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MSFS Auto FPS App

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17 minutes ago, mmcmah said:

Early on in the development of the app, Reset had to set it to not alter the TLOD while on the ground, because it would trigger blurry textures. Maybe once the DX12 blurry texture bug was resolved, Reset allowed the TLOD to change while on the ground, and this might now be causing excess blurring?

I have actually stopped using the app on a regular basis because I find that the frequent changing of TLOD yields more stutters than simply setting a TLOD of 200.

I might try it again to see if that's still the case, as I made that decision shortly after the most recent UK World Update.

I have zero stutters using the app, since it was released, especially on approach to large airports. Wouldn't fly without it.

 

 

 

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48 minutes ago, mmcmah said:

Early on in the development of the app, Reset had to set it to not alter the TLOD while on the ground, because it would trigger blurry textures. Maybe once the DX12 blurry texture bug was resolved, Reset allowed the TLOD to change while on the ground, and this might now be causing excess blurring?

I don’t think it changes below the min altitude set. I think the blurry textures is simply due to too low TLOD (resolves with higher TLOD).

‘I’m still using AutoFPS every flight. No stutters when I use reasonable TLOD (usually max 400). I do get stutters with too much AI traffic though, but that’s a different issue.

7950X3D | RTX 4090 | 64GB DDR5

  • Author

I am reading this recent discussion about blurriness of ground textures when using AutoFPS and low TLOD with interest. In my VR flying, I don't seem to experience the issue but perhaps that's because VR is not as sharp as 2D in the first place.

As @Bobsk8suggests, I am also curious whether the issue happens when users manually set TLOD rather than using AutoFPS ie. is it the tool or is it just low TLOD no matter how it is being set - AutoFPS or not.

Edit: Just loaded a flight in 2D at RKSI stock scenery and tried TLOD 100 or 50 and Auto FPS on and off. While scenery distance changed between TLOD 100 and 50, ground texture quality looked the same to me, regardless of whether AutoFPS set it or not.

I also tried starting the same flight up in VR, first at TLOD 100 without AutoFPS running then started AutoFPS, which changed TLOD to 50 on the ground, while staring at the same spot on the ground textures from the cockpit and nothing changed ground texture quality-wise.

As such, I don't know what is going on with other users' observations. Perhaps it is only because I am going between 50 and 100 TLOD or because I am using a stock, instead of payware, airport?

 

 

Edited by Reset XPDR

9800X3D | 4090 | 64GB | 2+1TB NVME | 2TB SSD | 2TB HDD | 85/50/43” TVs | Quest 3 | DOF H3 Motion Rig | Buttkicker | T.16000M Flight Kit

MSFS @ 4K Ultra DLSS Performance FG 80 FPS |  VR VDXR Godlike 80Hz SSW | MSFS VR DLSS Quality, Ultra Preset - Windows 11

Acer Nitro 5 | i5-11400H | RTX 3060 6 GB | 32GB DDR4 | 15.6" FHD IPS 144Hz | 2 x 512 GB SSD | Windows 11

  • Author
3 hours ago, mmcmah said:

Maybe once the DX12 blurry texture bug was resolved, Reset allowed the TLOD to change while on the ground, and this might now be causing excess blurring?

The app still doesn't change TLOD on the ground, except when it initially sets it when you load in for the flight or if you change TLOD min in the app after this and it sets the new TLOD.

Edited by Reset XPDR

9800X3D | 4090 | 64GB | 2+1TB NVME | 2TB SSD | 2TB HDD | 85/50/43” TVs | Quest 3 | DOF H3 Motion Rig | Buttkicker | T.16000M Flight Kit

MSFS @ 4K Ultra DLSS Performance FG 80 FPS |  VR VDXR Godlike 80Hz SSW | MSFS VR DLSS Quality, Ultra Preset - Windows 11

Acer Nitro 5 | i5-11400H | RTX 3060 6 GB | 32GB DDR4 | 15.6" FHD IPS 144Hz | 2 x 512 GB SSD | Windows 11

9 hours ago, Reset XPDR said:

As @Bobsk8suggests, I am also curious whether the issue happens when users manually set TLOD rather than using AutoFPS ie. is it the tool or is it just low TLOD no matter how it is being set - AutoFPS or not.

It happens with low TLOD with or without AutoFPS like in my screenshots a few posts up. Those were from default (handcrafted) Zürich.

Edited by Cpt_Piett

7950X3D | RTX 4090 | 64GB DDR5

Inetersting. As I wrote, I am pretty sure that also some adn sceneries are unaffected regarding ground textures. Wondering why...

