What is causing this? Even with minimal settings there´s a severe performance impact when at low altitudes or at ground. As an example see New York case next, located at the Manhattan helipads with slew mode active, but similar behaviour happens at many places worldwide, no matter if it´s a photogrametry area or not. Also medium and big airports suffer the same.
What is your terrain LOD setting?
As well, watch this vid, and set you sim up accordingly.
MSFS doesn’t require high frame rates, unlike a lot of other sim/games.
Thanks for the video but I use g-sync, so the fps cap is not applicable. I already have the high performance mode on my Nvidia. Terrain LOD is at 175%. Anything above 150% starts to kill performance on my case and even 200% is fine for flying at 500ft or above but on ground it´s very expensive.
My render scale is set to 125%. I can´t go any further with 1600p because as soon as supersampling is activated above 100% the performance drop is significant.
About the performance hit what I don´t understand is why just moving up 300ft has just that effect. You can spawn in any stock big airport in the middle of a desert area, so with no cities or dense areas around, and it happens the same as in NY, which is a detailed urban area with many big airports around. I mean… what LOD setting or graphical variable in game is activated when close to ground level that kills performance so much in any case? I would expect to have more problems to render a full city seen from above rather than a parking area at the airport, for instance, or a simple street area like in the pics above…
I meant why is render-scale >100 necessary ? I have same resolution and higher render resolution isnt realy necessary. But, this isnt the issue here …
Whatever the application additional do ‘on ground’ cause additional load on the “main core” and this do at the end limit the fps… There is an existing topic about with detailed discussion : Poor performance on the ground
Thanks for the reply. I will take a look at the topic. But I think this is not related to settings indeed. You can make the quick test to set all settings to the minimal, disable AI traffic and all AI settings and so on and still see the same behaviour. I even tested at 1080p to be sure my system was not causing a bottleneck itself. You will see that at 100fps on air you still have less fps when on ground, even if the rendering around is an extremely poor quality image.
No matter what you do but something is triggered when you are at low altitudes and that eats all computing from the main thread. I don´t know what it is.
You can currently only try to find a average LOD setting to stay in “good fps ranges” , yes.
Currently, e.g. the resolution (gpu) not limits here, only the load on one cpu core.
Therefore also such good Wishlist topics like these exist:
Of course we all hope always that developers can do some magic with the performance and may be the future dx12 will also bring some improvements.
Buildings photogrametry is was caused this low fps issue. I disabled that (still keeping the ground texture photogrametry active) and I get normal fps at any case. It seems it kills performance at ground level for some reason, even if while flying over the city area the performance is ok.
I have found also that road traffic has a severe impact on this situation. I remember that in the past I had no issues at all with it, even at big cities, so I had it always at 100%, but now reducing the slider to 50% releases like 10fps at ground level. Most likely this is linked to the overall terrain drawdistance as well.