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GentleGroove

FFTF - blurries at altitude

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Hi everyone

I'm using P3D 4.5 and just started using FFTF. I'm very happy with the performance - on ground, departure and arrival, performance is just great and I have no stuttering at all.

However, occasionaly I am getting blurries at altiduon the descent phase of the flight, slightly after TOD, which is puzzling me. Since at this point the FFTF value is actually higher, why is this happening? This happens both in AGL and FPS modes.

If anyone has any suggestions, I'd be most grateful.

Cheers


LPMA

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theres a CFG tweak for that , search rob ainscough, by the way your addons and settings would help ? 


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Hi maybe my first post was not too clear. What I meant to say is that I'm using the FFTF Dynamic addon. While it works flawlessly close to the ground, I'm seeing blurries from altitude while descending (at FL200 and above) which doesn't make sense to me, since according to my settings FFTF can go up to 0.33 above 4000 feet.


LPMA

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CPU and speed?  HT On or off?  Location?  Add-ons?

Hard to even guess with so little info.  In general, blurries occur when the CPU isn't keeping up with the scenery loading.  With FFTF set to 0.33 above 4000 ft, then you should see the same behavior with FFTF disabled, as 0.33 is the default value. 

 


Bob Scott | President and CEO, AVSIM Inc
ATP Gulfstream II-III-IV-V

System1 (P3Dv5/v4): i9-13900KS @ 6.0GHz, water 2x360mm, ASUS Z790 Hero, 32GB GSkill 7800MHz CAS36, ASUS RTX4090
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Sys2 (MSFS/XPlane): i9-10900K @ 5.1GHz, 32GB 3600/15, nVidia RTX4090FE, Alienware AW3821DW 38" 21:9 GSync, EVGA 1000P2
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I saw blurries (and other side effects) until I switched off Dynamic Texture Streaming. Worth a try if you have it switched on.


Best regards, Dimitrios

7950X - 32 GB - RX6800 - TrackIR - Power-LC M39 WQHD - Honeycomb Alpha yoke, Saitek pedals & throttles in a crummy home-cockpit - MSFS for Pilotedge, P3D for everything else

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I'm gonna guess that FFTF isn't this:
The Fast Flux Test Facility (FFTF) is a 400 MW thermal, liquid sodium cooled, nuclear test reactor owned by the U.S. Department of Energy.

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21 hours ago, w6kd said:

CPU and speed?  HT On or off?  Location?  Add-ons?

Hard to even guess with so little info.  In general, blurries occur when the CPU isn't keeping up with the scenery loading.  With FFTF set to 0.33 above 4000 ft, then you should see the same behavior with FFTF disabled, as 0.33 is the default value. 

 

Hi

AMD Ryzen 2700X @ 4.00 Ghz, GTX 1070, 16 GB RAM, HT is on and no overclocking.

Besides FFTF, the only external changes I'm using are RTSS to lock frames @ 30fps and "prefer maximum performance" on the NVIDIA Control Panel.

Currently using the PMDG NGXu, REX Sky Force, Active Sky, ORBX Global BASE and Vector.

The blurries don't seem tied to a particular area or addon though, and sometimes they will happen in areas with little content (desert / forest areas / islands and ocean, etc).

CFG:

[JOBSCHEDULER]
AffinityMask=1020
[GRAPHICS]
SCREEN_CAPTURE_MAX_JOBS=10
VIDEO_CAPTURE_WIDTH=720
VIDEO_CAPTURE_HEIGHT=480
VIDEO_CAPTURE_FPS=30
VIDEO_CAPTURE_BIT_RATE=3200000
VIDEO_CAPTURE_IS_THREADED=True
VIDEO_CAPTURE_INFO_SEND_RATE=20
VIDEO_CAPTURE_MAX_FRAME_SIZE=500000
VIDEO_CAPTURE_TTL=255
HDR_BRIGHTNESS=1.050000
HDR_BLOOM_THRESHOLD=3.000000
HDR_BLOOM_MAGNITUDE=0.050000
HDR_BLOOM_BLUR_SIGMA=0.800000
TONEMAP_DAY_EXPOSURE_KEY=0.280000
TONEMAP_NIGHT_EXPOSURE_KEY=0.130000
HDR_SATURATION=1.150000
MAX_POINT_LIGHTS=250
MAX_SPOT_LIGHTS=250
RS_MIN_OBJECT_PIXEL_RADIUS=2.000000
MAX_TEXTURE_REQUEST_DISTANCE=1000.000000
REFLECTION_PROBE_DELAY=20
ViewGroup_Number=-1
MAP_DRAW_THREADED=1
MIPMAP_VC_PANELS=0
TEXTURE_MAX_LOAD=2048
NUM_LIGHTS=4
COCKPIT_HIGH_LOD=1
AIRCRAFT_REFLECTIONS=1
LANDING_LIGHTS=1
DYNAMIC_LIGHTING=0
DAWN_DUSK_SMOOTHING=1
LENSFLARE=1
HDR=0
DYNAMIC_REFLECTIONS=0
SHADOW_QUALITY=2
SHADOW_DRAW_DISTANCE=3
CONTENT_NO_SHADOW=0
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SIMOBJECT_SHADOWS_CAST=1
TERRAIN_SHADOWS_CAST=0
VEGETATION_SHADOWS_CAST=0
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CLOUD_SHADOWS_CAST=1
PARTICLES_SHADOWS_CAST=0
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[WEATHER]
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[CONTROLS]
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[TextInfo.1]
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Altitude=1,3
Heading=1,4
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[TextInfo.2]
FrameRate=1,1
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GForce=2,3
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[SlewTextInfo.2]
FrameRate=1,1
LockedFrameRate=1,2
HealthPoints=1,3
[SlewTextInfo.3]
Latitude=1,1
Longitude=1,2
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[VirtualCopilot]
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[USERINTERFACE]
SHOW_SCENARIO_WINDOW=1
BroadcastGPSData=0
PAUSE_ON_LOST_FOCUS=0
PROMPT_ON_EXIT=1
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[DISPLAY.Device.NVIDIA GeForce GTX 1070.0.0]
Mode=1920x1200x32
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GADensity=0
FreewayDensity=0
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AircraftRibbonColor=0,FF0000FF
GroundVehicleRibbonColor=0,FF00FF00
BoatRibbonColor=0,FF00FFFF
AvatarRibbonColor=0,FFFFFF00
WeaponRibbonColor=0,FF800000
CountermeasureRibbonColor=0,FF640080
RibbonThicknessSettingIndex=0
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LOD_RADIUS=4.500000
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COMM_MSG_AI_ATC_COLOR=0XFF8C00
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[INTERNATIONAL]
ASLAT=2
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[REALISM]
PFactor=1.000000
Torque=1.000000
GyroEffect=1.000000
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TrueAirspeed=False
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StressDamage=False
GEffect=True
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CrashWithDyn=True
CrashDetection=False
AvatarNoCollision=False
OnCrashAction=0
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AutoTrim=False
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[SIM]
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Com_Rate=7
[MULTIPLAYER]
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Cheers


