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Howellerman

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About Howellerman

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  • Birthday 01/14/1953

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    Male
  • Location
    Santa Clara USA

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About Me

  • About Me
    Long time worker in IT industry, has forgotten more about how computers work than most people know. Married, three kids, progessive to a fault.

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  1. Heya Bert, FYI, here is a snippet of my Process Lasso monitor. The leftmost part of to the first trough is 120 fps, refreshed every 2 seconds. The second span is also 120 fps, ,but with a 10 second refresh. After the brief dip I set the sim to 30 fps, again with 10 second refresh rate. You might say that 30 fps is more "uniform" frame to frame, but they are pretty well even.
  2. I don't know how you know these things, Bert - spooky! I set the P3D fps to 120 and to my surprise, it did not "objectively" change my CPU usage as recorded by Process Lasso. However, "subjectively" the sim seemed smoother and my RivaTuner display seemed to show lower CPU busy. Part of the difference is that PL is set to 2 second interval, RT to 1 second. More experimentation is in order but so far 120 fps is a keeper - thanks!
  3. Heya Bert. I have been using Process Lasso monitoring to watch individual cores and do not have an issue with excessive Core 0 loading. They all freely hop up and down. What I will try is monitoring the difference between Unlimited, 120, and 30 fps to see what happens.
  4. I am running an Ultra Wide 34" monitor, so 3440 by 1440.
  5. Yes, and flying PNW, NCA, and even a short hop from KPSP (SCA) to KSEZ. I will try to remember to take some screen shots and attach them.
  6. I have read it has been quite the roller coaster ride for a lot of people here in the Prepar3D forum, specifically V5 HF1. I would concur up until yesterday, but I think I have figured out MY system requirements. Specs in my signature. First off, I am strictly a GA flyer so you PMDG pilots will likely gain nothing. But, same as you, I was suffering a lot of Nvidia crashes, and most recently, KERNELBASE.dll errors. Simulator death lurked at every corner... 🙂 So, here's what I did: 1 - I use RivaTuner for display only, and use Nvidia Control Panel for frame limiter. 2 - I limit P3D frames to 30, no GSYNC, and limit NCP to 29. That way (at least from what I have read) if I get a late frame it is "absorbed" by NCP. The reason I limit P3D to 30 frames is to reduce load - no sense running Unlimited to needlessly chew up CPU cycles. 3 - My only *.cfg modifications are FFTF=0.40 - I want that scenery RENDERED - and MAX_TEXTURE_REQUEST_DISTANCE=320000.000000. I loved Rob Aincough's TEXTURE_SIZE_EXP=10 but I think that combined with request distance was the reason I was getting so many Nvidia crashes right out of the gate. 4 - To compensate, I can now run max LOD slider and 8xSSA with 4096 textures! My GTX 1080 does not complain at all. All other sliders are one step removed from max, with the exception of vegetation - I love my vegetables. Now I run butter smooth, crisply render textures, at altitudes ranging from 3,500 to 15,500, and I can see off into the distance forever. Well, at least for now - I have yet to install my bizjets for higher altitude flying. And I have a new metric - if my CPU busy falls below 30-percent busy for any amount of time I know I am good. As it is, I average about 45% busy, with spikes to 75%, and my Nvidia load is about the same with a VRAM use of 4-5Gb. Remember, I am a GA flyer only, so your loads will vary. But before these mods, I could pause the sim and watch it expend lots of CPU cycles playing catch-up until it returned to idle state of around 13% system busy. Now, when I hit pause it pauses, period! One other thing non-related to performance is that I have water optimization set to OFF. I find the water in V5 to be ghastly, with visual waves on rivers and lakes that would scuttle anything less than a 30-footer. And in all my years of flying and being on the ocean on boats I have never seen the ocean reflect anything. Refraction, yes - reflection no. Now I get to reload the fleet (I did a complete mind-wipe of Prepar3D - all six directories,including all Orbx libraries) and recreate the world According to John Venema. Finally getting smart enough to load everything through addon.xml... 🙂
  7. I have heard this before, and it is stated as such on the FSElite Compatability page. However, my installation in V5 works like it is supposed to - no issues. The starting behavior is a bit different, in that the engines seem to "cough" when they first start, but they do start.
  8. I am seeing 2x the load times for V5 vs V4, but still less than a minute per phase (program start to Scenario screen, Scenario screen to loaded aircraft). When things settle down I will skip the Scenario screen, so load time may be over a minute. At least for now - we'll see what happens when I finish loading up my Orbx world! Edit: I am running off dual NVMe devices. App on one, textures on the other.
  9. Thank you for the offer! Being a long-time SImLauncher X user I just purchased SimStarter NG to replace it and a tutorial would be great.
  10. Nice review, Nick - thank you. Like you, I am not looking back, and while my GTX 1080 is working harder than ever my system is "mostly" stable. I did have the Hand of God smite me twice... 🙂 Subscribed!
  11. Hi Klaus, I am not certain, but I think it may be that the map provider that Maarten utilized is no longer providing that function. It happened with Plan G a while back, but Tim allows Plan G to use different map providers. I was going to dig around in the SLX.INI file (or similar) to see what provider is being used. Really is a pity, since I got it working so well in V5. If you do NOT have Plan G, I highly recommend it. Much nicer interface (sorry, Maarten) and current.
  12. Aha! It turns out that the "Flight" entries I have created over time in P3DV3 and V4, which is basically the combination of Aircraft + Airport + Parking Spot, are invalid in Prepar3D V5. That is why the Lat/Lon coordinates are wrong. When I created a "Flight" entry in V5 using the native Prepar3D facilities, I was able to see the scenario in SLX, change the aircraft from my default (Piper Cub) to the RealAir Lancair Legacy, and launch it. And it worked! Now I just have to recreate 170 Flight entries using the native V5 interface. Worth it, in my opinion!
  13. Aha! It turns out that the "Flight" entries I have created over time in P3DV3 and V4, which is basically the combination of Aircraft + Airport + Parking Spot, are invalid in Prepar3D V5. That is why the Lat/Lon coordinates are wrong. When I created a "Flight" entry in V5 using the native Prepar3D facilities, I was able to see the scenario in SLX, change the aircraft from my default (Piper Cub) to the RealAir Lancair Legacy, and launch it. And it worked! Now I just have to recreate 170 Flight entries using the native V5 interface. Worth it, in my opinion! In addition, I just verified that PLN files launched with the Flight from SLX work just fine! Woo-hoo!
  14. Odd. I used the standard installers from RealAirSimulations.net and everything worked fine. They are *fantastic* installers, and make me miss RealAir all the much more.
  15. Sadly, I have to report that SLX is, for now, a no-go in P3D V5. It will start a flight, but they all end up at Lat 0, Long 0, in the middle of the ocean. Sigh.
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