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GSalden

P3Dv4.3 : my observations

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50 minutes ago, Rob Ainscough said:

Don’t understand this?  Your GPU is doing this processing exclusively and you have a good GPU(s).

I’m almost done with my AG problem testing, couple more test to verify a few things.  Will post in blurries thread.

But so far testing seems to result in don’t use Unlimited, always set frame rate limit, the more add-ons installed the more the need to increase FFTF.  Once the AG process gets to far behind it never recovers.  Dynamic FFTF can trigger this and values below 0.33 can trigger the problem ... this was repeatable on my 3 PCs as I added more vendor content.

I’ll post my results Tuesday night along with some details and video.  Again not suggesting this will be the case for everyone but it was the case for my 3 PCs I tested on.

Cheers Rob

Great to read that you found the time for testing.

Blurries is not my issue , AG gets loaded very well.  My issue is the framerate drop ..


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13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

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8 hours ago, GSalden said:

If only we could do something to make V4.3 let go of objects out of sight ...

If V4.3 does not listen to let go commands coming via Simconnect , perhaps some setting/tweak might help...

I don’t know what you mean here?  Your Prepar3D.cfg has a setting for when it stops rendering objects below a defined pixel threshold.

What is SimConnect not letting go?  Are you talking about 3rd party creating SimConnect objects and not releasing? Some objects you don’t want to release... like AI, but again that’s up to vendor.  Are you talking about SODE?

Cheers Rob

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Just now, Rob Ainscough said:

I don’t know what you mean here?  Your Prepar3D.cfg has a setting for when it stops rendering objects below a defined pixel threshold.

What is SimConnect not letting go?  Are you talking about 3rd party creating SimConnect objects and not releasing? Some objects you don’t want to release... like AI, but again that’s up to vendor.  Are you talking about SODE?

Cheers Rob

Regarding Simconnect I mean AI

Beside that it looks that V4.3 is not letting go of scenery/objects once they are out of sight. Like FSX did not do. 

All my scenery is the same as with V4.3 , but before V4.2 no issues like this.

Nico Kaan is experiencing this too with his PSXseeconTraffic. 

Three Fs friends of mine see the same framerare drop over time when flying from Addon airport A to addon Airport B. None of them has a clean install, but their addons differ .

 

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13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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34 minutes ago, GSalden said:

Beside that it looks that V4.3 is not letting go of scenery/objects once they are out of sight.

How are you determining that and what's your test case?  Some objects shouldn't be terminated like AI.  

But just so you know, "letting go" (dealloc of resources) is a time consumer, the less one does it the better the FPS at the cost of more memory.  Normally dealloc or GC (garbage collection) happens during idle time, if you have no idle item then it may not happen.

I don't have PSXseeconTraffic so I can't comment, but if it's similar to UTLive with AI creation via SimConnect then I would expect FPS drop to happen over time as AI schedules (departures/arrival) increase filling the global with AI routes.  Pending how the schedules are define some airports may have a higher arrival/depature rate at specific times than other airports, you'd need to know the AI schedules ... also, what is your AI density and how complex are your AI models?

Cheers, Rob.

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Regarding problem solving on the sim: I wouldn't investigate any kind of performance problem in the sim with AI Traffic generally running. I might introduce AI Traffic to test the impact on a good sim setup.

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Steve Waite: Engineer at codelegend.com

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19 minutes ago, Rob Ainscough said:

How are you determining that and what's your test case?  Some objects shouldn't be terminated like AI.  

But just so you know, "letting go" (dealloc of resources) is a time consumer, the less one does it the better the FPS at the cost of more memory.  Normally dealloc or GC (garbage collection) happens during idle time, if you have no idle item then it may not happen.

I don't have PSXseeconTraffic so I can't comment, but if it's similar to UTLive with AI creation via SimConnect then I would expect FPS drop to happen over time as AI schedules (departures/arrival) increase filling the global with AI routes.  Pending how the schedules are define some airports may have a higher arrival/depature rate at specific times than other airports, you'd need to know the AI schedules ... also, what is your AI density and how complex are your AI models?

Cheers, Rob.

Rob, with all respect : why did V4.2 not have these issues and V4.3 does ?

Btw : I just came across an SLI issue that has to do with my setup.

When I installed the second 1080 Ti and set NV Control Panel to SLI my franerate went up by 60%.

Last weekend I updated to the latest driver and I see almost no difference. So I reinstalled the driver I had before .

SLI at Schiphol : 28 

1 card at Schiphol : 39

Both no AI, no ASP4. Just a Saved scenario .

It is like the other way round now. 😕

Did I miss anything here ?

Edited by GSalden
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13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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11 minutes ago, GSalden said:

why did V4.2 not have these issues and V4.3 does ?

really Gerard?
are we there yet?

i can do this all day :laugh:


 

Edited by Chris Bell

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Since Rob is actively involved in this thread it's staying open but if we take one more lap around this same track...............  :)

 

Vic

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1 hour ago, GSalden said:

😕Did I miss anything here ?

I hope you did not miss to rebuild your shaders after changing those drivers forth and back?

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Greetings, Chris

Intel i5-13600K, 2x16GB 3200MHz CL14 RAM, MSI RTX 4080 Gaming X, Windows 11 Home, MSFS

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Solved the SLI issue by reinstalling the graphics cards and switching slots ..😎

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13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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38 minutes ago, GSalden said:

Solved the SLI issue by reinstalling the graphics cards and switching slots ..😎

So no more slow-downs at destination, right?

Thanks,

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3 minutes ago, Dirk98 said:

So no more slow-downs at destination, right?

Thanks,

That is still there.


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 55’ Sony 4K tv's as front view and right view.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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Why would "not letting go of objects" be a problem? You might turn around.

Not loading new objects in time would be a problem.

Edited by SteveW
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Steve Waite: Engineer at codelegend.com

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@GSalden
you know it always comes down too; ooh i forgot i updated this and that...
the fact that some of your friends experiencing similar effects has no wight,

you have a very complex setup you been hauling since your FSX days,
i bet there's allot of scenery you just remap back in library manager dont you?

well... most scenery addons do install into external folder,
many dev's also add files external to their folder to handle elevations or excludes or other complex conditions,

when you reinstall sim with remapping back to your external scenery it is no longer performing as before,
visually it looks the same; its a new version of P3D; but you forgot that your external scenery added excludes and elevation that are no longer there now!

expecting the scenery to act the same under these new conditions will never happen,
it doesn't matter if you red in the face; it still wont act as it before,

what do you know...
the only thing you changes is just P3D v4.3!
why was it working in v4.2 and not in 4.3 now?

i think you can answer that question now,
you didn't reinstall every addon you own for a long time now; you just migrated over and over :wink:
 

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2 hours ago, GSalden said:

That is still there.

Have you disabled all AI (including boats n ships, if you run that), and checked for the over-time frame drop?


Rhett

7800X3D ♣ 32 GB G.Skill TridentZ  Gigabyte 4090  Crucial P5 Plus 2TB 

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