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Topic ClosedDifferent scenarios, different settings thats how

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pj_3 View Drop Down
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Direct Link To This Post Posted: April-16-2012 at 3:24pm
My mistake, Steve - you're right. I had a saved 'shortened' config, so I changed the pertinent part - like the ATI 5870 video card that got dumped for the 580. I remember having the error a year or so, but didn't change this particular file.
Here's the actual part:

[GRAPHICS]
AC_SELF_SHADOW=0
AIRCRAFT_REFLECTIONS=1
AIRCRAFT_SHADOWS=0
//ForceFullScreenVSync=1
COCKPIT_HIGH_LOD=1
D3D10=0
EFFECTS_QUALITY=2
GROUND_SHADOWS=0
HIGHMEMFIX=1
IMAGE_QUALITY=0
LANDING_LIGHTS=1
NUM_LIGHTS=8
SHADER_OPTIMIZE=1
SHADER_PARTIAL_PRECISION=1
STALE_BUFFER_THRESHOLD=24
See_Self=1
TEXTURE_MAX_LOAD=1024
TEXTURE_QUALITY=3
Text_Scroll=1
SHADER_CACHE_PRIMED_10=1693458432
SHADER_CACHE_PRIMED=1693458432
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Direct Link To This Post Posted: April-16-2012 at 3:26pm
Heres some more trash you can remove from that config...
 
 
 
[TERRAIN] 
MAX_DETAIL_TEXTURE_LEVEL=21
MIN_DETAIL_TEXTURE_LEVEL=21
SWAP_WAIT_TIMEOUT=2    delete it all
 
Why are you running these?  This is silly for a high end system..
TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=907
TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=1376

WATER_EFFECTS=6   6?-  2xLOW please  or 4
MESH_RESOLUTION=23 - set to 22 or 10m
TEXTURE_RESOLUTION=29 - set this to 100% or 7cm
LOD_RADIUS=4.500000 - I said to run this either 5.5 or 6.5
 
 
[Display]
TextureMaxLoad=3  - really? so you are cutting the TBM in 1/2, default is 6   get this out of the config please!
 
 
[GRAPHICS]
SHADER_OPTIMIZE=1
SHADER_PARTIAL_PRECISION=1
STALE_BUFFER_THRESHOLD=24   all garbage
 
HIMEMFIX=1 - this is HIGHMEMFIX=1
 
 
[TrafficManager]
FreewayDensity=15 - this is silly, kill the cars gain more perf   I would either run 0 or a max of 7-10 and with UTX you must kill car traffic in their interface, not FSX or the memory load still exists


Based on what I am seeing in that config I would move it out of the directory, let FSX build a new one and this time dont plant those garbage tweaks in the config and set it up as I outlined. Wink
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Direct Link To This Post Posted: April-16-2012 at 3:44pm
In case anyone is interested, this is what I use for a 6 core 980x @ 4.4Ghz and a 580 video card on a single 1920x1200 IPS LCD monitor @ 60Hz
 
Nv Inspector set up as defined on page 1 of this thread with AA in FSX unchecked and AF set to Trilinear
 
 
 
[Display]
ChangeTime=4.000000
TransitionTime=4.000000
BLOOM_EFFECTS=0
SKINNED_ANIMATIONS=1
TEXTURE_BANDWIDTH_MULT=120
UPPER_FRAMERATE_LIMIT=30
WideViewAspect=True
RUNWAY_LIGHTS_SURFACE_SCALAR=1.2
RUNWAY_LIGHTS_VASI_SCALAR=1.2
RUNWAY_LIGHTS_APPROACH_SCALAR=1.2
RUNWAY_LIGHTS_STROBE_SCALAR=1.0  - I use my own custom halo.bmp file
//ForceFullScreenVSync=True
ForceVSync=True

[Main]
HideInfoText=1
DisablePreload=1
FIBER_FRAME_TIME_FRACTION=0.12
 
[PANELS]
IMAGE_QUALITY=1
QUICKTIPS=0
 
 
 
[Weather]
DynamicWeather=2
DownloadWindsAloft=1
DisableTurbulence=0
CLOUD_DRAW_DISTANCE=3
DETAILED_CLOUDS=1
CLOUD_COVERAGE_DENSITY=8
THERMAL_VISUALS=1

