January 17, 201511 yr 64 bit version would have been done. At least it still would be in the pipe now. I don´t see that coming too. But sometimes things change faster than you can figure. Later it might be P3D, I don´t know. Nobody knows it this stage. Steam? I heard interesting things about the new edition. Waiting a longer period, for me could that be years, will make my decision. I think three years ago I finally switched over to FSX. It took a while staying, because I turned back in between. They just released FSX-SE, for me, it is much too early to be convinced. Let them become compatible and then we will see. Maybe some developers just don´t have the time to support a platform they never asked for? Next time a developer releases a sim, it would be a good idea to let the sim check itself for safe functionality before running, to avoid overloading or anything else that comes up. Really good idea?? I would say no.
January 17, 201511 yr Moderator The whole post by Cmpbellsjc about mipmapping should be pinned in the appropriate forum section. Very well written and something everyone here should be aware of. Thanks Peter. Unfortunately I just noticed that it's got a few random spelling errors that I can't go back and fix. When I wrote that I tried to explain it to make it easy to understand. I learned a lot of valuable lessons about things like this from the late Michael Greenblatt when I worked with him originally back in 2008. Following his advice about mip mapping and working with texture has saved me tons of headaches through the years and I have had a great performing sim, even when I was running in on and old C2D. Up to now I have only ever had one OOM and that was when PMDG first released the NGX and then later issued a service pack which fixed that. I'd say that's pretty good in 7 years, especially considering the amount of complex addons I run and how many OOM threads I see every day. The only caveat to my advice is that sometime you'll get an addon scenery that has so many design flaws that no amount of mip mapping or texture resizing will fix it. I've had to go as far as decompiling bgls in some addons to remove models that were causing problems just to get reasonable performance out of an addon airport. Antalya airport for instance is one that took a lot of modding on my part to gain good performance. Anyway, thanks for the kind words. Hopefully some users will gain some knowledge from it. I know I've posted similar things like that a few times in the past to help some folks out. What I should do is save it to a notepad file so I don't have to retype the same info over each time. Avsim Board of Directors | Avsim Forums Moderator
January 18, 201511 yr I agree, great info cmpbellsjc, great advice!! And thanks also to Badfinger too! Convinced me. I went through the process over coffee this morning and batched my UT2 AC. Went off without a hitch following NickN process to set it all up with toby's batch. Did a quick check in to the sim just to check my paints were still there and they are. These things I had not heard of before and seem pretty darn important. Also running the double AC fix. Off to the friendly skies tonight. BIG THANKS!! Rob"Life is 10% what happens to me and 90% of how I react to it"
January 18, 201511 yr The issue with memory leaks has been around since computers have been. It is pure and simple lazy programming that does not rear its ugly head until it is pushed. Look at all the aircraft and scenery developers that pumped textures with no mip mapping. Do you think for a minute these developers are going waste any time in cleaning up the programming if they think they can get away with it? It is all about money, the bottom line, getting paid. You think Doctors went to school for 11 years for humanity, nope, for the money. I am now putting on my fire proof suit. :rolleyes: Ric Elmore
January 18, 201511 yr Moderator is there any fool proof guide/batch on how to mip mytraffic's ai ? Thanks I have a batch program that I can zip and send you. For UT2 I used the batch program in their forum, but for WOAI and custom AI that I add myself I use my batch converter. It batches both DXT5 and DXT1 .bmp files. Some older AI models use DXT1 textures, so it help full to have the ability to do both. It won't do .dds files, but most, 99% of AI use .bmp files. It will batch MTX AI textures as well. I've even used it to batch older scenery textures that needed mips. PM me your email and I'll send it to you when I get a chance. The issue with memory leaks has been around since computers have been. It is pure and simple lazy programming that does not rear its ugly head until it is pushed. Look at all the aircraft and scenery developers that pumped textures with no mip mapping. Do you think for a minute these developers are going waste any time in cleaning up the programming if they think they can get away with it? It is all about money, the bottom line, getting paid. You think Doctors went to school for 11 years for humanity, nope, for the money. I am now putting on my fire proof suit. :rolleyes:Just to be clear, whether or not a plane or scenery has mip maps, doesn't cause memory leaks. Mip maps just provide better performance and looks, not having them won't cause memory leaks. Avsim Board of Directors | Avsim Forums Moderator
January 18, 201511 yr PM me your email and I'll send it to you when I get a chance. Done ! Thanks a lot. Appreciated .
