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Customised v5.3 and performance testing


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So... I've been tracking and resolving an issue I noted in my P3D installs of 4.5 and 5.3, where had no trees rendered for a section of Orbx's Gold Coast City Scene.

After raising the issue @ the Orbx forum for confirmation of anyone else having the issue (they were not), I used the groups function in P3D Addon Organiser to enable blocks of scenery to be disabled/enabled on a couple of clicks in order to perform a process of elimination.

And the prob turned out to be with a Gibson PR scenery bgl right on the border of NSW and QLD coastline where disabling the affected tile resolved the issue.

All good so far.

Next was a tune and performance test in 4.5 and 5.3.

And this is where I have to change my previous thoughts around the performance of v5, where at the time of my initial testing, v5 showed minimal performance improvements.

That said, given I've tested v5 much more extensively around the Gold coast City Scene which has always been a relatively low performing area in FSX & P3D for myself, I now change my mind.

Testing has shown the v5 affinity masking thread separations and whatever LM did under the hood has quite dramatically improved scenery loading and associated rendering speeds overall.

Unfortunatelly this doesn't overcome other issues of v5 but this and shader mods along with @Alexandre Blumberg's custom clouds do go a long way to making v5 much more useful to myself.

Here's a vid showing the performance of v5.3 over the Orbx Gold Coast city Scene.

Cheers

 

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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

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