[DISPLAY.Device.NVIDIA GeForce GTX 580.0]
Mode=1920x1200x32
TriLinear=1

[GRAPHICS]
HIGHMEMFIX=1
TEXTURE_MAX_LOAD=1024
NUM_LIGHTS=8
AIRCRAFT_SHADOWS=1
AIRCRAFT_REFLECTIONS=1
COCKPIT_HIGH_LOD=1
LANDING_LIGHTS=1
AC_SELF_SHADOW=0
EFFECTS_QUALITY=2
GROUND_SHADOWS=0
TEXTURE_QUALITY=3
IMAGE_QUALITY=0
D3D10=0
 
 
[SCENERY]
LENSFLARE=1
DAWN_DUSK_SMOOTHING=1
IMAGE_COMPLEXITY=5

[TrafficManager]
AirlineDensity=100
GADensity=100   - NOTE I USE ULTIMATE TRAFFIC 80AL/80GA WHICH CONTROLS THESE OTHERWISE THEY WOULD BE SET TO:
 
AirlineDensity=60
GADensity=50 
 
FreewayDensity=7 - NOTE - I USE UTX AND TURN OFF CARS IN THE UTX TOOL
ShipsAndFerriesDensity=25
LeisureBoatsDensity=25
AIRPORT_SCENERY_DENSITY=2

[TERRAIN]
LOD_RADIUS=6.500000
MESH_COMPLEXITY=100
MESH_RESOLUTION=22
TEXTURE_RESOLUTION=29
AUTOGEN_DENSITY=5 - this is sometimes reduced to 4 over exceptionally large autogen scenery but no lower
DETAIL_TEXTURE=1
WATER_EFFECTS=4

[BUFFERPOOLS]
UsePools=1
Poolsize=8388608
RejectThreshold=262144
 
 
 
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pj_3 View Drop Down
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Direct Link To This Post Posted: April-16-2012 at 4:21pm
Ok.. I made the changes, Nick, but am moving some back to the previous settings, e.g. with water at 4 I get flashing: at LOD=6.5 I get stuttering, and much greater dips, and so will do more experimenting to get as close as I can to accommodate your suggestions.
We have a difference of opiniion, I guess, when it comes to what we want in the sim! I like road traffic - hence 15, and could care less about boats and ships:
Quote Why are you running these? This is silly for a high end system..
.. not when 4500 and 2000 kills the performance. That 907 and 1376 were recommended by Holger, and that's what I use. Don't forget, my friend - running 3840 x 1024 at 32 bit is a lot of pixels: I didn't have concerns at the 1600 x 1050 with the single Gateway. Some folks dislike Autogen, but I need it, as I dislike the look of a flat, painted 'photoscenery' look - but am not too concerned by minimal trees. Same with cars, etc. Some folks complain about their frame rates in the external view.. I can't remember the last time I was outside when flying! I also use MyTrafficX Pro 5.3b, and have an adequate population at all airports, plus, of course the OrbX aircraft here and there. Most of those other tweaks came from Bojote, to be honest, prior to the SB proc, and may well now be irrelevant - I'll dig them out and look at his reasoning. As you well know in the service industry - the world is full of b***** experts, and many are right most of the time, as well as many being wrong.. (including me and Bojote!).. I'll be back in a day or so. Thanks for your good input and advice.
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Direct Link To This Post Posted: April-16-2012 at 4:30pm

Ok, I dont care what Holger said.. he works for Orbx and they over stuff the hell out of scenery. It is most asinine to me to see a developer fill up tiles with autogen then tell people to remove it with config lines to use the product.. which should tell you what I think of Holgers advice.

Those lines effect every product out there that works with autogen.

 
Be aware if you use those over GEX they will throw off the autogen poly counts we put into the tiles to get rid of performance issues. We carefully calculated exactly what should be on those tiles so the autogen slider itself does the work as well as maintain an equal poly count from grid to grid to reduce fluctuations in frame rates..  and those lines in the config will throw it all off.
 
If you cant do 6.5 or 5.5 LOD, thats fine too as long as it sharp and clear
 
Cars are a primary perf killer and as far as I am concered, this is Flight Simulator, not Highway Simulator..   you can do what you want but that one will cost you, especially with the water.
 