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

Doesn't O-LOD affect the textures on ground? I always use O-LOD 200 and T-LOD 80 on ground and I haven't noticed any difference in textures between T-LOD 80 and 200 using AUTO FPS.

System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I

2 minutes ago, Ixoye said:

Doesn't O-LOD affect the textures on ground?

Dont think so, because I have OLOD 200 set in above pictures and only TLOD changes have an effect

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

OLOD doesn’t affect textures, but airport objects. And it seems low TLOD affects textures differently at different airports. I haven’t tested this a lot though.

Edited by Cpt_Piett

7950X3D | RTX 4090 | 64GB DDR5

  • Author
On 8/3/2024 at 7:30 AM, mmcmah said:

Early on in the development of the app, Reset had to set it to not alter the TLOD while on the ground, because it would trigger blurry textures. Maybe once the DX12 blurry texture bug was resolved, Reset allowed the TLOD to change while on the ground, and this might now be causing excess blurring?

Just did a quick and dirty test build that allows AutoFPS to change TLOD on the ground and it doesn't seem to trigger ground texture corruption anymore, so it does appear that Asobo finally fixed the DX12 ground texture corruption issue. I also didn't see any ground texture blurring as TLOD went up automatically from 50 to over 200.

Edited by Reset XPDR

9800X3D | 4090 | 64GB | 2+1TB NVME | 2TB SSD | 2TB HDD | 85/50/43” TVs | Quest 3 | DOF H3 Motion Rig | Buttkicker | T.16000M Flight Kit

MSFS @ 4K Ultra DLSS Performance FG 80 FPS |  VR VDXR Godlike 80Hz SSW | MSFS VR DLSS Quality, Ultra Preset - Windows 11

Acer Nitro 5 | i5-11400H | RTX 3060 6 GB | 32GB DDR4 | 15.6" FHD IPS 144Hz | 2 x 512 GB SSD | Windows 11

  • Author

I've done a few flights now in DX12 with the ground TLOD automation test function in action and it is working quite well. There was very minor texture flickering in a specific 1m square spot at PAJN but otherwise the ground textures have been well behaved at about 10 airports I've been to today.

I thought I might experience stutters with TLOD changing on the ground but, on my system at least, they seem to be negligible. This is hopefully due to the logic I have used where TLOD can only change at a high rate if you are stationary, but as soon as you start moving the rate of change gets limited to one TLOD per second.

There is minimal change to the UI when this mode is active in that "FPS Priority (Air & Gnd)" will now show at all times, not just in the air, to show you that it is active, as shown below. When not active you will otherwise see "FPS Priority (Air only)" to clearly differentiate the two modes.

spacer.png

While I was under the hood, I also updated the installer to update V7 dot net and mobisim wasm to the latest versions, namely 7.0.20 and 1.01 respectively. My dot net was already up to date but my mobisim wasm wasn't and the updated version is working just fine.

While I have the app open for minor changes, is there any issue with existing functionality that I should be looking at to fix? Also, can someone tell me whether the app works with the lossless scaling app, which I don't have, by showing the correct FPS when it is active or do users just have to factor in a doubling of FPS like they initially had to do before I worked out how to display FG FPS correctly? If the latter, I may just get the lossless scaling app and see if I can get it working properly.

9800X3D | 4090 | 64GB | 2+1TB NVME | 2TB SSD | 2TB HDD | 85/50/43” TVs | Quest 3 | DOF H3 Motion Rig | Buttkicker | T.16000M Flight Kit

MSFS @ 4K Ultra DLSS Performance FG 80 FPS |  VR VDXR Godlike 80Hz SSW | MSFS VR DLSS Quality, Ultra Preset - Windows 11

Acer Nitro 5 | i5-11400H | RTX 3060 6 GB | 32GB DDR4 | 15.6" FHD IPS 144Hz | 2 x 512 GB SSD | Windows 11

47 minutes ago, Reset XPDR said:

there any issue with existing functionality that I should be looking at to fix?

Hi and thanks again for a vital app! Not an issue but I keep forgetting to load GPUz before my flight for monitoring. Is it possible to auto start this by selecting the exe in your app somewhere? Wouldn't need a gui we could put it in an ini file or equivalent. We could even put it in the same directory as afps if that helps! Would be nice if the app indicated in some way also that it WAS connected to and  reading info from GPUz. If I'm missing something obvious I apologise! 

