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As soon as I've been out for a few days, I'm already having problems understanding it.
I only fly IFR and I would be interested in the settings.
Fly with 30 Limited Frames with DX12 (RTX 3090)


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Posted (edited)

@f.skywalker@kurtbTry it like this to start with:

From the readme:

I am new to this app/MSFS, or I don't care for all this technical jargon. What is the simplest way to use this app to make my MSFS experience better?

  • Start the app before you load your flight,
  • Leave Use Expert Settings unchecked,
  • Pick what type of flight you are doing via the radio buttons ie. either VFR (GA aircraft) or IFR (airliners),
  • Enter a realistic target FPS (or click on auto target FPS for the app to pick it for you),
  • Click back on MSFS and wait until any FPS settle timer has finished (20 seconds max), then
  • Go fly!

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Edited by Reset XPDR
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Might it be a good idea to start a new thread on the testing and progress of this great app? Now one, at least I, cannot tell the forest for the trees 🙂 

 

Thanks,
Hans

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Kind regards,
Hans van WIjhe

 

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46 minutes ago, hvw said:

Might it be a good idea to start a new thread on the testing and progress of this great app? Now one, at least I, cannot tell the forest for the trees 🙂 

I agree. I had thought that we would continue to discuss the development of AutoFPS in the original thread. 

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Posted (edited)
8 hours ago, Reset XPDR said:

Can anyone tell me if the auto pause on MSFS active pause or settings menu is working in flight as advertised with 0.4.3.3-test or later?

It's working. 

(I'll keep discussing test builds here until there's some consensus to do it in another thread)

I'm on 0.4.2.5 now. I noticed this in particular: 

7 hours ago, Reset XPDR said:

Summary of cumulative notable changes in 0.4.2.5-test since the 0.4.2 formal release:

  • Reduced TLOD changes in VFR mode on a sliding scale from 1000 ft to the ground to reduce potential stuttering at low altitudes.

It still makes me wonder a little why the app doesn't reduce TLOD further on descent. On takeoff/climb it's fine - no stutters.

LFMN go-around (decided to abort the approach as I could tell massive stutters were building up):

Quote

Expert: True Mode: FG ATgtFPS: False FltType: VFR TgtFPS: 77 TLODAMtd: 0 Tol: 5 TMin: 50 TMax: 975 TMinEx: true CloudQ: True CRecovT: 100 Pause: True TLODBAlt: 1000 MaxDesRate 2000 CustomOLOD: True OLODB: 1000 OLODT: 20 OLODBAlt: 2000 OLODTAlt: 10000 
FPS: 75 FGAct: True Pri: FPS TLOD: 911 OLOD: 1000 AGL: 1771 FPM: -892 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 902 OLOD: 1000 AGL: 1643 FPM: -876 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 893 OLOD: 1000 AGL: 1577 FPM: -980 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 884 OLOD: 1000 AGL: 1448 FPM: -838 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 865 OLOD: 1000 AGL: 1326 FPM: -793 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 854 OLOD: 1000 AGL: 1210 FPM: -767 Clouds: High 
FPS: 76 FGAct: True Pri: FPS TLOD: 831 OLOD: 1000 AGL: 1099 FPM: -724 Clouds: High 
FPS: 76 FGAct: True Pri: FPS TLOD: 822 OLOD: 1000 AGL: 988 FPM: -737 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 813 OLOD: 1000 AGL: 877 FPM: -738 Clouds: High 
FPS: 73 FGAct: True Pri: FPS TLOD: 794 OLOD: 1000 AGL: 764 FPM: -733 Clouds: High 
FPS: 73 FGAct: True Pri: FPS TLOD: 767 OLOD: 1000 AGL: 654 FPM: -735 Clouds: High 
FPS: 71 FGAct: True Pri: FPS TLOD: 744 OLOD: 1000 AGL: 544 FPM: -733 Clouds: High 
FPS: 68 FGAct: True Pri: FPS TLOD: 705 OLOD: 1000 AGL: 552 FPM: 1166 Clouds: High 

Also, in VFR expert mode last two flights (last one was in previous version), AutoFPS starts with 400 on ground. So I'm having some trouble understanding why it doesn't lower it to e.g. 400 below 100 ft during descent.