I have never seen a rig that contstantly displayed flashes with BP/RT in use unless something else was wrong. Flashes can sometimes appear when the flight starts till some locked-spot panning outside the plane is done 360 degrees around the aircraft a few times but will clear in a matter of minutes at most and should not return. If flashes are constant then there is something else wrong.
 
 
 
 
 
 
 
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Direct Link To This Post Posted: April-16-2012 at 5:09pm
This thread has now run its course. There is enough information in the post I made and the rest of the thread from users for anyone to figure out how to use this and set up for it.
 
I will post a definitive sticky once the drivers are official and I confirm they have not broken anything in them to fix currently reported issues Shocked
 
 
 Thank you all for providing feedback!  Thumbs Up
 
I have a lot of work to do and will not have time to monitor this thread..   I think there is enough information in all the posts to guide anyone who wishes to try this
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Direct Link To This Post Posted: April-16-2012 at 5:34pm
Hahaha! OK, Nick - again thanks, it's been a pretty informative thread!
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Direct Link To This Post Posted: April-17-2012 at 5:59am
Yes please Nick! When you decide, add this new set up as a sticky (or update your guide).

IMO, this has a brought a new level of enjoyment to FSX and I know for sure that it has resolved those annoying vsync related "smoothness details" that could not have been achieved otherwise (I can tell, since so far I have weeded almost all of your advise and information in this forum and made sure I have used it right).

Thank you so much for letting us know...
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Direct Link To This Post Posted: April-17-2012 at 12:38pm
skipping bufferpools out of cfg file does that mean that the default is working?
any idea why it becomes smoother without comparing to the one nick has mentioned.
paula
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Direct Link To This Post Posted: April-17-2012 at 1:22pm
Originally posted by paula paula wrote:

skipping bufferpools out of cfg file does that mean that the default is working?
any idea why it becomes smoother without comparing to the one nick has mentioned.
 
Not sure what you are asking here...   'skipping bufferpools'?
 
Some people fine BP works and others do not. Its a matter of testing over the right tiles (large pine forest) to see if BP is working or not. If its far smoother over a pine forest, then its working.
 
The forest must be all pines.. not other species. The pines in FSX are known to be perf killers because of the complexity of the models used and the number of pines that appear in the forests.
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Direct Link To This Post Posted: April-17-2012 at 1:59pm
Originally posted by NickN NickN wrote:

This thread has now run its course. There is enough information in the post I made and the rest of the thread from users for anyone to figure out how to use this and set up for it.
 
I will post a definitive sticky once the drivers are official and I confirm they have not broken anything in them to fix currently reported issues Shocked
 
 
 Thank you all for providing feedback!  Thumbs Up
 
I have a lot of work to do and will not have time to monitor this thread..   I think there is enough information in all the posts to guide anyone who wishes to try this


Thanks for info.

Just one question, do you have any time perspective on when Nvidia are going to release their new WHQL driver?

Brgds
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Direct Link To This Post Posted: April-17-2012 at 3:07pm
Just install the beta, you wont see a big difference when the official driver is out. Especially for fsx! You can wait if you want to but you can just try the beta, nothing is really missing for fsx, so feel free to try it. Not sure Nick would know when exactly the driver will be out.

Paula, the bufferpool setting helps in certain scenarios, example i fly mostly airlines but i have one approach that is over pines therefore it helps, but you may never see the difference, i keep it in there regardless. Also if your autogen is on normal then you will have less trees to begin with therefore it may not make much a difference. Currently im balancing it by keeping the bufferpool in and autogen on dense ( if i remember correctly)
It also depends what kind of flying you do. I'm always IFR but if your doing VFR in a cessna then your goal of eye candy might be a little different than mine.
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Direct Link To This Post Posted: April-17-2012 at 4:48pm
probebly language problem.
in my previous comment I mentioned what I had done to come to another setup
like nick has recommended.
so afterall its done now and its working.
But the question I have is next:
I had put into the cfg file the bufferpool and the reject from nick and took out the bufferpool=0.
with the setting in fsx to normal for the scenery and auto gen is was almost good
but when I removed this bufferpool and reject out of the cfg file than it became better.
so my question was if the BP is removed from the cfg file than still the default BF
is working I suppose.
is that the same as nick's are not.(probebly not, i have heard it is about 4.0 mio )
and there is no reject either.
so could this slight of a difference cause to the way to smooth flight? which was the case in my situation.
paula
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Direct Link To This Post Posted: April-17-2012 at 7:29pm
Paula, if it runs better without BP and Reject, then of course leave it out of the config
 