January 18, 201511 yr Moderator Done ! Thanks a lot. Appreciated . No problem. I'll include some instructions as well. It's pretty basic though, all you do is place the zip on your desk top and unzip it. Then in the unzipped folder there well be a few bat files indicating DXT1 or DXT3, etc. All you do is drag the whole set of texture folders over into the folder holding all the bat files. Then click on the one that says make aircraft DXT3 mips or something to that effect and it will start batching all the textures in the folders you dragged over. It will finish the first part and a window will pop up with a box that says ok, or something like that, you press OK and it will finish the batch process. Depending on how many texture folders you placed in the main folder, it may take the batch program a few minutes or more to run. If you try a batch and press the make aircraft DXT3 bat and a screen comes up and says unable or nothing happens, then you will need to use the make aircraft DXT1 bat. Some older AI models use DXT1 textures and the DXT3 bat won't convert them from DXT1 to DXT3, nor would you want to. Once all the folders are complete drag and drop them back to the original section in which you got them and let them overwrite the originals. As usual, make a complete backup of all the originals prior to starting in case something goes wrong or you make a mistake. Avsim Board of Directors | Avsim Forums Moderator
January 18, 201511 yr I have a batch program that I can zip and send you. For UT2 I used the batch program in their forum, but for WOAI and custom AI that I add myself I use my batch converter. It batches both DXT5 and DXT1 .bmp files. Some older AI models use DXT1 textures, so it help full to have the ability to do both. It won't do .dds files, but most, 99% of AI use .bmp files. It will batch MTX AI textures as well. I've even used it to batch older scenery textures that needed mips. PM me your email and I'll send it to you when I get a chance. Just to be clear, whether or not a plane or scenery has mip maps, doesn't cause memory leaks. Mip maps just provide better performance and looks, not having them won't cause memory leaks. Never said it did, read the post again. Ric Elmore
January 18, 201511 yr Moderator Never said it did, read the post again.Don't need to read it again. The way you wrote your statement, I wasn't sure if you were implying that programming and/or not mip mapping scenery and planes were causing memory leaks. That's why I said "just to be clear" in my reply, because I wasn't sure if that's what you were implying. Now that you replied, I see that was not what you were implying. I do agree that some devs seem to rush things just to get them to market sooner, then leave us to fix the problems or wait for a service pack to fix things. Avsim Board of Directors | Avsim Forums Moderator
January 18, 201511 yr A default B737 texture file with mipmaps b737_800_1_T.dds is 1366 kb. The same file without mipmaps is only 342 kb. That is a ratio of about 4 to 1 in size. Gerry Howard
January 18, 201511 yr Does using this mipmap program reduce VAS then? Does it reduce the visuals aswell? Brynjar Mauseth
January 18, 201511 yr The FSX default B737 file b737_800_1_T.dds is 1366 kb and 2047 by 1024 pixels with 8 mipmaps,. The version without mipmaps is 341 kb and 1024 by 1024 pixels. The mipmapped version is 4 times as large so should need more VAS. Gerry Howard
January 18, 201511 yr There is a tool called VAS Monitor, latest version is 1.1. It runs on the client via fsuipc. This tool monitors VAS usage and warns if you have a problem. I tested it and it works. If you are getting warned, go down with your settings! I said it before, DX10 is recommended.
January 18, 201511 yr Microsoft owes nothing to the "community"(what ever that means). Apart from the fact Microsoft has no interest in FSX and no longer sells it - sold its rights to DoveTail, It was the community who overloaded FSX with add-ons that broke it. Your analogy with Jaguar is totaly false - to you serious expect Jaguar to update a 10 old car for you? Have to agree. Blaming Microsoft for the world's ills is an old game. No disrespect intended. FSX is what, 8 yr old? MS created an ecosystem around the sim, with very few if any rules. Got lots of addons and lots of headaches. If MS had set very strict standards for addons, we'd be upset with them for the boring sim. Blaming MS is like blaming GM because you can't connect your phone to the stereo using near field communication, in your 8 year old car. Hardware has caught up to, and paased, the sim. We have to wait for for the sim to catch back up to the hardware. Regards, Graham Derreck CYMM
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