LFMN takeoff/climb:

Quote

Expert: True Mode: FG ATgtFPS: False FltType: VFR TgtFPS: 77 TLODAMtd: 0 Tol: 5 TMin: 50 TMax: 975 TMinEx: true CloudQ: True CRecovT: 100 Pause: True TLODBAlt: 1000 MaxDesRate 2000 CustomOLOD: True OLODB: 1000 OLODT: 20 OLODBAlt: 2000 OLODTAlt: 10000 
FPS: 80 FGAct: True Pri: TLOD TLOD: 400 OLOD: 1000 AGL: 10 FPM: -20 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 401 OLOD: 1000 AGL: 278 FPM: 3498 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 414 OLOD: 1000 AGL: 928 FPM: 4246 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 432 OLOD: 1000 AGL: 1622 FPM: 4651 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 450 OLOD: 976 AGL: 2183 FPM: 3304 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 468 OLOD: 921 AGL: 2668 FPM: 2764 Clouds: High 
FPS: 81 FGAct: True Pri: FPS TLOD: 492 OLOD: 891 AGL: 2894 FPM: 899 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 515 OLOD: 882 AGL: 2967 FPM: 454 Clouds: High 

I flew to LFMT Montpellier which is a much less dense area than Nice. Frame time variance is better (i.e. more smooth), but not great. From the log below (go-around), although TLOD is very high at first (800 at 2000ft), it reduced to a lower value vs the Nice situation (548 at ground).

Quote

FPS: 77 FGAct: True Pri: FPS TLOD: 800 OLOD: 1000 AGL: 1957 FPM: -769 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 795 OLOD: 1000 AGL: 1842 FPM: -764 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 786 OLOD: 1000 AGL: 1728 FPM: -756 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 784 OLOD: 1000 AGL: 1571 FPM: -752 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 759 OLOD: 1000 AGL: 1466 FPM: -729 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 744 OLOD: 1000 AGL: 1359 FPM: -721 Clouds: High 
FPS: 78 FGAct: True Pri: FPS TLOD: 740 OLOD: 1000 AGL: 1251 FPM: -718 Clouds: High 
FPS: 76 FGAct: True Pri: FPS TLOD: 741 OLOD: 1000 AGL: 1143 FPM: -713 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 731 OLOD: 1000 AGL: 1035 FPM: -717 Clouds: High 
FPS: 70 FGAct: True Pri: FPS TLOD: 701 OLOD: 1000 AGL: 927 FPM: -721 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 627 OLOD: 1000 AGL: 819 FPM: -722 Clouds: High 
FPS: 75 FGAct: True Pri: FPS TLOD: 622 OLOD: 1000 AGL: 709 FPM: -732 Clouds: High 
FPS: 73 FGAct: True Pri: FPS TLOD: 609 OLOD: 1000 AGL: 601 FPM: -784 Clouds: High 
FPS: 74 FGAct: True Pri: FPS TLOD: 596 OLOD: 1000 AGL: 490 FPM: -722 Clouds: High 
FPS: 72 FGAct: True Pri: FPS TLOD: 582 OLOD: 1000 AGL: 383 FPM: -725 Clouds: High 
FPS: 72 FGAct: True Pri: FPS TLOD: 564 OLOD: 1000 AGL: 276 FPM: -696 Clouds: High 
FPS: 72 FGAct: True Pri: FPS TLOD: 554 OLOD: 1000 AGL: 171 FPM: -701 Clouds: High 
FPS: 69 FGAct: True Pri: TLOD TLOD: 548 OLOD: 1000 AGL: 61 FPM: -695 Clouds: High 
FPS: 67 FGAct: True Pri: TLOD TLOD: 548 OLOD: 1000 AGL: 11 FPM: 19 Clouds: High 
FPS: 69 FGAct: True Pri: TLOD TLOD: 548 OLOD: 1000 AGL: 10 FPM: -48 Clouds: High 
FPS: 67 FGAct: True Pri: TLOD TLOD: 548 OLOD: 1000 AGL: 11 FPM: 92 Clouds: High 
FPS: 68 FGAct: True Pri: FPS TLOD: 545 OLOD: 1000 AGL: 269 FPM: 4742 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 521 OLOD: 1000 AGL: 961 FPM: 4331 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 549 OLOD: 1000 AGL: 1709 FPM: 5698 Clouds: High 
FPS: 79 FGAct: True Pri: FPS TLOD: 564 OLOD: 963 AGL: 2267 FPM: 2777 Clouds: High 
FPS: 81 FGAct: True Pri: FPS TLOD: 581 OLOD: 939 AGL: 2507 FPM: 1490 Clouds: High 
FPS: 81 FGAct: True Pri: FPS TLOD: 615 OLOD: 915 AGL: 2729 FPM: 961 Clouds: High 
FPS: 80 FGAct: True Pri: FPS TLOD: 643 OLOD: 903 AGL: 2795 FPM: 532 Clouds: High 
FPS: 60 FGAct: True Pri: FPS TLOD: 657 OLOD: 898 AGL: 2918 FPM: -32 Clouds: High 
FPS: 60 FGAct: True Pri: FPS TLOD: 577 OLOD: 886 AGL: 2938 FPM: -6 Clouds: High 

In the screenshot below (LFMT landing), notice the frame time values with frequent spikes (bit hard to see as I had to turn HDR off):

BFYKw2R.jpeg

I'll just paste some info on VFR mode below for reference. My guide several pages ago (I had trouble finding it actually!):

Quote

VFR

  • TLOD will be locked any time you are below 100 ft or are on the ground, except if TLOD Min + is enabled and gets activated where it will be higher.