and 'slight differences' is what makes it so darn difficult to get FSX tuned..   there is no such thing as settings that work for everyone. LOL
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Direct Link To This Post Posted: April-18-2012 at 2:47am
thanks
does it mean taken out of the conf file that MS fsx default is working are
is it like bufferpool=0
paula
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Direct Link To This Post Posted: April-18-2012 at 9:11am
Hi Paula: If there is no entry in the fsx.cfg, then FSX will use the default pool, which I believe (for SP2) is 4MB. This will be equivalent to:-

[BufferPools]
UsePools=1
PoolSize=4194304   <--- This line is not necessary
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Direct Link To This Post Posted: April-18-2012 at 9:33am
actually the MS default when [BUFFERPOOLS] is not in the config file...
 
 

[BUFFERPOOLS]

Poolsize=4000000

 

 

Paula..  all it means is with BP removed from the config the default value is working for you simply becasue of how you have FSX set up with the hardware and the addons you fly, thats all.

 

When you upgrade hardware and perhaps run higher scenery settings that may change

 

Remember this was all set by MS when graphics were 512-786MB and the cards were 1/4 the render power they are today. Back then running BP=0 or RT was not an option simply from all the issues it brought up with the slower lower memory video cards.

 

It was the same with Fiber_Frame_Time_Fraction    back then FFTF would cause textures to blur significantly and it was of little use to use over textures because the clocks cycles per second of the CPU and the speed of the graphics cards were far lower than they are today.

 

We are simply going a step further using these tweaks now since the hardware has become far faster and more efficient than it was in the past.

 
 Here is the entry from Phils Blog that explains the default BP value
 
================================================

BUFFERPOOLS

The pedestrian sounding BUFFERPOOLS is a section of its own in the fsx.cfg file. There is a setting in there called Poolsize, as in

[BUFFERPOOLS]

Poolsize=n

Where n is the amount of bytes we will allocate for one pool of vertex and index buffers to store geometry.

Again from Raf:

In RTM, the default setting was 1MB (1000000). The lower this number, the more pools the allocator will have to rummage through to find space for buffers and the more stutters you may have. In Sp1, we raised the default to 4MB (4000000) and optimized the underlying algorithm for finding free buffers

So be careful here, making this smaller can hurt you, since searching for space takes time and can cause stutters, and making the number too large can waste space. 4-10m is probably the range to be thinking about using unless you have a very high memory graphics card ( >512 )

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Direct Link To This Post Posted: April-18-2012 at 9:42am
Nick
So with my card 560 ti with 1 gb mem
Pool size = 5000000 is this to much or should i go with the reject setting that u posted above
Thanks
Darryl
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Direct Link To This Post Posted: April-18-2012 at 10:02am
Originally posted by Zman Zman wrote:

Nick
So with my card 560 ti with 1 gb mem
Pool size = 5000000 is this to much or should i go with the reject setting that u posted above
Thanks
Darryl
 
Darryl..  I cant tell you what to use and what not to use
 
Bufferpools is problematical to the system and the setup..  Which is why I said after setting up what I posted you can ADD BP back in using the RT method to test. You have to test it as I outlined over a pine forest and see if it works without issues.
 
But I would not use ANY bufferpool entry in the config at all if RT does not work and leave it alone/default
 
 
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Direct Link To This Post Posted: April-18-2012 at 10:08am
Nick
What do u mean RT METHOD
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Direct Link To This Post Posted: April-18-2012 at 10:14am
thanks
I read some stuff in avsim from kosta regarding how to fill in fxaa in nvidia inspector.
in the settings I have is mentioned allowed
what happens if I fill in disallowed
in other words what is it doing and how will it affect the smoothniss of fsx?
do you know that?(ofcourse I think)
paula
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Direct Link To This Post Posted: April-18-2012 at 10:28am
Originally posted by Zman Zman wrote:

Nick
What do u mean RT METHOD
 
Please read my post on settings in the first page of this thread...
 
