December 2, 20214 yr 1 hour ago, Wolkenschreck said: Not sure if this is any longer possible. The sim now creates automatically an affinity mask in the P3D.cfg. The values I posted above for my 7700K (4 cores) were all created by P3D without my input. With HT off, the sim desired to have this setting:[JobScheduler]AffinityMask=15P3DCoreAffinityMask=15MainThreadScheduler=0RenderThreadScheduler=2FrameWorkerThreadScheduler=3 After turning HT on in BIOS, the sim went for this: [JobScheduler] AffinityMask=255 P3DCoreAffinityMask=255 MainThreadScheduler=0 RenderThreadScheduler=2 FrameWorkerThreadScheduler=4 I never used any AffinityMask before, so I can't judge how optimized and suitable the selection is. Surprised to see 15 with HT off and not 85 (4 threads used, cores 0, 2, 4 and 6). 255 with HT on, is the decimal value for using all 8 threads on your CPU. 0, 2 and 3 must refer to the first, third and last cores on your CPU as you cannot get those decimal values to work with HT turned off. I use the program 'Affinity shortcut creator' to bump other programs used for P3D away from using the critical core 0 and core 2.(It also makes for a handy reference when discussing affinity masks!) 56 minutes ago, Steve_Ellis said: So, it sounds like it is dynamic, will i be right in guessing that you will not be able to manually set it ? Being unable to manually set the specific task to your chosen CPU core would completely negate the selling point that LM has advertised. I think (but don't yet know) that it will be very similar to setting a user-selected affinity mask in the p3d.cfg file as before. 7 minutes ago, Wolkenschreck said: So, after some more testing I am fairly certain that my FPS drops are solely related to the road traffic slider. And this does make sense after a second thought: Seeing that all vehicles have now PBR textures, the sim has to render a lot more. Thus, users with more beefy hardware should not see such a big drop. Without the road traffic, FPS are NOT worse than in 5.2. For me, FPS are nearly the same as before. But, and that is something Sesquashtoo and jcorstjens mentioned too, the sim seems less stuttery. For the record: Full new install + all add-ons registered via the add-on.xml method. Thanks for this. AMD Ryzen 5800X3D; MSI RTX 3080 Ti ; 32GB Corsair 3200 MHz; ASUS VG35VQ 35" (3440 x 1440) Fulcrum One yoke; Thrustmaster TCA Captain Pack Airbus edition; MFG Crosswind rudder pedals; miniCockpit FCU; CPFlight MCP 737; Logitech FIP x3; TrackIR MSFS; Fenix A320; A2A PA-24; HPG H145; PMDG 737-600; AIG; RealTraffic; PSXTraffic; FSiPanel; REX AccuSeason Adv; FSDT GSX Pro; FS2Crew RAAS Pro; FS-ATC Chatter
December 2, 20214 yr So, my P3D v5.2 is stable with all my sceneries installed, do we need to re-install all of our sceneries again like ORBX regions and such...? Miguel Pappijn Belgium, Europe OS: Windows 10 Professional 64bit. GPU: NVIDIA GeForce MSI RTX 2080 Ti Lightning Z, CPU: i9-9900K, MO: MEG Z390 Godlike ///// Prepar3D v5.3 HTFX: 2. /////
December 2, 20214 yr Is there an order for uninstalling / reinstalling? Thanks, Ben AMD Ryzen™ 9 9900X3D, AM5, Zen 5, 12 Core, 24 Threads, 4.4GHz, 5.5GHz Turbo 64GB (2x32GB) DDR5 6000MHz Corsair Vengeance 32GB GeForce® RTX 5090 Graphics Card
December 2, 20214 yr 18 minutes ago, PilotPete99 said: Someone asked earlier if we can simply uninstall Scenery, Content, and Client and reinstall each of those v5.3 components. I didn't see if this had been answered. Also, if we uninstall those three components and then just run the full setup as suggested, does this leave the main 68gb P3d file in tact? My P3d setup is a bit messy, with some item installed inside the sim and some installed outside. I am hoping not to created hours of work for myself if possible. Thanks in advance and my apologies if this was already answered. Cheers, Pete I uninstalled everything, without deactivating P3D install, then reinstalled from scratch. No messing for me, everything just worked (but I reinstalled into the same dir I uninstalled from and have all my addons xml'ed up) Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS
December 2, 20214 yr 2 minutes ago, kevinfirth said: I uninstalled everything, without deactivating P3D install, then reinstalled from scratch. No messing for me, everything just worked (but I reinstalled into the same dir I uninstalled from and have all my addons xml'ed up) Did you uninstall the main 68gb file as well, or just the scenery, content, and client (before doing the full reinstall)? Thanks! Cheers, Pete Edited December 2, 20214 yr by PilotPete99 Pete Solov - Lake in the Hills 3CK and Schaumburg Regional 06CProud AOPA Member - PPL 2001Real World Piper Cherokee Pilot
December 2, 20214 yr How about payware (mega) airports, will they re-install ok? Intel® Core™ i9-13900KF - 24 Cores... Watercooling NZXT Kraken 240 RGB Black...MSI MAG Z790 TOMAHAWK...Kingston Fury Beast RGB 128GB DDR5-5600...NVIDIA RTX 4090 24GB.