  • Once in the air above 100 ft, your TLOD will dynamically change to achieve your target FPS.

  • Once below 100 ft, your TLOD will lock to whatever it last was and will stay that way until you take off and climb above 100 ft.

IFR

  • Exactly like the TLOD Min on ground/landing option from app versions prior to 0.4.2 whereby your TLOD will be locked to either a pre-determined (non-expert) or user-selectable (expert) TLOD Min.

  • Once in the air and above either a pre-determined (non-expert) or user-selectable (expert) TLOD base altitude, TLOD will be allowed to change to the lower of either the schedule based on your TLODs, FPS sensitivity and average descent rate settings or what your current performance dictates.

  • On descent your TLOD will progressively work its way down to TLOD Min by the TLOD base altitude. As with VFR mode, TLOD will not change on the ground unless TLOD Min + enabled and activated.

Readme: 

Quote

VFR

  • TLOD will be locked any time you are below 100 ft or are on the ground, except if TLOD Min + is enabled and gets activated where it will be higher.

  • Once in the air above 100 ft, your TLOD will dynamically change to achieve your target FPS.

  • Once below 100 ft, your TLOD will lock to whatever it last was and will stay that way until you take off and climb above 100 ft.

IFR

  • Exactly like the TLOD Min on ground/landing option from app versions prior to 0.4.2 whereby your TLOD will be locked to either a pre-determined (non-expert) or user-selectable (expert) TLOD Min.

  • Once in the air and above either a pre-determined (non-expert) or user-selectable (expert) TLOD base altitude, TLOD will be allowed to change to the lower of either the schedule based on your TLODs, FPS sensitivity and average descent rate settings or what your current performance dictates.

  • On descent your TLOD will progressively work its way down to TLOD Min by the TLOD base altitude. As with VFR mode, TLOD will not change on the ground unless TLOD Min + enabled and activated.

 

Edited by Cpt_Piett

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46 minutes ago, MarkW said:

Is this app useful for all computers/video cards or just for the most recent equipment?  I have an older machine 1080Ti card.

It should be useful for all systems. It will change LODs dynamically to try to achieve a target FPS. Just make sure that target FPS is not set unrealistically high. It's probably best to start in non-expert mode with "auto target fps" ticked. The app will then set the target FPS for you, based on what it "thinks" is most reasonable (which depends on your hardware). 

And remember: TLOD heavily influences CPU workload, not so much GPU. High TLODs require a fair bit of VRAM though. 


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2 hours ago, Cpt_Piett said:

It should be useful for all systems. It will change LODs dynamically to try to achieve a target FPS. Just make sure that target FPS is not set unrealistically high. It's probably best to start in non-expert mode with "auto target fps" ticked. The app will then set the target FPS for you, based on what it "thinks" is most reasonable (which depends on your hardware). 

And remember: TLOD heavily influences CPU workload, not so much GPU. High TLODs require a fair bit of VRAM though. 

Thank you.


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Posted (edited)

AutoFPS 0.4.2.5-test VFR mode stutters and frame time analysis

I decided to put things under the microscope to get a better understanding of what's going on "underneath the hood" in VFR mode.

First a video of a LFMT Montpellier approach w/ go-around. The RTSS/Afterburner/CapFrameX OSD shows some useful information. Notice especially how stutters appear on short final, corresponding with frame time spikes: https://youtu.be/onxei3ZVhMo?si=KT8uj8W1d9vAoeZS

diverted to LFBZ Biarritz (also not a very dense area). Here I did a CapFrameX capture of the whole ILS approach + beginning of go-around (about 10mins). Notice in the graph below that although there are some frame time spikes, they appear infrequently, while most of the time, the frame time graph is flat. Just before 450secs some significant frame time spikes start to appear:

7BQ2pbh.jpeg

Then, to have a closer look at what's happening on short final, I decided to start the capture when I could see frame time spikes on the OSD graph. This turned out to be the last 30 seconds or so before touchdown:

EFiPVDZ.jpeg

As can be seen, there are some massive frame time spikes here with most of them being in the magnitude of 100ms (usually frame times hover around 12.5ms during my flights (as I have locked FPS to 80). Also notice the very low P1 and 1% low average FPS. Interestingly, things seemed to settle after touchdown, with no frame time spikes whatsoever (after 32secs or so).

I could have brought a GA aircraft and I could have reduced my settings. The thing is though, that AutoFPS handles things really well except for those last few seconds of the flight.