 
==============================
 
 

As for BP 0... Quite honestly, that tweak also depends on the hardware in the system, the drivers, the users settings and a lot of other factors if it works without nasty issues. With some people that tweak crashes their system. I posted in the past it can be used under the right circumstances, or, you can use a poolsize and reject threshold to accomplish just about the same result without requiring adding 2 shader passes to the render with water 2xHigh.. I think thats nuts!

To be quite frank I would not run 2xHigh water just to run that silly tweak and instead would use the reject threshold (RT)

[BUFFERPOOLS]
UsePools=1
Poolsize=8388608
RejectThreshold=262144
===============================================
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Direct Link To This Post Posted: April-18-2012 at 10:33am
Originally posted by paula paula wrote:

thanks
I read some stuff in avsim from kosta regarding how to fill in fxaa in nvidia inspector.
in the settings I have is mentioned allowed
what happens if I fill in disallowed
in other words what is it doing and how will it affect the smoothniss of fsx?
do you know that?(ofcourse I think)
 
If the graphic next to the setting line is not colored BLUE then the setting next to it is NOT enabled or in use, it is ignored
 
If FXAA is enabled on your system by default (blue cog displayed), set it to DISALLOWED. Mine is as shown below..   the setting in my NV Inspector may say ALLOWED but the entire feature is DISABLED (no color cog) and the text is grey.
 
 
 
 
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Direct Link To This Post Posted: April-18-2012 at 10:52am
And one last note to everyone...
 
 
If you guys want to include settings like BP=0 Water 2xHigh, TextureMaxLoad, autogen restriction lines in the config and all that other nonsense, be my guest.. but I dont need it, I dont use it, and do not have any issues with FSX.
 
 
We spend more time messing around with settings and tweaks posted all over the net than simply getting the scenery settings right for the hardware, and flying.
 
 
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Direct Link To This Post Posted: April-19-2012 at 3:32am

Having tried out these new settings a bit more in different combinations (scenery, weather, planes, you name it..) I think I found another tiny bit of penalty for the enjoyed smoothness : occasional shimmer on some particular scenery parts, usually parts of buildings, few parts with snow on mountains etc..


I haven’t had these shimmers before with the previous (per guide of course) settings and nv driver, but neither had the same level of smoothness joy.


Even though I would take an occasional shimmer any day with this latest set up, I have to ask, since I am unfamiliar with “shimmer-fighting”, what would be best to play with to find out the right balance? (My wild guess would be AA...)

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Direct Link To This Post Posted: April-19-2012 at 10:20am
Combined 8xS + 2x SparceGrid SS is the best for shimmer and perf..   and there is a cost for that 2x SparceGrid SS, if you can live without it then you will see better performance around large airports where the complexity of the models can really nail perf with 2x SparceGrid SS
 
 
8xSQ = this is silly..   we have reduced the quality of the aircraft exterior lines here (from 4xMS to 2xMS) and increased the SS mode to 2x2. This will not lower tree shimmer very much and what it does is reduce the quality of aircraft lines.
 
Sparce grid Supersamples the part of the bitmaps in tree autogen that causes shimmer as well as some cockpit textures where standard SS or 2x2 will not. It is a far more complete image supersampling than standard SS
 
 
Shimmers can be from different things...  when you see the top of a small autogen building shimmer or flash it has nothing to do with AA. There is a bug in FSX whereby type2 sutogen can flicker and flash as the aircraft moves.. its been there since day one with FSX.
 
 
 
I have never seen 'snow' shimmer however I have seen the tress and short brush autogen in hard winter with snow on them 'twinkle'. Higher AA levels can smooth that but it costs for performance.
 
Large building/models shimmer has little to do with AA and you will never stop it 100% with AA. That is more of a MipBias issue than AA, and adding MipBias to the config wont stop it either, it will make it worse which is why I tell people not to use MipBias in their configs. The issue is the reflective surface on large city and airport buildings.
 
 
There is no such thing as a free lunch with shimmer control and AA in FSX.. The higher you go, the less perf in complex model scenes, and thats all there is to it.
 
