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neumanix

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About neumanix

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  • Birthday 03/01/1974

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    Peter Nyman

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  1. Not true. The fps limit for sound distortion is at 100, for whatever reason. It seems to be the wind sounds that distort. You can test this by unlocking the frames in a situation where you get >100fps and enable/disable environment sound in the sound settings. As a TrackIR user I prefer >100fps, so a way around this distorted sound is to edit your aircrafts sound.cfg and exchange the wind sound files for silent ones. There is already one in FS9/sound called silence.wav. Also the general default wind sounds in FS9/sound need to be replaced with silent .wav files. This way you get rid of the distortions but keep other environment sounds, such as AI traffic etc.
  2. Well, it didn't fix the sound distortion >100 fps after all, as I stated in the post above. But it was still nice to get the IRQ channels optimized a little.
  3. Great tip, worked a treat for me as well. I used the MSI tool which made it very easy, just click and apply. I have and old system with a PCI soundcard (a good one though) and my Nvidia gfx card shared the same linebased IRQ as my soundcard. The soundcard was linebased only, but the gfxcard could be set to msi, so I changed that and voila, no more rumble and pops despite fps going over 100. Then I noticed the soundcard still shared IRQ with some chipset thing, so I put the soundcard in another PCI slot and now there are now more shared IRQs what so ever. This part of the system should now be running optimally. Cheers mate!
  4. Hi Paul and thank you. Totally forgot to update the link. Should work now!
  5. So nice to know that my little program has helped a lot of FS niners 🙂
  6. You need to understand that clouds in MSFS 2020 are not polygons with textures anymore, as in every previous simulator. Instead they are generated on the GPU in shader code, which can be extremely demanding even for the best cards.
  7. It's a great freeware scenery, but it comes with a few faulty textures and some textures without mip-maps. Use my tool (DxtFixerX) to fix the alpha errors and Imagetool to add mip maps to the few textures that are without. After these fixes it works great without stutters and shimmer. Always check your textures when you add new scenery as these mistakes are so common.
  8. Nope, just extremely light construction and components.
  9. I'm also a Track IR user, and to get an enjoyable experience you need frames. As many as possible. I find that 90fps is required to feel really connected. Same goes for VR and any kind of head tracking. Panning around with the mouse is a completely different story. Best solution is gsync/freesync and limiting the fps just below the maximum in the range. In racing games I lock to 120fps (144hz monitor). Of course these kind of fps are impossible in a modern add-on packed flight sim, which is sad. That's why I stick with FS9, yay!!!
  10. Ok, interesting. Did it change smoothness or anything? Maybe it's not working the same for v5.
  11. Well, it takes a couple of seconds so it's not that bad. Would be interesting to know if it's of any help in v5, so please try it and maybe report back.
  12. One thing I've learned is that neither CPU nor GPU should be pegged at 100% if you want a smooth and stutter free experience. Another thing I noticed, is that setting the CPU affinity through the config file versus in the task manager gives different results. The thing that has worked for me is to set the affinity in Task Manager TWICE. First start the sim, then open Task Manager and the Details tab, find the prepar3d.exe, right click and choose Set Affinity. Uncheck Core 0 and then OK. Now go back and do it again, this time enabling all cores again. This seems to spread the load over the cores more evenly and should prevent one core from maxing out. Don't know how and why this works for me, but try it and see if it helps. Note also I don't have v5, still using v3 and FS9.
  13. The benefit of Vulkan (aka. Metal for Mac users) and DirectX12 is ALOT less CPU power is needed for rendering graphics, thus freeing up resources, which should speed up CPU hungry applications considerably. The graphics code runs more directly on the GPU so to speak. This is the way to do it. Good news indeed!
  14. This has puzzled me also, but what works best is to set mip mapping to 4. I can't really see a difference between 4 and 8 here, besides the shimmer you get if you set it above 4. It's the detail1.bmp (grass overlay texture) and trees that shimmer, although the textures have mipmaps. It's weird. As Luis also wrote, you can increase the antialiasing if your GPU can handle it. This can remove most of the shimmers but not all.
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