Edited by Cpt_Piett

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6 minutes ago, Cpt_Piett said:

AutoFPS 0.4.2.5-test VFR mode stutters and frame time analysis

I decided to put things under the microscope to get a better understanding of what's going on "underneath the hood" in VFR mode.

First a video of a LFMT Montpellier approach w/ go-around. The RTSS/Afterburner/CapFrameX OSD shows some useful information. Notice especially how stutters appear on short final: https://youtu.be/uiCvENTW2bQ

I diverted to LFBZ Biarritz (also not a very dense area). Here I did a CapFrameX capture of the whole ILS approach + beginning of go-around:

7BQ2pbh.jpeg

Then, to have a closer look at what's happening on short final, I decided to start the capture when I could see frame time spikes on the OSD graph. This turned out to be the last 30 seconds or so before touchdown:

EFiPVDZ.jpeg

As can be seen, there are some massive frame time spikes here, as well as very low P1 and 1% low average FPS. Interestingly, things seemed to settle after touchdown, with very little FTV.

I could have brought a GA aircraft and I could have reduced my settings. The thing is though, that AutoFPS handles things really well except for those last few seconds of the flight.

100%. My experience as well yesterday. I don't think it's anything AutoFPS is doing wrong per se, but rather a sim limitation/inefficiency when loading any airport/ground scenery. I've seen it many times before AutoFPS when turning to final and without TLOD changing.

Unfortunately, at least in my case, when AutoFPS does decide to start dropping TLOD as you get closer to complex scenery, it enters a vicious and self-perpetuating cycle that causes more stutters and drops in FPS and TLOD.

There are two solutions: drop TLOD Max to a level where the  system can handle the approach and landing in the scenery you're using while in VFR mode (I dropped my TLOD Max to 600), or use IFR Expert mode for more granular control.

I believe this is that Reset intended with the configuration options he's given us as well.

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Posted (edited)

With the new test version I had the problem that some buildings didn't reload when approaching.

Target FPS is 55. TLOD+Min 80. TLOD Max 400. Alt TLOD Base 800ft.

Edited by mobiel

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Posted (edited)
58 minutes ago, mmcmah said:

There are two solutions: drop TLOD Max to a level where the  system can handle the approach and landing in the scenery you're using while in VFR mode (I dropped my TLOD Max to 600), or use IFR Expert mode for more granular control.

I believe this is that Reset intended with the configuration options he's given us as well.

Thing is though, in VFR mode in non-dense areas, AutoFPS handles things like a charm 99% of the time, giving us some very decent TLOD values even at low altitudes, even when flying airliners. It's only in those last few seconds before touchdown that things go haywire. I did a lot of touch 'n go's in the Fenix at Montpellier, and things were very smooth despite some crazy high TLODs at low altitude (at or below 3000ft). En route to Biarritz: the same. Until 30 seconds or so before touchdown. 

Of course, when flying into dense areas, I use IFR mode, that makes sense, as we can set a reasonable TLOD Min (I set it to 50 to 100) that locks below e.g. 1000ft. This virtually eliminates stutters on my system, even when taking the Fenix into Heathrow. 

EDIT: Just re-watched my Montpellier video. What's really interesting is that stutters reduces significantly below AGL 100ft which corresponds with this (readme): 

Quote

Once below 100 ft, your TLOD will lock to whatever it last was and will stay that way until you take off and climb above 100 ft.

This also explains that there's very little stutters during the ground roll. Which leads me to believe that it's not the high TLODs that causes problems; it's the TLOD changes close to the ground on short final. Perhaps a higher TLOD lock (e.g. 500ft) would solve this?

EDIT: Looking even closer at the video, stutters re-appear just after take-off, and settle around 1000ft. 

Edited by Cpt_Piett
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3 minutes ago, mobiel said:

With the new test version I had the problem that some houses didn't recharge when approaching.

I think you mean that some buildings didn't load/display when approaching? I don't think that would be a problem with this app, as it only changes the TLOD/OLOD levels. That would be a MSFS issue. I had the same happen to me last week, when I was flying from Manhattan to KEWR (after having taken off from KJFK) and I was almost on top of the airport before the buildings suddenly popped up. I tried again a few days later and the buildings were clearly visible from Manhattan, so it was likely a data/streaming/MSFS issue.

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4 minutes ago, mmcmah said:

I think you mean that some buildings didn't load/display when approaching? I don't think that would be a problem with this app, as it only changes the TLOD/OLOD levels. That would be a MSFS issue. I had the same happen to me last week, when I was flying from Manhattan to KEWR (after having taken off from KJFK) and I was almost on top of the airport before the buildings suddenly popped up. I tried again a few days later and the buildings were clearly visible from Manhattan, so it was likely a data/streaming/MSFS issue.

I changed my reply.

 

So yes, maybe it is a MSFS issue. I have never seen it before

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