February 26, 20188 yr Hey guys solar I have been only using cast and receiving on vehicle only internal and external vehicle i am wanting to tick all receive shadows ,and only cast terrain for time being ,as casting cloud shadows pops in and out. will there be any performance issues with only selecting all to receive cast internal and external vehicle and terrain? and also is the simobjects cast or receive been fixed? Where it has been known to cause stutters? my settings are moderate maintaining 30fps 2 titans 6gb in sli soon to get 1080ti asus vi extreme mobo 16gb Corsair 2400mhz ram ssd x 2 4 hdd i7 4790k at 4.7 850w psu Any advise is appreciated thanks mike
February 26, 20188 yr Why don't you try it out and see for yourself? There can be no one answer for all with questions like this, and it literally takes all but 5 seconds to check/uncheck what you want. Intel Core i7-6700k CPU Overclocked to 4.50GHz - 16GB RAM, Nvidia Geforce GTX980ti 6GB, Windows 10 Home 64-bit
February 26, 20188 yr Author 3 hours ago, RancidViper said: Why don't you try it out and see for yourself? There can be no one answer for all with questions like this, and it literally takes all but 5 seconds to check/uncheck what you want. Thank you for your reply will do, just wanted a little insight as to which checkbox has more of an effect on performance? Receive or casting? For instance casting sim objects shadows or receiving?is it more cpu or gpu bound? theres no detailed explanation. thank you
February 26, 20188 yr MY unofficial analysis shows that shadows are CPU intensive... especially terrain and buildings/autogen. I only do shadows for my simobjects and my own plane, and clouds. | My Liveries | FAA ZMP | PPL ASEL | | Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |
February 26, 20188 yr 5 hours ago, mikeymike said: For instance casting sim objects shadows or receiving?is it more cpu or gpu bound? Depends on the objects and if there are any transparency's involved. If the object (in this test the Jetway with transparent glass adding SimObjects receive shadows triggered stutters as the shadow calcs get more complex and GPU demanding from behind a transparency). This is testing I did with P3D V3.4 but the same applies to V4.x: Cheers, Rob. EDIT: it really varies based on you location and add-on scenery ... but for a generic rule I do the following when chasing performance issues with shadows: 1. Disable SimObjects Receive 2. Disable SimObjects Cast 3. Disable Terrain I haven't noticed any performance issues with cloud shadows and they appear to stay when I set shadows to max distance.
February 26, 20188 yr Author 8 minutes ago, Rob Ainscough said: Depends on the objects and if there are any transparency's involved. If the object (in this test the Jetway with transparent glass adding SimObjects receive shadows triggered stutters as the shadow calcs get more complex and GPU demanding from behind a transparency). This is testing I did with P3D V3.4 but the same applies to V4.x: Cheers, Rob. EDIT: it really varies based on you location and add-on scenery ... but for a generic rule I do the following when chasing performance issues with shadows: 1. Disable SimObjects Receive 2. Disable SimObjects Cast 3. Disable Terrain I haven't noticed any performance issues with cloud shadows and they appear to stay when I set shadows to max distance. Hi rob i have seen your video regarding this, wasn’t to sure if it would also apply in v4. Guess it does. so just untick those 3 mentioned above? And test? my shadow cast distance is low and quality is medium. thank you mike
February 26, 20188 yr 15 minutes ago, Rob Ainscough said: EDIT: it really varies based on you location and add-on scenery ... but for a generic rule I do the following when chasing performance issues with shadows: 1. Disable SimObjects Receive 2. Disable SimObjects Cast 3. Disable Terrain I haven't noticed any performance issues with cloud shadows and they appear to stay when I set shadows to max distance. Isn't "Simojects Receive" required for many airports to get a/c shadows on runway, taxiway and apron? Edited February 26, 20188 yr by Nemo - Harry 9800x3D (Strix x870e-E) - 64GB RAM (DDR5 6000, CL 30) - RTX 5090, 34'' 1440p OLED HDR - Windows 11 Pro (1TB M.2) - MSFS 2024 (MS Store, 4TB M.2).
February 26, 20188 yr 9 minutes ago, Nemo said: Isn't "Simojects Receive" required IMHO they're all "required" :) ... but yes several airports require the SimObject receive due to how they do taxiway/runways (but not always the case) ... however, if one is suffering performance issues for any given scenery location, SimObjects receive with active transparent objects (like Jetways and/or terminal buildings) it's a good place to "compromise" visuals for performance. Many airport devs often provide an option to enable/disable building transparency (glass) because it's a known performance consumer ... if that option is available for any given scenery then try disabling it. Cheers, Rob.
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