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MrRoper

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Everything posted by MrRoper

  1. Its expected behaviour due to their culling system: Sim "culls" Model-parts and ignores LODs of the Model - [MSFS 2024] Bug Reports / Aircraft - MSFS DevSupport My only hope now is that AIG / FSLTL implement a workaround (invisible objects etc) as I dont see MS changing this behaviour.
  2. Photogrammetry can only be streamed. Its possible that it is stored in the rolling cache, so you might be better of with a huge cache file instead.
  3. Unfortunately, its still not fixed, the low draw distance of gears is still present
  4. Of course, as soon as I posted this it started working 😄
  5. Not working here im afraid. UK based.
  6. The lvar to map is S_FC_CAPT_TILLER_PEDAL_DISCONNECT
  7. I think you would have to use Spad.next or similar software to set the appropriate LVAR for it. I dont think there is an actual mapping for it
  8. Some great real world videos of flights here : (12) Approach and Departure Videos - YouTube I believe this is Eurowings and they disconnect the auto throttle on most approaches.
  9. This used to work with frame generation (albeit with a lot of latency introduced) until the nvidia driver that fixed vsync for DLSS3. I used to use the exact same technique to lock at 40 fps in RTSS but get 80 fps in game. the affects were similar to what Noel is showing with a massive reduction in frame time variance.
  10. A lot of the usage will be the AA settings that are being used, Try running with No AA or SS and see what the usage is, I would be surprised if its anywhere near 3gb
  11. Unfortunately LM doesn't have the Entertainments License, which might put people off developing / buying it. Dont get me wrong I want it to succeed but its not there yet :(
  12. you do understand that even P3D Will OOM eventually? its still a 32bit app and until that changes pushing it with large amounts of scenery and memory intensive add ons will cause it to run out of VAS. Updates in Hardware cannot overcome the 4GB VAS limit, only X-Plane has that going for it at the moment. Considering how hard we are pushing FSX I think its doing rather well, there is some life left in the old girl yet!
  13. Hi Lucass MY advise would be to use the Internal FSX limiter and use the FIBER_FRAME_TIME _FRACTION config entry to gain back some of the FPS lost. As i said this loss of FPS isn't a bug, its Time being given to the Rendering loop to render Textures. Im not sure if the cfg entry is case sensitive, however mine are [bUFFERPOOLS] and Usepools
  14. Tushka, Set your Scanning schedule to a time when you are not using FSX and also exclude the FSX directory from the Real-Time scanning.
  15. Hi Lucas, I will attempt to help a little, 1) If you run in windowed mode then you can leave V-sync at "application controlled" The nvidia Control Panel V-sync settings only work in full screen mode. 2) Bear in mind I don't run DX10 currently (to many issues with it to use it full time) however you have to realise that when running the FSX limiter at unlimited you 'may' see blurry textures in certain situations. using the FSX limiter dedicates more time to the rendering engine hence the loss in FPS. You can gain these back by lowering your FIBER_FRAME_TIME_FRACTION setting. You need to use this setting to balance the loss of FPS vs Blurring of ground textures. The benefit of using this and the FSX limiter is that FSX will allocate processor resources to texture rendering when your frame rate exceeds the limit you have set.
  16. Microsoft security client isnt a convenience app at all, please dont disable this! ( unless you run another av software ) its nice to be notified when a virus has been detected
  17. I think its since Shadowplay got updated The new version now only supports 16:9 ratios I think (look into the quality -> custom options in the shadowplay app) are you able to try 1080p resolution?
  18. Totally agree Paul, Im sure the experience without this fix (if it is working in DX9) would be worse but we are still at the limits of what DX9 can do. The Fixer goes a long way to minimising this issue, and if i could sort out my cloud fps issue it would be turned on all the time! Lets all cross our fingers that P3D goes 64bit and then we can all keep the check marks enabled in the Scenery Configuration and fly to our hearts content!
  19. This isnt doing what you thing it is, it just marks the executable as largeaddressaware, which the executable already has set if you are running SP2
  20. The main problem is what do MS mean by "lockable" as I don't think you can mark Vertex Buffers as "non Lockable" in DX9! what we need is two identical installs of fsx, one in XP664bit and one in windows764bit and then measure the VAS usage in both to be sure that the hotfix is doing what it said it is!
  21. Hi, Firstly you are correct that DX10 manages memory in a totally different way than DX9 and that DX10 reduces the VAS usage due to DX9 requiring a "Virtualized" copy of video memory. Quoting the document directly So memory allocations that are not marked as lockable are not copied. My point being that a 1:1 copy of video memory is unlikely to be maintained in the VAS unless all the allocated memory is marked as lockable.. This can be checked I with Intel GPA but its not something I have done as yet.
  22. Yep 10% would make sense, which means that 10% of memory being allocated is marked as lockable and being virtualized,

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