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->Blurry Ultimate Terrain |
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fjacky66
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Joined: July-23-2005 Points: 6 |
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Topic: ->Blurry Ultimate TerrainPosted: November-27-2005 at 1:09am |
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Yeah,at any altitude the blurrys,i have all the patchs THX for any help...
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Cole
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Joined: May-19-2005 Points: 1121 |
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Posted: November-27-2005 at 2:09am |
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fjacky,
blurries are a problem with the FS9 engine that cannot be completely removed, but you can get much better results by checking out this: http://www.simforums.com/forums/forum_posts.asp?TID=12229 cheers, Cole |
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Swofford
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Joined: July-04-2005 Location: Texas Points: 76 |
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Posted: November-27-2005 at 2:16am |
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Also lock your fps to something your PC can easily handle; adter reading the explanation on how textures load by the FS dev team locing my frames has made the biggest difference more so that all the cfg tweaking ever did.
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Randy Swofford
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davidvoogd
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Joined: April-30-2004 Location: Canada Points: 1104 |
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Posted: November-27-2005 at 8:56pm |
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akriesman
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Joined: May-27-2004 Location: United States Points: 6013 |
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Posted: November-28-2005 at 3:00pm |
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Awesome find David....I am going to sticky this post for a while. Here is the text for anyone that wants to read it. The BlurriesOne of the topics that comes up a lot on the forums regarding Flight Simulator is that of “The Blurries”. There has been a lot of speculation regarding the cause of this, some of it close to being correct, some of it just plain wrong. So what are the blurries? Well, they are just one aspect of the problem of resource starvation, most obviously manifesting itself as blurry terrain. The interesting thing about this issue however, is that the resource we are running out of is time1. In order to understand the issue, I need to explain a little of the inner workings of Flight Simulator. Although it might be surprising to some, the application actually has a lot to do other than just render triangles as fast as possible. In order to render those triangles, we need to know what to render where and what to texture it with. There’s a lot of data to process at runtime (as you’re flying at potentially 500 knots over the landscape). The terrain system needs to load source textures; composite them based on land class data; render roads and other vector features into the composited textures; light the terrain taking into account features such as valleys; figure out where auto-generated buildings and trees are to be placed; exclude some of those due to placed features such as the Space Needle; burn the shadows of the buildings into the textures; and much, much more. There are also many other systems doing similar things, systems such as AI, ATC and weather. The way that Flight Simulator handles these tasks is to divide all these tasks into much smaller jobs and then use a form of cooperative multitasking called fibers to schedule them. This system allows us to schedule exactly how much time all this processing gets in order to maintain a consistent frame rate. Without fibers, each system would need to be developed to play extremely nicely with other systems and would need to know how to suspend itself and maintain it’s state - we can’t have a particularly complex task run without interruption for hundreds of milliseconds. So in summary, fibers allow us to write complex tasks without stalling the application. But therein is the issue. The fiber system needs time to run, so where does it get it from? It’s a bit more complex than this, but basically the main loop in the application keeps track of how long a frame takes to run and it has a target frame rate. The time left over is given to the fiber system. If there isn’t any time left over, the fiber system is given a minimal amount of time to run so that some work gets done, but it ain’t gonna be pretty. This is what happens when you set your target frame rate in the settings section to “unlimited” on a system that can’t cope. When running with an unlimited target frame rate (or any target that your system cannot achieve), the fiber system is starved of time, work items take a long time to finish and you end up with a blurry terrain until (if ever) the system finally catches up. If you’re flying at 500 knots and your system is not capable of keeping up with the processing needed, the fiber system may never catch up. So what’s my recommendation? Drop the “lock to frame rate” slider to a level that the system can maintain. Then drop it a little bit more. Give the system some time to do something else other than just render triangles as fast as possible. 1 Caveat - video memory starvation can also cause blurry textures, but the issue described above is the main culprit. A great post from Steve Lacey about the Blurries from Nick Whittome |
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Allen
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fjacky66
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Joined: July-23-2005 Points: 6 |
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Posted: December-01-2005 at 4:11pm |
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Hi every one,well i tryed most of the ideas and it they didint help,all though im getting better frame rates,think its time to uninstall UT and reinstall ultimate streets.and yeah ill never buy anything again,i meen jez "not capable of keeping up with processing needed"thats saying we new there be a problem but put it out anyway.i get the blurries flying my cessna at 2000 feet and 150 knots!?is my 2.2G P4 1Gmemory gforce 6200oc 256mb ddr not fast enuff?
