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touchdown84

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Everything posted by touchdown84

  1. What is working in LNM? Just the live connection or is it also already able to parse the airport/navdata/procedures from the sim files? I would have thought the data file format changed.
  2. If not seasons there will at least be snow. I saw a preview video where snow was shown covering the ground; with snow particles, not a texture change.
  3. For all of you comparing this to PS4/XBOX discs: Those act as directly transferable licenses. You can sell, share and trade them and whoever puts the disc in the console instantly has access to the game, independent of the consoles user account. There it is a trade-off between that and the convenience of a digital purchase you can access without physical media. As the Boxed FS still contains a serial and needs to be activated with a MS account I do not think this will be easily possible here, you get the downside of both options with none of the benefits.
  4. I copied the FSX Lear 45 over to P3D v2, v3 and now v4 and haven't encountered a problem so far (maybe I performed the texture-id fix once when I first used it in P3D, don't know if that was necessary for that plane).
  5. 1) The radius in which autogen is generated 2) This is how more or less detail is displayed depending on distance (e.g. texture detail on objects and so on) 3) texture size exponent, each increase doubles the texture size (here I'm not sure if it's just ground textures or every texture). Basically that means if at an exponent 'x' a texture of size 's' is used, with exponent 'x+1' a texture of size '2*s' is used (thus quadrupling the vram consumption). So going from 8 to 10 gives you 4 times the texture size for 16 times the vram used. So even if a far distant texture would normally become blurry because of the LOD, it will stay sharp because it is 4x as big to begin with. For autogen 1) is important, you would have to set LOD really low to for example see blurry texture on autogen houses, as the autogen objects are quite small and far out it's mostly the difference if they are there or not at all.
  6. While I wait for my A2A planes to get v4 updates I really enjoy flying Ant's Eaglet, which got an official v4 update (http://www.antsairplanes.com/eaglet.html). Really worth the price for all the features it has.
  7. You can increase the autogen distance by modifying AUTOGEN_DRAW_DISTANCE. Max. Slider is 30000, but e.g. 50000 is a visable improvement, but also a huge fps hit.
  8. But that would a be running out of accessible RAM, not of running out of addressable memory (VAS) (which is what the OOMs were). Not everything addressed must be in RAM, it is perfectly reasonable to swap data to the disc, but it still must be addressable. With less RAM you would just hit a performance barrier when the process has to swap critical data and eventually you'd get memory allocation errors, because there is no more memory to use (although it would still be addressable). Many Windows system processes are running with 2TB of VAS, that doesn't mean they use that much RAM.
  9. I also cannot see a (visual) difference between LOD 6.5 (max. Slider) and 14.5, even when comparing screenshots. But increasing AUTOGEN_DRAW_DISTANCE to e.g. 50000 (max. slider is 30000) has a big effect on the visable houses/trees/lights radius, though it has a big performance impact, even with autogen only on dense. Titan X (Pascal)
  10. P3D on SSD (SATA3), Windows is on smaller M.2
  11. Do you all also experience a massive increase in loading times when using TEXTURE_SIZE_EXP=10? I measured TEXTURE_SIZE_EXP=8 -> 50 sec TEXTURE_SIZE_EXP=9 -> 1 min 5 sec TEXTURE_SIZE_EXP=10 -> 2 min 32 sec and CPU is almost @100% during loading, don't know if it is just copying terrain to vram or what calculations it performs.
  12. You can use for example the utility Process Explorer (https://technet.microsoft.com/en-us/sysinternals/processexplorer.aspx) to check for VAS or memory used. But VAS is more or less useless to know, 64bit v4 uses 75-85GB of VAS when I'm checking.
  13. Same for me, value above 10 loads no ground textures at all...
  14. Prepar3D.cfg: [TERRAIN] TEXTURE_SIZE_EXP=10
  15. Hi, is there a maximum amount of VRAM the sim will use? I'm asking because I can't get it to use more than 7-8GB (my GPU has 12GB VRAM) and I had some situations where I thought "why doesn't it have this in vram?" like when I flew over EGLL and when I looked back over my shoulder all airport buildings were textureless/black and it took a second to re-load the textures which were already there 10 seconds ago. With TEXTURE_SIZE_EXP=10, LOD_RADIUS=14.500000, all Settings @max and ORBX-England I get to 7.3-7.8GB VRAM. I thought it might be because I only use 1080p, but even with DSR@4k the VRAM consumption did not change. So could there be a limit, e.g. 8GB? (I never saw over 8GB VRAM usage...)
