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Simobjects Shadow Hit

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Team

At a couple of my addon airports (eg WFSS's ZSPD), I find my GPU maxes & stutters occur if I show Simobject Shadows (send &/or receive) ..... whereas with it off, the GPU load is <60 & smooth as (with on average normal settings)

Other shadow options have little or no impact.

It is the same whether I have AI or not ... whether I have locked or unlocked frames with VSync TB etc ...... whether the scenery texture includes/doesn't include PBR & 4096 vs 2048 textures.

I would appreciate any thoughts one might have on "fixing" this.

 

for now, cheers

john martin

SimObjects are things like ships, cars, Jetways, AI Traffic, animals, ground vehicles, etc.

Essentially any moving object will cast a shadow except for your own aircraft and scenery animations (those shadows are a different tickbox)

If you have an area with a lot of detailed jetways, ground vehicles, cars, etc then the performance impact may be large although in my case I don't see a huge impact with the shadows on.

I've found cast shadows for Vegetation, Particles and Terrain to be big GPU overloaders, particuarly casting Vegetation shadows, all those funky tree branches push shadowing over the edge of what my GPU can handle.

And combined with SSAA can max out the GPU and result is stutters galore.

Also depends on screen mode and GPU model.

Cheers

Ryzen 5800X clocked to 4.7 Ghz (SMT off), 32 GB ram, Samsung 1 x 1 TB NVMe 970, 2 x 1 TB SSD 850 Pro raided, Asus Tuf 3080Ti

P3D 4.5.14, Orbx Global, Vector and more, lotsa planes too.

Catch my vids on Oz Sim Pilot, catch my screen pics @ Screenshots and Prepar3D

  • Author
On 8/9/2021 at 9:18 AM, arwasairl said:

If you have an area with a lot of detailed jetways, ground vehicles, cars, etc then the performance impact may be large

Indeed & to be expected though at most not huge.

What I have noticed at the subject WFSS's ZSPD, the Building shadows are activated by the Simobjects option which seems "quirky" at least & can be seen to max out the GPU.

I'll check my others again but I suspect this may be unique & a glitch by the developer.

How to fix is my next experiment.

for now, cheers

john martin

22 hours ago, vadriver said:

What I have noticed at the subject WFSS's ZSPD, the Building shadows are activated by the Simobjects option which seems "quirky" at least & can be seen to max out the GPU.

This is usually down to how the developer modelled the buildings. If you read up on this, enabling drawcall batching will treat the objects as building shadows and not simobjects. ModelConverterX enables drawcall batching by default, so I'm assuming WFSS had not integrated drawcall batching when modelling their buildings. 

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