 
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Direct Link To This Post Posted: April-19-2012 at 2:07pm
Thank you Nick for your elaborated reply and info.
First of all, yes I understand and concur, there is no free lunch..
However I was more thinking comparatively to the previous by-the-guide set up and use of 275.33 nv driver with the config in nv inspector (http://www.simforums.com/Forums/settings-for-new-drivers-updated-v1959_topic36586.html), where I wasn't experiencing that many shimmers.
The main differences I can see are:
 
  1. The new nv beta driver (301.24 ).
  2. The new nv inspector config with the apparent difference of 2x SparceGrid SS (where before was set to Off/Multisampling).
  3. The particular set up in fsx.cfg (FFTF, LOD..) and framelock.
 
Would it be one (or more) of the three above that could have introduced me to shimmers? Shouldn't one be skeptical for No 1 ?
 
 
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Direct Link To This Post Posted: April-19-2012 at 2:22pm
no
 
Its probably Nvidia screwing with the IQ again to try and boost the performance
 
At one time and with the 200 and under series video cards Combined 8xS was all that was needed to completly wash shimmers away in both cockpit and trees..   with the introduction of the 400/500 series cards and drivers that is no longer the case, and it was because Nvidia is reducing the quality of how the different levels of AA work and changing the method of AA on their cores in order to make their cores perform better.
 
Performance increases with the last 2 generations of video cards are not just the core hardware changes, its the changes they are using to cheat too. Gamers do not use settings like we do, nor do most games shimmer like FSX either. Their primary market doesn't notice what they have done and they know it.
 
The latest drivers are being targeted at the new 600 cores down the road..  it would not surpise me one bit if they are doing the same thing again in order to make those 600's look better in tests.
 
 
In other words, the way they look at it is, 'so what' if the default settings and the changes made to AA make the card look faster..   the user can up the AA level if they want to since the core can do more than the last generation, and at the same time they look better at the test and review hardware sites. Sucks for us (FSX users), great for them and the gamers do not care because 'mostly' all they want is raw speed.
 
 
 
 
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Direct Link To This Post Posted: April-19-2012 at 3:06pm
In a sense, this is what I meant by no 1 (the new nv beta driver).
 
Taking into account all the marketing involved ($), what you're saying sounds very reasonable.
 
Many thanks Nick.
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Direct Link To This Post Posted: April-20-2012 at 7:45am

Nick, since you mentioned that you hadn’t seen ‘snow’ shimmer before, it got me thinking if I missed something there. So I tried out the same place I saw it (over first set of mountains when flying out of Barcelona El-Prat apt heading NE towards France) and I saw it again. You are right, it was not snow. All it was a low-altitude thin layer of clouds (almost like a thin layer of mist) that sits just under the peaks or top parts of mountains (before the flight had downloaded static real time weather). So basically the effect was some sort of rapid “flickering” of the parts of the thin cloud layer that overlap with parts of mountains. Let's say that these would be the parts where you could "barely" see the mountain through the thin cloud layer. This appeared to be in a few places over the whole mountain scenery area.

Anyway I hope that I managed to picture it to you and don't know if it is something you have come across at some point. But I wanted to pass it by you and clear out my previous ‘snow’ statement. Maybe this is another type 2 autogen bug symptom..

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Direct Link To This Post Posted: April-20-2012 at 8:08am
Its the FSX fog and low level cloud issue in FSX
 
I use Active Sky and have it replace the fog/haze layer in the sim which gets rid of most of that but it will never completely go away unless the shaders are reprogrammed and the fog table issue fixed. With the AS solution its hardly noticed but still there somewhat
 
It has nothing to do with AA 
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Direct Link To This Post Posted: April-20-2012 at 8:55am
hmm, I see.. I use REX 2.0 btw, thus I guess REX doesn't solve anything as much as fog is concerned. So shader programing and fog table fix..sounds like another FSX bug thingy..

So Active Sky works better then.. Thanks for the tip! Smile
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Direct Link To This Post Posted: May-06-2012 at 6:20pm
Personal opinion fiber frame totally useless!
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Direct Link To This Post Posted: May-12-2012 at 8:50am

Does the old NVI get removed from C along with the driver when I remove it?

 

I don’t see an entry under Programs and Features or under All Programs for NVI, just a shortcut.

