April 6, 20215 yr This is getting to be a common theme when approaching a larger city. Their hotfix helped a little but I'm noticing a massive difference between sim in active pause vs in motion. I losing a 1/3 of my fps on average. Is anyone else seeing this? 10 FPS video (using track ir so it's much easier to observe lack of smoothness) https://www.dropbox.com/s/so5ytsk0p7kckg0/10fps.mp4?dl=0 30 FPS video (same and totally fine performance but sim is in Active Pause) https://www.dropbox.com/s/nzkag8v88blzrup/30fps.mp4?dl=0 Edited April 6, 20215 yr by ryanbatcund | 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 |
April 6, 20215 yr 5 hours ago, ryanbatcund said: This is getting to be a common theme when approaching a larger city. Their hotfix helped a little but I'm noticing a massive difference between sim in active pause vs in motion. I losing a 1/3 of my fps on average. Is anyone else seeing this? 10 FPS video (using track ir so it's much easier to observe lack of smoothness) https://www.dropbox.com/s/so5ytsk0p7kckg0/10fps.mp4?dl=0 30 FPS video (same and totally fine performance but sim is in Active Pause) https://www.dropbox.com/s/nzkag8v88blzrup/30fps.mp4?dl=0 If you fly over large cities with a quad core you have to expect framerate drops. Put the sliders more to the left until you upgrade to a new PC. Yes, in active pause it's normal to have more fps... the sim is not loading scenery, moving the aircraft, clouds, traffic, it's doing almost nothing. By displaying the same image over and over you can get crazy fps. 7800X3D | 2x32 GB DDR5-6000 CL32 | RTX 5080 | Alienware OLED 34" | 1 Gbps fiber
April 6, 20215 yr You have terrible "Main Thread" issues, seems like your CPU can't handle your game settings, try to turn down settings that affect your CPU, such as cockpit rendering and likes. System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I
April 6, 20215 yr Author Wasnt always like this. It was after that dreadful "optimization" patch. Guess it is what it is. | 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 |
April 6, 20215 yr Yes I tend to agree. It doesn't seem to make too much difference when I lower my settings. I have a similar generation PC to Ryan (i5 4690 in fact). I've had pretty much always had great performance from it at really high settings until the last update, and to his point I never noticed the fps changing much between pause and run until recently. Another weird thing is I can get 45fps taxiing at an airport - e.g. I was flying out of AYPY in the Cessna Caravan this morning - normally a really high fps area. As I climbed out towards AYEO at 13,000 ft, I was getting 10-14fps at cruise height. Never saw that before. Yet yesterday en route LIPB to LFML in the CJ4 (WT mod) I was getting 25-40 fps all the way - over the densely populated mountains and plains of N. Italy and the coast of S. France, including over Milano and Nice, and on finals past the city of Marseilles. You work that out. There's definitely areas where the scenery files have something not right with them nowadays. Ray
April 6, 20215 yr I agree with the above. I have never really had any major issues with frame rate and smoothness until the last update. I have a mid-high range PC with 16 GB ram and an RTX2070 card. Really is troubling how LOD and smoothness has fluctuated and basically decreased slowly with each update. Would expect the opposite. I love the sim and anxiously await its improvement!
April 6, 20215 yr 8 hours ago, MrFuzzy said: If you fly over large cities with a quad core you have to expect framerate drops. Put the sliders more to the left until you upgrade to a new PC. I have the same problem, what do you recommend for me? my fps goes from 35fps 10fps or so for a bit. system specs in signature. Edited April 6, 20215 yr by Brandon01110 MSFS Alpha tester on W10 Pro x64. Hardware: AMD 5900X 12 core CPU. Cooler Master ML360R AIO, Asus X570-E mobo, Asus Strix 3090 24GB gfx card, G.Skill TridentZ 64GB (4x16) DDR4-3600 RAM, Samsung 970 250GB SSD (OS), Samsung 980 Pro 1TB M.2 pcie-4 NVMe SSD (MSFS install). EVGA 850w Gold cert PSU, CUK Continuum full ATX tower. 43" Sceptre 4K display. VR: HP Reverb G2.