December 2, 20214 yr While there are some improvements, they still didn't fix autogen and scenery draw distance. I notice the same problem, scenery loading in squares while there is the same distinctive line where draw distance ends. For some reason they can't make a smooth transition, it doesn't look real at all. This can be noticed (look at the arrows please). This issue is going on for years, apparently without interest or knowledge to have it fixed. Too bad, especially when today there are so many options and comparisons between different platforms. Natural selection will prevail, no wonder why so many developers move away from it. Very sad. 747 Captain for the last 39 years, and still learning.
December 2, 20214 yr Was it really necessary to add PBR textures to the road traffic? I mean, I can understand adding it to airport vehicles, but if doing this to road traffic reduces performance, then I question the logic behind it. Maybe this is because I have never considered general road traffic in P3D/FSX to be anything close to realistic (a bit like those ACME waves on the shorelines), and therefore it is always disabled on my PC. Edited December 2, 20214 yr by Christopher Low Christopher Low AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme UK2000 Beta Tester
December 2, 20214 yr Commercial Member 1 hour ago, kevinfirth said: Sounds like @SteveW will be busy explaining affinity masks again shortly, now it's unavoidable. 🤣 Thanks for the mention Kevin. It is good to see improvements in P3D to handling core affinity - a direction I have championed since FSX. Perhaps the affinity mask naysayers will come to better grasp these ideas from now on. Steve Waite: Engineer at codelegend.com
December 2, 20214 yr 12 minutes ago, killthespam said: While there are some improvements, they still didn't fix autogen and scenery draw distance. I notice the same problem, scenery loading in squares while there is the same distinctive line where draw distance ends. For some reason they can't make a smooth transition, it doesn't look real at all. This can be noticed (look at the arrows please). This issue is going on for years, apparently without interest or knowledge to have it fixed. I feel like MSFS 2020 has the same issues, especially in photogrammetry areas. But I agree that with all the computing power available today, there must be a way to fix it.
December 2, 20214 yr Commercial Member 8 minutes ago, Christopher Low said: Was it really necessary to add PBR textures to the road traffic? I mean, I can understand adding it to airport vehicles, but if doing this to road traffic reduces performance, then I question the logic behind it. Maybe this is because I have never considered general road traffic in P3D/FSX to be anything close to realistic (a bit like those ACME waves on the shorelines), and therefore it is always disabled on my PC. it doesn't.. PBR helps computers to calculate lighting more efficiently saving draw calls to impose reflections, colors, and other rendering properties. S. Oficial Website: https://www.FSReborn.com Discord Channel: https://discord.gg/XC82TqvKQ3
December 2, 20214 yr I let p3d populate core affinity for my 12900k, during my flight p3d wasn't able to handle terrain, it became blurry Frédéric Giraud
December 2, 20214 yr Any news on updates for PMDG 747? or Makerwys? Intel i7 6700K @4.3. 32gb Gskill 3200 RAM. Z170x Gigabyte m/b. 28" LG HD monitor. Win 10 Home. 500g Samsung 960 as Windows home. 1 Gb Mushkin SSD for P3D. GTX 1080 8gb.
December 2, 20214 yr Commercial Member 35 minutes ago, IanHarrison said: Any news on updates for PMDG 747? or Makerwys? No change needed to MakeRwys. The airport facility BGL formats haven't changed. Pete Win10: 22H2 19045.2728 CPU: 9900KS at 5.5GHz Memory: 32Gb at 3800 MHz. GPU: RTX 24Gb Titan 2 x 2160p projectors at 25Hz onto 200 FOV curved screen
December 2, 20214 yr 6 hours ago, kevinfirth said: I couldn't find anything in the learning center, but if you examine the prepared cfg there are new entries under the [Jobscheduler] heading: P3DCoreAffinityMask MainThreadScheduler RenderThreadSceduler FrameWorkerThreadScheduler [JobScheduler] //This has been upgraded to a full 64-bit value to support systems with more than 32 logical cores. AffinityMask = 65535 //This is new. This mask tells Prepar3D what cores to use for our job schedulers. It should be a subset of //the process mask. Masking off some cores from this will leave them open for 3rd party add-ons, //and middleware dll which share processes space with Prepar3D.exe. P3DCoreAffinityMask = 65535 [My understanding here is that this may help add-ons using heavy DLLs such as PMDGs] //For each bit flipped in the P3DCoreAffinityMask P3D will create a job scheduler which works within //a thread tied to that logical core by thread affinity. Using these values, you can assign P3D's special //purpose work loads to different logical cores. Moving the main thread scheduler will also set the //main thread affinity which will affectively move P3D's main application loop and simulation work //to this logical core. This core will likely be utilized at or near 100 % MainThreadScheduler = 0 //This thread does rendering jobs such as building and submitting d3d12 command lists. RenderThreadScheduler = 2 //This thread does per - frame rendering optimization work such as instancing and sorting of objects FrameWorkerThreadScheduler = 4 Full thread: https://www.prepar3d.com/forum/viewtopic.php?f=6312&t=143881 Edited December 2, 20214 yr by kevinfirth Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS
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