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Prepar3d.cfg settings not explained elsewhere
that's unfortunate to hear - that autogen distance cannot be influenced :( It seems like a no-brainer, that we would want to control this radius just like we can control clouds and texture LOD distance. I have another question related to the topic of this thread: What setting in the .cfg files might give me the ability to more efficiently dump memory? I seem to be noticing that flying fastly across the landscape often loads okay, but after several minutes of this type of loading, the game gets laggy (FPS). Is it possibly unable to dump what was no longer needed, referred to as "garbage removal". I see there is a setting: MaxRegionsPurgePerFrame= which defaults at 16. I put this at 32 to see if it would seem to unload more efficiently and therefore giving the loading textures in my flight path free memory and cpu time to load. I feel as though it did accomplish this, but I do not know for sure. Nevertheless, I do still seem to have the need for the game to dump assets more efficiently - but I also don't know for sure. Also, since I created this topid to talk about any config file value that may not be answered elsewhere... Does this hidden supersampling AA setting actually do anything? I tried it and didn't notice jaggies going away at all. SSAA=0 If I change this to 1, does that turn it ON, as in binary 0 and 1 being Off/On? Or is it 1x value of some sort, and there is a 2x 4x 8x etc.? Or, do we possibly need to input a value like a resolution the game is to render and then supersample down to your screen res?
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Is it possible to get stable 60FPS?
I went back and played around a bit more, paying attention to framerates and other performance changes. Strange, that now I'm noticing more often that all of my cpu cores (4) are maxed or close... especially if in an F-22 Raptor at full speed across the landscape The apparent purpose (and I read this somewhere on this site I think) is that some cores will be tasked with loading and unloading textures. I have a theory I don't know if anyone else has already disproven... could it be that the transfer of rendering between cores, and from CPU cores onto the GPU is the bottleneck in most systems? That, because the rendering job is not all being done by one contained environment, it could be getting stuck momentarily or caught in a traffic-jam of sorts?
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I can't change any display settings like FXAA OR AA through the RadeonPro or Radeon Software Crimson Edition
The Radeon software and the nVidea control panel often times don't let you change some settings in certain games. I do not know if there is an AMD equivelent of nVidia Inspector (3rd party) that gives you acces to all settings for all games (and some hidden driver settings). But if there is, that itself won't guarantee that you get results in-game. Certain 3D applications simplly won't respond to some or any of these driver-forced settings. According to a few things I've read here and elsewhere, the main thing that you can get to work (at least with nVidia Inspector) is Sparse-Grid Supersampling. Depending on how high your resolution is, you may need more or less anti-aliasing than this, but I am curring using SG4xSS with MSAA in-game at 8x. That is almost perfect in-game with no shimmering at 1080p. If you have higher res, you can probably do less of each of the above and avoid shimmering (trees mostly), if using less than 1080, you may want to look into regular supersampling. Good luck
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Prepar3d.cfg settings not explained elsewhere
Is there a way to get autogen to start appearing from further away? Specifically, I feel that trees should be rendered from further away. buildings are okay to have at the max the in-game settings allow, but trees are almost part of what we would want to see as part of the far-away textures, but auto-gen won't render them further away. I see in the Prepar3d.cfg file in the user folder it has: AUTOGEN_TREE_MAX_DRAW_DISTANCE This defaults to 9500 (is it feet?) and allows you to go as high as 12000 before forcing it back down to 12000. This does seem to make the trees appear sooner than buildings, but not by much. AUTOGEN_TREE_MIN_DISTANCE_TO_LOD=2500.000000 (default) What does this do, exactly? Is there any sort of comprehensive list of what every setting in the .cfg files does, especially this .cfg file? Thank you in advance,
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Is it possible to get stable 60FPS?
I am new to Prepar3D, but love it so far! I loaded up an old copy of FSX on a new machine and did not like the performance, so I looked at this sim as a good current sim to move to. Loving almost everything so far, except that I cannot get a stable framerate. I've read that this is mostly due to the CPU doing most of the rendering. I've done some affinity mask stuff I've read about, and it does seem to help, but not cure the problem. I can get 144fps at high altitude with most settings turned up to max. However, once you approach some 3D objects like scenery buildings and AUtogen buildings, it goes south fast. I understand that adding more stuff to process will increase the frametime and decrease framerate, but is there a happy balance where someone could get 60fps or higher even in heavy scenery areas? What is confusing me is this: Neither my CPU nor my GPU are maxed or even close most of the time, yet framerates suffer. (I unlike most of you (I've been reading) cannot stand 30-55fps for anything. I want a frame available from any game or sim every time my monitor is ready for one. That means absolutely no skipped frames or stutters). In many applications I can achieve this, but not here. So, what exaclty is the reason Prepar3D does not get higher framerates even though GPU AND CPU are not maxed? To be clear, I do know that it is maxing one of my cores, but couldn't the rendering by moved to multiple cores and or the GPU? WOuldn't that improve things? I understand why the flight calculation stuff needs to be done by the CPU, but I don't think I'd be incorrect to compare modern flight sims to modern racing sims, where many components on dozens of cars are calculated at once and provide real race drivers with valuable seat time. Both Assetto Corsa and Project CARS use the CPU for physics, and the GPU for graphics. Couldn't this flight sim do the same? my specs: i5-4670 3.4ghz GTX970 Asus 144hz monitor 1080p Seagate 2TB HDD Win7 on SSD
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