I'll crawl back in my hole now lol 😎

Edited by sloppysmusic
Tippo

Russell Gough

SE London

spacer.png

  • Author
49 minutes ago, sloppysmusic said:

I keep forgetting to load GPUz before my flight for monitoring. Is it possible to auto start this by selecting the exe in your app somewhere?

GPU-Z can be auto-started, minimised to the system tray, when Windows starts from within GPU-Z settings itself and has a negligible system overhead, as shown below. That's how I do it and I don't have to worry about it at all.

spacer.png

 

49 minutes ago, sloppysmusic said:

Would be nice if the app indicated in some way also that it WAS connected to and  reading info from GPUz.

AutoFPS does indicate it is connected to GPU-Z by showing the GPU load in the app status line. It only tells you that you are not running it if you are not currently running it and have chosen GPU load as the the Cloud Quality activation method. Otherwise GPU-Z is optional hence no explicit connection message.

Edited by Reset XPDR

9800X3D | 4090 | 64GB | 2+1TB NVME | 2TB SSD | 2TB HDD | 85/50/43” TVs | Quest 3 | DOF H3 Motion Rig | Buttkicker | T.16000M Flight Kit

MSFS @ 4K Ultra DLSS Performance FG 80 FPS |  VR VDXR Godlike 80Hz SSW | MSFS VR DLSS Quality, Ultra Preset - Windows 11

Acer Nitro 5 | i5-11400H | RTX 3060 6 GB | 32GB DDR4 | 15.6" FHD IPS 144Hz | 2 x 512 GB SSD | Windows 11

1 hour ago, sloppysmusic said:

 I keep forgetting to load GPUz before my flight for monitoring. Is it possible to auto start this by selecting the exe in your app somewhere?
😎

 

19 minutes ago, Reset XPDR said:

GPU-Z can be auto-started, minimised to the system tray, when Windows start

 

Alternatively, if using Addons Lineker, you can set any exe to run with MSFS, even adding a delayed start if desired.

OS:     Win11 Home; Mobo: Asus TUF Gaming Z690-Plus WiFi D4; CPU: Intel i5-12400 (Alder Lake) 4.4 GHz
RAM: Corsair Vengeance DDR4 64Gb (4x16GB) 3600 MHz; GPU:  MSI Radeon RX 5700XT [8GB] 
SSD:  Corsair Force MP510 (for OS);  2x 1TB & 1x 2TB Sabrent Rocket Nvme PCIe 4.0 (one for sim, two for addons)
HDD:  Seagate 3TB (Data); Seagate 1TB (Programs), ASUS TUF Gaming VG32VQ1B Curved 31.5" monitor, 1440p, 38Mbs ethernet 

Fulcrum One Yoke, Honeycomb Bravo throttle, Thrustmaster Airbus TCA sidestick & throttle, Logitech Pro pedals, Xbox wireless gamepad (1st gen)

3 hours ago, Reset XPDR said:

I've done a few flights now in DX12 with the ground TLOD automation test function in action and it is working quite well. There was very minor texture flickering in a specific 1m square spot at PAJN but otherwise the ground textures have been well behaved at about 10 airports I've been to today.

I thought I might experience stutters with TLOD changing on the ground but, on my system at least, they seem to be negligible. This is hopefully due to the logic I have used where TLOD can only change at a high rate if you are stationary, but as soon as you start moving the rate of change gets limited to one TLOD per second.

There is minimal change to the UI when this mode is active in that "FPS Priority (Air & Gnd)" will now show at all times, not just in the air, to show you that it is active, as shown below. When not active you will otherwise see "FPS Priority (Air only)" to clearly differentiate the two modes.

spacer.png

While I was under the hood, I also updated the installer to update V7 dot net and mobisim wasm to the latest versions, namely 7.0.20 and 1.01 respectively. My dot net was already up to date but my mobisim wasm wasn't and the updated version is working just fine.

While I have the app open for minor changes, is there any issue with existing functionality that I should be looking at to fix? Also, can someone tell me whether the app works with the lossless scaling app, which I don't have, by showing the correct FPS when it is active or do users just have to factor in a doubling of FPS like they initially had to do before I worked out how to display FG FPS correctly? If the latter, I may just get the lossless scaling app and see if I can get it working properly.

Any idea when this new (beta)version will be released ?

Btyw : Losless Scaling is working great here ( 4080 and 4090 )

5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 -  MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb -  Corsair 5400  case - Corsair 360 liquid cooling set  - 3x 75’ TCL tv.

13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 

FOV : 200 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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