Bert Pieke

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About Bert Pieke

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    CAM3, BC, Canada

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  1. This has been discussed on the P3D support forum. 10 is an optional setting that puts a lot of load on the CPU and GPU and is not generally recommended (except at your own risk..) 9 is the default when setting Extended Terrain Textures to "on" in the UI. 8 is the default when setting Extended Terrain Textures to "off" in the UI. So, unless you want to experiment with 10, there is no need for that line in the config file (at all). Just use the UI (only). LM also cautions that conflicting settings in the UI (off) and settings in the config file (9) as an example can cause performance issues... so keep that in mind. Just to keep things simple, there are three valid settings: 1. Extended Terrain Textures "off" 2. Extended Terrain Textures "on" 3. Extended Terrain Textures "on" combined with a manual tweak to the config file: Texture_size_exp=10
  2. I have come to the same conclusion.. why this would be, I do not know
  3. When you are ready to compromise, contact me for the Baytower RV7 fixes. It works really well with an RXP GNS530 in the panel (optional)
  4. C90GTX with the Flight1 GTN 750 and my integration mods.
  5. I do not believe this is possible.. the Flight1 Mustang's G1000 cannot be replaced.
  6. I sent you a PM.. maybe you can reply..
  7. Sorry, I have no idea...
  8. The 1080ti is overkill... and overpriced.. IMHO.
  9. Lastly, LM has moved work from the CPU to the GPU (video card), so the net of it is that you get better performance out of P3DV4 even on the same CPU, if you have a fast GPU (like a GTX1070+).
  10. Here is the context as I understand it. When FSX was first released, it ran entirely on one core. At the same time, Intel was releasing the first quad core CPUs (Q6600) and the user community demanded that the Microsoft Aces team make better use of these idle cores. Then FSX SP1/SP2 were released, they moved some of the scenery loading to the idle cores, so the original (main) load was reduced somewhat. Then P3D V1/2/3/4 came along and the LM team continued the effort to offload more work off the main core, and put the other cores to work. Fast forward to P3DV4: the main load is still dominant, but a secondary load has now been offloaded to the next core (clearly visible in task manager if you run fps at unlimited). Scenery loading will use whatever cores are left.
  11. If it makes sense to you, we have collectively accomplished something
  12. I do not know, but I have a suspicion that the Windows scheduler will put its housekeeping work on the first logical processor that is available (and it may just possibly start counting at 0). So leaving the first logical processor free invites Windows to put it's work there.. Just a guess... like where do I put this mouse trap so that the mouse is going to eat the bait..
  13. It is called the "The Uncertainty Principle" and it has driven generations of Physics researchers mad.. What Steve is saying is: "It depends..."
  14. Why leave the last core (7) unassigned? Might as well give it to P3D...
  15. Dirk, You first have to define what you mean by Core 1.. With HT on, there are 8 logical cores (Core0....Core7) on a quad Intel I7 processor. P3D always puts its main load on the first logical core you make available. P3D's secondary load goes on the second logical core you make available. P3D's Scenery loading goes on the remaining cores. With AM=253, (or Core1 unticked in the task manager, or moving P3D off Core1 in Process lasso), you prevent P3D from putting the secondary load on Core1, but instead putting it on Core2. That means that the first physical core (0,1) has only one logical core loaded and the second logical core idle. P3D likes it that way, and you get smoother performance. 244 moves everything over by two logical cores and gives Windows the first two logical cores for its housekeeping tasks. That is actually what I use. BTW (1111 1100) is 252, not 15...