August 27, 20205 yr It works https://forums.flightsimulator.com/t/small-js-config-file-mod-to-gain-10-15-fps-in-airliners-and-glass-cockpit-planes/221308 i7-8600k @ 3.70 GHz 16.0 GB Ram OS Win 10-64 bit Geforce GTX 1070
August 27, 20205 yr can you pass the solution pls? i can t login to the flight simulator forum Edited August 27, 20205 yr by pdgzz
August 27, 20205 yr 8 minutes ago, pdgzz said: can you pass the solution pls? i can t login to the flight simulator forum It's referred from this reddit post and you should be able to look at that without signing in. It certainly has some merit to it. Edited August 27, 20205 yr by Evros
August 27, 20205 yr Author 9 minutes ago, pdgzz said: can you pass the solution pls? i can t login to the flight simulator forum imo , wait till u can log-in and go through the post. i don't want to break anything on your end ..... tldr: CanUpdate() { var quality = this.getQuality(); if (quality == Quality.high) { if ((this.frameCount % 3) != 0) { return false; } } if (quality == Quality.medium) { if ((this.frameCount % 32 != 0) { return false; } } else if (quality == Quality.low) { if ((this.frameCount % 32) != 0) { return false; } } else if (quality == Quality.hidden) { if ((this.frameCount % 128) != 0) { return false; } } else if (quality == Quality.disabled) { return false; } return true; } Edited August 27, 20205 yr by SirDan i7-8600k @ 3.70 GHz 16.0 GB Ram OS Win 10-64 bit Geforce GTX 1070
August 27, 20205 yr I've made a backup of the file and made changes, i'll see how it goes considering I fly the A320 a lot. Any gains are welcome.
August 27, 20205 yr It looks like what this does is make the sim FPS smoother at the expense of making the 2d glass panels choppier.
August 27, 20205 yr This depends on the refresh rate of your monitor, I think for people with 60hz refresh rate monitors (including me), better we go with division of 2 as it will give you 30hz refresh rate for the displays. However, I need to test it shortly and report it back AMD Ryzen 7 7800X3D, 64GB DDR5 6000MHZ RAM, RX7900XT, FreeSync 165hz 1440p display
August 27, 20205 yr 7 minutes ago, ShawnG said: It looks like what this does is make the sim FPS smoother at the expense of making the 2d glass panels choppier. Yep, seems like it's only going to update the PFD every third frame. This would be very easy for folks to tweak to get a balance of performance that works for them. It also looks like it's only going to work if the return value of `getQuality` is high, otherwise there will be no effect. That will need to be updated if folks are running different quality levels (though I don't know without checking myself what quality that's reading)
August 27, 20205 yr 13 minutes ago, ShawnG said: It looks like what this does is make the sim FPS smoother at the expense of making the 2d glass panels choppier. Correct. But there is no reason the 2D panels needed to be refreshing at the monitor refresh rate, so for people with high refresh rate monitors, this is more like balancing out / compromising on the choppiness of the sim and the smoothness of the panels.
August 27, 20205 yr The one thing I don't want to compromise with is gauge fps, because during instrument approaches you WANT those gauges to refresh fast enough so that they are very smooth...but if you have a 144htz monitor it might be worth making a small compromise...just be careful not to make the number too high, as that will lower frames on your gauges too much..Im going to try 5 which I think gives me 28.8fps on the gauges. Edited August 27, 20205 yr by hangar Dave Kalin Excel Classes Computer Lessons
August 27, 20205 yr 2 minutes ago, FlyingInACessna said: Correct. But there is no reason the 2D panels needed to be refreshing at the monitor refresh rate, so for people with high refresh rate monitors, this is more like balancing out / compromising on the choppiness of the sim and the smoothness of the panels. They should have a toggle in game to allow us to control the refresh rate of the panels, so we don't have to mess with the core game files. i5-12400, RTX 3060 Ti, 32 GB RAM
August 27, 20205 yr 3 minutes ago, omarsmak30 said: This depends on the refresh rate of your monitor, I think for people with 60hz refresh rate monitors (including me), better we go with division of 2 as it will give you 30hz refresh rate for the displays. However, I need to test it shortly and report it back 2 minutes ago, hangar said: Im going to try 5 which I think gives me 28fps on the gauges. I think that would depend upon what framecount actually represents. It's incremented in the afterUpdate() function, which get called on every pass through the main loop (you can see this starting on line 280). It's not apparent what each pass through the main loop is tied to without digging into the SDK docs. My hunch is it would be your actual rendered frames, not your refresh rate, so if you were getting, _eg_ 12 fps your screens would update at 4fps even if you're on a 144Hz monitor. Either way, yeah, it's a fractional control on the rate at which screens update, a bit of experimentation will make it clear what works best for you. 😄
August 27, 20205 yr 2 minutes ago, kaosfere said: I think that would depend upon what framecount actually represents. It's incremented in the afterUpdate() function, which get called on every pass through the main loop (you can see this starting on line 280). It's not apparent what each pass through the main loop is tied to without digging into the SDK docs. My hunch is it would be your actual rendered frames, not your refresh rate, so if you were getting, _eg_ 12 fps your screens would update at 4fps even if you're on a 144Hz monitor. Either way, yeah, it's a fractional control on the rate at which screens update, a bit of experimentation will make it clear what works best for you. 😄 good point...if this fraction is based off of actual frames then a setting of 5 could mean that at 40fps the gauge refresh rate would be only at 8, lol! Dave Kalin Excel Classes Computer Lessons
August 27, 20205 yr 10 minutes ago, abrams_tank said: They should have a toggle in game to allow us to control the refresh rate of the panels, so we don't have to mess with the core game files. I agree. I think we’re lucky at this point to even have access to the core sim files though 🙂
August 27, 20205 yr 21 minutes ago, hangar said: if this fraction is based off of actual frames then a setting of 5 could mean that at 40fps the gauge refresh rate would be only at 8, So, after a little more digging, the main loop seems to be a recursive call of requestAnimationFrame which a search through the entire OneStore directory in VSCode doesn't show me being defined anywhere. Given that these gauges extend HTMLElement, my guess is that this is referring to the requestAnimationFrame call in the standard Web API. I'm not a web developer, but if that's the case, I'm 99% positive that's tied to the actual *framerate*, not the *refresh rate*. (You can also find a lot of examples of folks who want to set a constant frame rate but can't achieve that with requestAnimationFrame so they have to do their own clock-time based logic to handle it, which bolsters that assumption.) So, yeah, you'd probably want to take a first stab at setting that based on your average frame rate in the game, not your monitor's refresh rate. I could bug one of the web guys at work (I'm a data engineer, so my code is mostly written on the backend) but I think it's easy enough to determine this experimentally. 🙂 Edited August 27, 20205 yr by kaosfere
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