April 6, 20215 yr 1 hour ago, Brandon01110 said: I have the same problem, what do you recommend for me? my fps goes from 35fps 10fps or so for a bit. system specs in signature. LOD sliders no more than 100, cockpit glass panels refresh rate set on low. Not much else... 7800X3D | 2x32 GB DDR5-6000 CL32 | RTX 5080 | Alienware OLED 34" | 1 Gbps fiber
April 6, 20215 yr 1 hour ago, MrFuzzy said: LOD sliders no more than 100, cockpit glass panels refresh rate set on low. Not much else... ...FWIW, regarding how many frames glass panels eat: last night after reloading a CRJ approach from a save file, the sim neglected to fire up the glass panels in the cockpit (power and surface controls still worked however), and I was getting silky-smooth 40+ FPS all the way to touchdown; normally I get ~22-29 FPS. 🙂
April 7, 20215 yr 8 hours ago, rlk281 said: ...FWIW, regarding how many frames glass panels eat: last night after reloading a CRJ approach from a save file, the sim neglected to fire up the glass panels in the cockpit (power and surface controls still worked however), and I was getting silky-smooth 40+ FPS all the way to touchdown; normally I get ~22-29 FPS. 🙂 Yep, all on the main thread of course, with all the other 15 - 31 sleeping. I can tell you that even with 50 fps in the cockpit, in certain aircraft like the 787 view changes are jerky and don't look smooth at all, as if the gauges update process was out of sync with the rest of the graphics engine. Welcome to Coherent GT! https://coherent-labs.com/Documentation/cpp-gt/index.html 7800X3D | 2x32 GB DDR5-6000 CL32 | RTX 5080 | Alienware OLED 34" | 1 Gbps fiber
April 7, 20215 yr 19 hours ago, MrFuzzy said: LOD sliders no more than 100, cockpit glass panels refresh rate set on low. Not much else.. So if asobo next update makes the performance worse again, should i further decrease the lod to 50?. maybe a year from now i will have to use 640x480 resolution to maintain acceptable 30+ fps. do you understand what the main issue here is? MSFS Alpha tester on W10 Pro x64. Hardware: AMD 5900X 12 core CPU. Cooler Master ML360R AIO, Asus X570-E mobo, Asus Strix 3090 24GB gfx card, G.Skill TridentZ 64GB (4x16) DDR4-3600 RAM, Samsung 970 250GB SSD (OS), Samsung 980 Pro 1TB M.2 pcie-4 NVMe SSD (MSFS install). EVGA 850w Gold cert PSU, CUK Continuum full ATX tower. 43" Sceptre 4K display. VR: HP Reverb G2.
April 7, 20215 yr 1 hour ago, Brandon01110 said: So if asobo next update makes the performance worse again, should i further decrease the lod to 50?. maybe a year from now i will have to use 640x480 resolution to maintain acceptable 30+ fps. do you understand what the main issue here is? The main issue is one CPU thread having to do most of the work. The issue will be maybe mitigated with DX12. And yes, in the meantime the performance will decrease as they continue to stuff the sim with additional buildings, POI and accurate mesh with the world updates. The market wants the sim evolve in that way. My suggestion is aimed to improve your situation, even if you don't like it you have to realize that the sliders are there for scalability, not to be maxed out in all circumstances. There is a big difference between flying the C152 on the ocean and flying the 747 on New York. Tune up your system in order to have decent performance in the latter scenario and you will be happy. Edited April 7, 20215 yr by MrFuzzy 7800X3D | 2x32 GB DDR5-6000 CL32 | RTX 5080 | Alienware OLED 34" | 1 Gbps fiber
April 7, 20215 yr Author 6 minutes ago, MrFuzzy said: There is a big difference between flying the C152 on the ocean and flying the 747 on New York. Tune up your system in order to have decent performance in the latter scenario and you will be happy. But Asobo keeps "optimizing" and ruining performance. Users shouldn't have to keep degrading their settings to maintain the same fps and smoothness. Should be the other way around. | 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 |
April 7, 20215 yr 22 hours ago, rlk281 said: FWIW, regarding how many frames glass panels eat: last night after reloading a CRJ approach from a save file, the sim neglected to fire up the glass panels in the cockpit (power and surface controls still worked however), and I was getting silky-smooth 40+ FPS all the way to touchdown; normally I get ~22-29 FPS. 🙂 I don't know how this aircraft gauges are coded but I've read in different places most (if not all) gauges are in WASM. There is no way around to me: a) If these are WASM gauges, they are most likely use GDI+ (I doubt they wouldn't but they might): NB: GDI+ in FS2020 is a Asobo layer built on top of NanoVG (another GFX API), which is itself built on top Asobo basic vector drawing API (path drawing) and Asobo basic bitmap blitter (image pixels updating). This makes updating gauges quite complex with lots of intermediate representation and higher RAM usage. b) If these are JS/HTML gauges, they are using CoherentGT. NB: This is a technology meant for Game UI which FS2020 is also using for rendering EFIS screens for example. In what you're describing, this means the mere rendering of the EFIS screens is taking between 25% to 50% of the fps which is a lot indeed. NB: about the low level Asobo gauge drawing APIs: we have no clue (or I should say I have no clue) whether Asobo low level path drawing API is hardware accelerated, but I'm nearly certain the bitmap blitter is not (due to the very nature of such API). Once the pixels are updated, the image will certainly be uploaded to a VRAM texture buffer, but the transfer of pixels from the gauge to the Asobo back-end surface via their API is using CPU and RAM only. In other words, the gauge can't pre-allocate its own texture in VRAM nor directly stream pixels to it using the GPU copy/transfer dedicated silicon/hardware. Edited April 7, 20215 yr by RXP
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