  16. That's a dumb move in my eyes, application files are no documents... I hope it works with redirecting the Prepar3d folders via junctions, as my documents folder is on a slow hdd for a reason (> 1 TB of documents) and I obviously want my sim data on one of the ssds.
  17. I use WoAI and in the beginning had no textures on some models. But since then I always convert all AI DDSs without Mips and BMPs to DDS with Mips and never had this problem again.
  18. I only installed the SimConnect from "redist\Interface\FSX-SP2-XPACK" and I have no problem with TrackIR or other software.
  19. That could be the problem. I got conflicting statements on this (some say FFTF is only active whit internal limit, others say it is ignored whit internal limit, but most posts on this are rather old and for FSX). With my new PC I could finally crank up all settings to the max and still maintaining over 30 FPS (unlimited) even in very demanding situations (actually I now have to tune settings down quite a bit because I'm getting VAS related OOMs even though fps are high and smooth). But the default 33% FFTF could be shifting the load in the wrong direction, I'll try that this evening.
  20. Hello! Is it just me or why does the internal fps limiter such an impact on the fps? For example when I'm running ~40 FPS @ unlimited and then set the limiter to 60 the fps drop to 30. And when I set the limiter to 30 the fps drops further to 25. Basically I won't get the fps I set, even though running at a higher limit or unlimited clearly shows it's capable of running at that value. I tried to limit the fps as it feels like it has a positive impact on blurries and a slightly reduce in VAS, but that could also just be because it lowers the fps in the way I described. Jan
  21. I'm quite happy with the Flight1 GTN 750, the downside is you only get new Navdata databases when Garmin releases a new trainer version (I also could import database files from Garmin trainers which Flight1 skipped). And Garmin does not include airports with runways less than 4000ft outside North America anymore with the trainer since the beginning of the year. So I'm probably stuck with cycle 1513 (forever?), at least if I fly outside NA or give up smaller airports. If there would be a way to convert e.g. the Navigraph data into the Garmin format that would be great. So I can not recommend it 100% for everyone, if you need the recent cycles (e.g. because you fly online) that could be a problem. But this is the only noteworthy problem I've encountered.
  22. When you're using 4x SGSSAA check that you are also using 4x MSAA (ingame setting). SGSSAA and MSAA settings should match (so both 2x or both 4x).
  23. I still use WoAI, but it's a true pita to install it for optimal performance (installing into dummy-fsx-folders, moving files, repair some minor bugs, convert flight plans, convert bmp textures, find textures without mips and add mips, ...). That's the reason why I only update traffic once a year. I'd love to see (and pay for) a modern out of the box traffic addon without much performance impact.
  24. I would check the XML files in the "categories" directory. Those control which mission categories show up. You shouldn't need to edit the original "FSCategories.xml", but you can create additional XML-files in that folder. I don't know exactly how they must be build. For normal missions the <Title> has to be the folder name in the mission directory. Don't know which IDs to use, I just copied missing categories from the FSX file to another one...
  25. I don't know if the OP is having the same issue, but for me it is as follows (and you cannot see it on screenshots, as I'll describe below): - It is not blurry cockpits per se, but the small texts (e.g. tiny scales in the instruments or small print on the cockpit) are kind of shimmery fuzzy. - When your virtual head is not moving, you can't see the issue. So you can't see it in screen shots either. - When you are moving your virtual head with normal controls, you also can't see it, because you are moving too fast. - But when using TrackIR it is there because your head is always moving a little bit, even when you focus on one spot. That humble movement is enough for the fuzzy texts to appear. - Some planes are more prone to it than others. From the stock P3D planes I see it most obvious in the A36 Bonanza. - When I have SGSSAA enabled, I do not have the issue any longer.
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