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Dynamic Lighting Performance Differs Strangely

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I just spend some time playing around with sliders and settings to see which of them make a noticeable difference on my system when using dynamic lighting at FB KMSP. While doing this, I noticed that performance differs drastically depending on when I select night time.

If I set the time to night via the toolbar while at the airport I get around 7 FPS which puts me close to a nervous breakdown. (Okay maybe not so much). When I select night on the scenario setup screen before loading I get 17-19 FPS. Any ideas why?

 

Btw: If anyone is interested, this is what gave me noticeable performance boosts: Lower AA setting (nothing new), special effects to low/medium, all shadows off (or just terrain shadows off) and selecting simple clouds since you don't see them anyway when your night is all dark and nice like mine. FPS up to 23.

You could try turning Tree auto gen down also as you cannot see them very much in the dark

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My FPS with dynamic lighting on or off are about the same during the day.  But, at night, with the instrument lights on, FPS can be cut in half.

Rick Abshier

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  • Author
On 2017-06-30 at 3:12 AM, ricka47 said:

My FPS with dynamic lighting on or off are about the same during the day.  But, at night, with the instrument lights on, FPS can be cut in half.

I'm not sure why it would be a hit on performance during the day? Obviously there's not much light involved, other than the sun. During the night, as long as I have steady 21 FPS and no stutters I'm good.

Saw this thread over on the official forum; http://www.prepar3d.com/forum/viewtopic.php?f=6312&t=125511 -- So a simple panning can change the performance. 

At this point, the Dynamic Lights performance just seems erratic and all over the place. 

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  • Author
1 hour ago, Sethos1988 said:

At this point, the Dynamic Lights performance just seems erratic and all over the place.

I agree. Still in its baby shoes I would say. LM are working on it and an update/fix shouldn't be too far away.

That is an interesting thread. Seems like the rendering process is stuck and continues when objects in different directions come into view?

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