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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. Ok, interesting. Did it change smoothness or anything? Maybe it's not working the same for v5.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. I don't know. If you run unlimited fps then this setting has no effect, at least that's what I read sometime long ago. Just try different values and see if it does anything. One more tweak that I also just added to my fresh FS9 install, is the TEXTUREMAXLOAD=10. That line also goes under [DISPLAY].
  7. I've got my FS9 looking pretty nice, with a visibility setting of 80nm and cloud draw distance at 60nm. I can also recommend envtex (free) for nice soft horizon and clouds etc. Also try these entries in your fs9.cfg: (TERRAIN_MAX_VERTEX_LEVEL can be left at 19 if you don't use any higher resolution mesh addons) [DISPLAY] UPPER_FRAMERATE_LIMIT=0 TEXTURE_BANDWIDTH_MULT=256 [TERRAIN] TERRAIN_ERROR_FACTOR=100.000000 TERRAIN_MIN_DEM_AREA=1000.000000 TERRAIN_MAX_DEM_AREA=1000.000000 TERRAIN_MAX_VERTEX_LEVEL=21 TERRAIN_TEXTURE_SIZE_EXP=8 TERRAIN_AUTOGEN_DENSITY=5 TERRAIN_USE_GRADIENT_MAP=1 TERRAIN_EXTENDED_TEXTURES=1 TERRAIN_DEFAULT_RADIUS=9.0 TERRAIN_EXTENDED_RADIUS=9.0 TERRAIN_EXTENDED_LEVELS=4
  8. Yes, locking the fps to 100 or less works, but there is another way. It's the wind sound of an airplane that causes the distortions, don't ask me why. So another way is to examine the sound.cfg for each aircraft you fly to see what wind sound it uses and then replace that sound with a silent .wav file. There is one already in FS9\sound called silence.wav that you can use. Of course you won't have any wind noise at all this way, but you don't have to limit fps either.
  9. To perceive the sim as "smooth" depends on many things, not only framerate. If you don't use any head tracking device (TrackIR or VR), then 30 fps will be good enough for some people, as long as the screen refresh is tied to the framerate, using Vsync or 1/2 rate Vsync. I am a TrackIR user and as with VR, input lag becomes more important, and here is where the more frames you can get, the better the experience will be. I find a minimum of 60fps (~16ms input lag) is required, but 90fps or above is needed to feel really connected. That's why for VR, 90fps is considered a minimum to avoid naucea. With G-SYNC I get a tear free image as long as the fps stays above 30 and below 144, but there will still always be the occational stutter caused by loading scenery etc.
  10. I used a custom water loop for several years without issues until a while ago when it got clogged up and my graphics card overheated and died. Went back to air cooling and peace of mind. Water cooling IS more effective if you maintain the system properly, but don't expect to gain any significant performance increase.
  11. I started having this issue as well when I reverted back to Win7 x64 a while ago. After some investigation I found a solution. The issue is indeed the rundll32 and associated gameux.dll file located in C:\Windows\SysWOW64. Renaming the file to gameux.dll.bak will inhibit it from ever running and that seems to solve the problem. You can manually place shortcuts to your games in the "Games" start menu, as this will no longer automatically update with the gameux.dll disabled. You'll need to take ownership of the file to be allowed to change its name. Hope this helps.
  12. It was all caused by a digitial certificate expiring, so not really a bug in Firefox. Just a mistake. Official version 66.0.4 is now out and everything works fine again.
  13. Don't know about the blurries, but you say you use 8x MSAA on a 4K monitor? 4xMSAA should be more than enough. Antialiasing eats FPS you know.
  14. Mike is correct. I'd just like to add that when using SGSS or DSR, the rendering happens in a buffer larger than your screen size, and when resizing this buffer to your monitors resolution you get the AA. So it's not the same as running a higher monitor resolution without any resizing taking place. But as Mike said, a higher PPI helps, as you can lower your AA settings.
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