking about. Bob If you read Steve's stutters entry, then TEXTURE_BANDWIDTH_MUL is used only with frames limited. If frames are unlimited then, by default, the max texture per frame is equivalent of 3 256x256 textures with mips. This 3 is what we are increasing to 27, 30 etc. So goes the explanation when TEXTURE_BANDWIDTH_MUL is not defined.
October 20, 201411 yr C'mon guys there has to be some other subjects worth talking about. Bob Not really Bob - slow day here at the AVSIM Rich Sennett
October 20, 201411 yr One wonders then, why LM does not have this by default. According to the following link to topic in the P3D Tips and Tricks Forum, LM recommended it in their Learning Center - http://forum.avsim.net/topic/428293-megascenery-in-p3d2/. I'm wondering if this 'tweak' has any affect on VAS. Does it deplete it faster or does VAS usage remain about the same? Best regards, Jim Young | AVSIM Online! - Simming's Premier Resource! Member, AVSIM Board of Directors - Serving AVSIM since 2001 Submit News to AVSIMImportant other links: Basic FSX Configuration Guide | AVSIM CTD Guide | AVSIM Prepar3D Guide | Help with AVSIM Site | Signature Rules | Screen Shot Rule | AVSIM Terms of Service (ToS) I7 8086K 5.0GHz | GTX 1080 TI OC Edition | Dell 34" and 24" Monitors | ASUS Maximus X Hero MB Z370 | Samsung M.2 NVMe 500GB and 1TB | Samsung SSD 500GB x2 | Toshiba HDD 1TB | WDC HDD 1TB | Corsair H115i Pro | 16GB DDR4 3600C17 | Windows 10
October 20, 201411 yr Not really Bob - slow day here at the AVSIM I guess. Must be the Monday blues. Bob Officially retired
October 20, 201411 yr If you read Steve's stutters entry, then TEXTURE_BANDWIDTH_MUL is used only with frames limited. If frames are unlimited then, by default, the max texture per frame is equivalent of 3 256x256 textures with mips. This 3 is what we are increasing to 27, 30 etc. So goes the explanation when TEXTURE_BANDWIDTH_MUL is not defined. It is apparent that what Steve did not convey, but which Phil Taylor and other ACES Bloggers did convey in various posts was, that even when a Cfg parameter is not listed as a discrete entry visible within a particular sub-section of the Cfg file, some if not all Cfg file parameters are actually already present within the internal code of FS. IIUC, such "Cfg file" parameters are reportedly capable of being utilized either at all times, when 'activated' by other parameters, or when the the FS rendering engine is working under certain rendering load threshold scenarios. Also, IIUC, all such parameters have numeric defaults internally coded in FS which are applied in the absence of a written "over-ride" value in the Cfg file (in other words when the parameter is NOT otherwise listed as a discrete entry visible within a particular sub-section of the Cfg file). Additionally, such internal default numeric values are reportedly "fall-back" values used when a non-applicable discrete value is specified in the Cfg file by an end-user way outside the range of the calculations which the rendering engine is allowed to perform (within an allocated period of time permitted by the master rendering loop which controls the Fiber and Data-loader sub-system). BTW: IIUC, what Steve meant to convey was simply that the TEXTURE_BANDWIDTH_MULT (aka "TBM") is not applied to the TEXTUREMAXLOAD parameter IF FPS are not locked. But, what Steve did not say, and IMHO, which is likely not what he inferred, is that TBM was necessarily going to be otherwise inactive or no longer utilized in other aspects of the FS rendering engine's workload ...just because FPS are not locked. I believe if you test changing the TBM (even to 'inconceivable' numbers ! :wink: ) as discussed in the linked threads on "10 Test Tweaks" for FS9, you may see whether there is any change in rendering system behavior independent of specifying a discrete TEXTUREMAXLOAD parameter. I suggest testing this possibility in P3D 2.x without a discrete TEXTUREMAXLOAD parameter, and instead, with FPS both locked and un-locked), increase "TEXTURE_MAX_LOAD" (aka "TML") along with the TEXTURE_BANDWIDTH_MULT (aka "TBM") ...as long as the calculation for TML is done as described in those (2) threads. http://forum.avsim.net/topic/329728-possible-new-tweak-for-fs9/page-2 http://www.fsdeveloper.com/forum/threads/autogen-radius.81821/ Hope this helps ! :smile: GaryGB
October 22, 201411 yr According to the following link to topic in the P3D Tips and Tricks Forum, LM recommended it in their Learning Center - http://forum.avsim.net/topic/428293-megascenery-in-p3d2/. I'm wondering if this 'tweak' has any affect on VAS. Does it deplete it faster or does VAS usage remain about the same? Best regards, I routinely fly from Texas to the East Coast or West Coast and do not have OOM crashes with MegaSceneryEarth states all loaded in for my flight path. I usually have 3-4 states loaded at any one time running lots of clouds in Active Sky NEXT and 2048 resolution textures everywhere. On photo scenery that MaxLoad=30 was a really help in keeping the textures loading quickly and for me even reduced blurring. Captain K-Man FlightBlog Channel: https://www.youtube.com/channel/UCulqmz0zmIMuAzJvDAZPkWQ // Streaming on YouTube most Wednesdays and Fridays @ 6pm CST Brian Navy
October 22, 201411 yr Limited framerate or not, Kuragiman? Thanks, Michael Intel i7-13700K / AsRock Z790 / Crucial 32 GB DDR 5 / ASUS RTX 4080OC 16GB / BeQuiet ATX 1000W / WD m.2 NVMe 2TB (System) / WD m.2 NVMe 4 TB (MSFS) / WD HDD 10 TB / XTOP+Saitek hardware panel / LG 34UM95 3440 x 1440 / HP Reverb 1 (2160x2160 per eye) / Win 11
October 30, 201411 yr Commercial Member So what's the final verdict? Does TextureMaxLoad have any effect if we are running with UNLIMITED fps slider within P3Dv2.4? Regards, Efrain RuizLiveDISPATCH @ http://www.livedispatch.org (CLOSED) ☹️
October 30, 201411 yr Limited framerate or not, Kuragiman? Thanks, Michael Unlimited. I find that on my system if I lock the frames my performance gets crippled. Captain K-Man FlightBlog Channel: https://www.youtube.com/channel/UCulqmz0zmIMuAzJvDAZPkWQ // Streaming on YouTube most Wednesdays and Fridays @ 6pm CST Brian Navy
October 30, 201411 yr Author So what's the final verdict? Does TextureMaxLoad have any effect if we are running with UNLIMITED fps slider within P3Dv2.4? It's a ymmv case. It has made difference for some but not for others. You will have try and find the result for your system.
October 31, 201411 yr Unlimited, and TML does work here. I had it set to 12 but thought it induced some stuttering. I'm now trying it on TML=9 Gerrit
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