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akriesman
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Joined: May-27-2004 Location: United States Points: 6013 |
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Posted: December-01-2005 at 8:47pm |
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FWIW, one of my test machines is weaker than your system. I get no problem with UT and blurries on that machine, unless flying a high speed jet. I don't think it is a question of your hardware. It is probably some combination of drivers, etc. I do understand your troubles though. Sometimes all the tweaking just gets to be too much. |
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Allen
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bruceatk
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Joined: December-10-2005 Location: United States Points: 29 |
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Posted: December-14-2005 at 8:49pm |
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I installed Ultimate Terrain last night and I started having
issues right away. The textures would be blurry and the detail in
the distance would be flickering and morphing so bad it was
unuseable. I have an ATI 9800 Pro video card and I found the
following article. I did what it said and it fixed it for me.
http://www.flightsim.com/cgi/kds?$=main/howto/ati2004.htm Bruce |
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akriesman
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Joined: May-27-2004 Location: United States Points: 6013 |
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Posted: December-15-2005 at 5:09pm |
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Thanks for passing that on Bruce. I also use an ATI 9800 pro, so I will be reading that article as well |
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Allen
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surlybonds
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Joined: November-14-2004 Location: United States Points: 15 |
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Posted: January-16-2006 at 2:21am |
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I have to tell you that I too was having trouble with the "blurries" - really bad. I had BEV installed, both UT's and 38M FSG mesh. really scratching my head as to the relatively poor quality visual experience. I have a 3Gb processor 510Mb ram and 256Mb video card. most of the sliders are 100%. then this weekend, i added the 76M FSG mesh leaving the 38M in place. and what a change! everythings sharp as can be! give it a try.
Donn
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oh I have slipped the surlybonds...
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brianb10
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Joined: July-15-2005 Points: 438 |
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Posted: January-23-2006 at 7:52pm |
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My scenery is pretty blurred in the distance and I am not sure if its just because my processor is slow or if something is set wrong. Any tricks or ideas on hiding the distance, maybe with the visiblity or something. Also does anti-aliasing have anything to do with distance views. Otherwise my scenery right below the aircraft looks awesom. I am using UT with BEV and 76m FSG and landclass. |
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akriesman
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Joined: May-27-2004 Location: United States Points: 6013 |
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Posted: January-25-2006 at 10:03pm |
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Brian, I have a UT performance tweaking guide that I have been working on. It is about 90% complete. Hopefully I can get it released soon (a week or two), if things can slow down just a bit with the UT Europe beta ;) |
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Allen
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brianb10
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Posted: January-25-2006 at 11:06pm |
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Sounds good Allen, looking forward to seeing it, but please don't slow down on UT Europe, especially on my account
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swambast
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Posted: March-03-2006 at 10:51am |
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I would also welcome reading the UT performance guide, please let me know when it's ready!!!
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zetabh
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Joined: August-12-2005 Location: Norway Points: 18 |
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Posted: March-13-2006 at 12:33pm |
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Hey folks I just want to say that I did what was in the link provided by Cole and after MONTHS, believe me, months trying to sort things out I finally got this thing working as it really should. I was so tired of digging in all forums that I was nearly trying some mambo jambo to see if it would finally work, hehehe (just joking of course). My suggestion to the UT guys is to add this UT performance tweaking guide to their product's manuals. It may be a way to decrease the number of messages about this problem with blurry textures. Together with that post about decreasing the FPS rate it really did the trick. Regards, Zeta
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akriesman
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Joined: May-27-2004 Location: United States Points: 6013 |
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Posted: March-13-2006 at 4:10pm |
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Zeta, Our new UT performance tweaking guide is complete and being released as part of UT Europe. I will also make the guide available to others also. |
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Allen
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cseidel
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Joined: September-15-2005 Location: United States Points: 38 |
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Posted: March-22-2006 at 12:44am |
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Allen where can I find this performance tweaking guide??? Thanks Chuck P4 3.2GHz/800MHz 1Gb DDR 400 ram ABIT IC7-G Mobo All In Wonder 9800 Pro video Win XP Pro
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strider
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Joined: April-17-2006 Points: 7 |
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Posted: May-31-2006 at 8:29pm |
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The Performance guide can be found where??
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Intel P4 3.40 GHz; 2.0 gb Corsair dual channel pc3200; Soundblaster Audigy2 6.1 HD's: WD79gb10kSATA/SG120-7.2kSATA/IBM30g |
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Pep_e
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Joined: December-18-2005 Location: Canada Points: 271 |
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Posted: May-31-2006 at 9:23pm |
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Go to Scenery Solutions WebSite. Should be in there.
Cheers, Pierre. |
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quantumleap
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Joined: May-10-2005 Location: NL, Canada Points: 6163 |
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Posted: May-31-2006 at 10:03pm |
Yes it is. It can be found (in PDF format) at: http://www.scenerysolutions.com/doc/performanceTuning.pdf |
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