 

Comment: Also, NVI 1.9.6.5 is now available claiming these fixes:

 

Version 1.9.6.5

 

- fixed wrong bandwidth calculation for GDDR3

- added invalid bios detection

- added some vendorids

- finally fixed trilinear optimization setting 1 = off / 0 = on

- changed prerenderlimit setting for 0 (is now app controlled since 300.xx)

- minor changes in default value handling

- updated some settings constants for 300.xx drivers

- added CLI param "-restartDisplayDriver" (Vista/Win7 only)

 

*And, I notice that the entry for Vertical Sync Tear Control is no longer showing as a panel option.

 *Disregard, found it, I eventully found a folder under users for NVI, after removing it (old 1.9.5.) and uninstalling the 275.33 driver and installing new 301.24 and NVI 1.9.6.5 all appers as per Nick's picture.

 
Now to see if it makes a difference in smoothness.

Thanks

 

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Direct Link To This Post Posted: May-12-2012 at 11:22am
I have 1.9.6.5 and it works the same, no difference
 
NV Inspector is stand alone, however it edits the Nvidia driver control therefore when you uninstall and clean reinstall a driver the settings must be established again in Nv Inspector.
 
 
The beta drivers are now in WHQL testing. I can not say when the official version will be released but I can say that the final version funtions the same as the beta.
 
 
 
 
 
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Direct Link To This Post Posted: May-24-2012 at 5:30pm
On my system with using the 1/2 RR vsync and the other settings mentioned here, I was seeing occasional nasty terrain spikes and white flashing ground textures while my GPU was only at around 50% usage accoring to Afterburner; normally I only see these artifacts if the GPU is pegging 100%.  I eventually found that setting the NI fps limiter to 30 (along with the FSX internal 30 fps lock) solved my problem; so that even with my aging modest rig, I too now enjoy this new found smoothness.
 
BTW, I still occassionally hit 100% GPU usage and get those nasty spikes...no getting around that (without turning down settings, that is).
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Direct Link To This Post Posted: May-25-2012 at 2:08pm
first of all let me say I get my best advise from Nick I also have 980x 580gtx 1.5 memory plus 6 gigs of memory at 1600  I might not use all of his ionfor but now way jesus.  In the years of flying fsx lets face it you cannot ut all settings at max that just reality of the sim or else make some tradeoff if you like car traffic than better cut something else likeailine traffic which I run from 60-70% all depends where I am traveling for example lax or terrre haute Indianal thats tjust the nature of fsx its give and take more eye candy means greater hit on performance and possible bsod or the the sim stops.  you want a smooth sim as much as possible Nicks advise is number one in my book ll the way.  Currently I cahanged drivers from 275 to the current new ones and also use nvidia inspector which is a powerful piece of freeware and just follow the setting at the beginning of this topic on pg one and youwill start to enjoy fsx even more with the new drivers and nivida inspector also mentioned on the 1spt page.
 
Cpnluding Nick as always thanks for your expertise and advise and have agreat holiday and happy flying.
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Direct Link To This Post Posted: May-26-2012 at 3:02pm
I thought fiber frame time fraction did not work with multicore CPUs. Has that changed?

Thanks,
Mark
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Direct Link To This Post Posted: May-26-2012 at 3:38pm
Its not that it never worked, its that in the past the hardware simply would not be able to keep up if FFTF was reduced
 
Adam from Aces should have been a bit more specific about that. Back when it was posted that it was useless to use FFTF on multicore, they were right but they based that on the hardware at the time.
 
 
This really only works with the better hardware..  using this with lower grade hardware is very hit-and-miss and depends a lot on the users scenery settings, complexity of installed scenery and other factors.
 
For the most part this really only works very well for top-shelf video cards and clocked above 4.GHz Intel CPUs, AND, a user who is not drop-dead drunk with "I gotta have all the scenery and MORE"
 
 
 
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Direct Link To This Post Posted: May-26-2012 at 4:04pm
Thanks Nick.

I'm having some extraordinary results with the new driver and NI. The only two consistent tweaks that ever worked for me were Bufferpools=0 and AffinityMask=14. Without those FSX was a stuttering mess. I've actually // out Bufferpools and it is as smooth as silk and no spikes. Excellent. I'll look at FFTF at some point in the future in addition to your other suggestions (removing TextureMaxLoad which I think I have set to 6) and see how it goes. I'm also running a GTX580 which doesn't hurt Smile

Cheers,
Mark
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