LPMA

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What's the logic behind the AffinityMask set to 1020 (binary 0000001111111100)?  That still shares the core running the main thread with another logical processor, and it only allows P3D to run on 4 of the 8 cores.   That might be a big part of the problem--first, the main thread should have a physical core dedicated to it, and second, why in the world would you want to prevent P3D from using half of the CPU's cores??!  Something like AM=65493 (binary 1111111111010101) makes more sense to me.  That puts the P3D main thread on a single LP on core 0, and blocks SMT across the first three cores where you don't want the main/scheduling threads  competing with other threads running on a paired SMT LP.

I suspect this accounts for a significant part of your performance (=blurry) issue.


Bob Scott | President and CEO, AVSIM Inc
ATP Gulfstream II-III-IV-V

System1 (P3Dv5/v4): i9-13900KS @ 6.0GHz, water 2x360mm, ASUS Z790 Hero, 32GB GSkill 7800MHz CAS36, ASUS RTX4090
Samsung 55" JS8500 4K TV@30Hz,
3x 2TB WD SN850X 1x 4TB Crucial P3 M.2 NVME SSD, EVGA 1600T2 PSU, 1.2Gbps internet
Fiber link to Yamaha RX-V467 Home Theater Receiver, Polk/Klipsch 6" bookshelf speakers, Polk 12" subwoofer, 12.9" iPad Pro
PFC yoke/throttle quad/pedals with custom Hall sensor retrofit, Thermaltake View 71 case, Stream Deck XL button box

Sys2 (MSFS/XPlane): i9-10900K @ 5.1GHz, 32GB 3600/15, nVidia RTX4090FE, Alienware AW3821DW 38" 21:9 GSync, EVGA 1000P2
Thrustmaster TCA Boeing Yoke, TCA Airbus Sidestick, 2x TCA Airbus Throttle quads, PFC Cirrus Pedals, Coolermaster HAF932 case

Portable Sys3 (P3Dv4/FSX/DCS): i9-9900K @ 5.0 Ghz, Noctua NH-D15, 32GB 3200/16, EVGA RTX3090, Dell S2417DG 24" GSync
Corsair RM850x PSU, TM TCA Officer Pack, Saitek combat pedals, TM Warthog HOTAS, Coolermaster HAF XB case

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Yes, I also suspect that the AF setting is responsible for the blurries that you see at high altitude. Also, I advise not to use external FPS limiters in combination with FFTF; that program works best with the internal FPS limiter.

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49 minutes ago, Afterburner said:

Yes, I also suspect that the AF setting is responsible for the blurries that you see at high altitude. Also, I advise not to use external FPS limiters in combination with FFTF; that program works best with the internal FPS limiter.

Strange. I was frequently told to keep away of the internal limiter as it would carry performance penalty when used.

Im actually am looking for a way to limit my frame around 30 but the limiter which comes with the Amd drivers seems to cause stuttering.

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Yes, there is a performance penalty if you leave the FFTF value at default. However, the program FFTF Dynamic adjusts that value with height, so that the performance penalty is eliminated at low altitudes (if the minimum value is set to 0.01), while at higher altitudes, that penalty doesn't affect the FPS so much due to the much higher overhead.

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On 7/27/2021 at 10:56 PM, w6kd said:

What's the logic behind the AffinityMask set to 1020 (binary 0000001111111100)?  That still shares the core running the main thread with another logical processor, and it only allows P3D to run on 4 of the 8 cores.   That might be a big part of the problem--first, the main thread should have a physical core dedicated to it, and second, why in the world would you want to prevent P3D from using half of the CPU's cores??!  Something like AM=65493 (binary 1111111111010101) makes more sense to me.  That puts the P3D main thread on a single LP on core 0, and blocks SMT across the first three cores where you don't want the main/scheduling threads  competing with other threads running on a paired SMT LP.

I suspect this accounts for a significant part of your performance (=blurry) issue.

Thanks. I did some testing with Process Lasso, and 1020 was the most fluid option. Although I have to say, I was pretty surprised by this number too, and now that you mention it, I don't think I had this issue before that.

I will try with a more tested and tried AM and see if the problem still stands.

Cheers


LPMA

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