Sure, fair point - this is much better than the common “my FPS is low here’s the Afterburner screenshot” posts.
There’s a detail in the in-game FPS tool which I think is new and might be a clue - for me when the FPS falls to maybe a stuttery 20-25 during a flight the in-game FPS tool says “limited by Main Thread” but the Main Thread milliseconds is still maybe 14ms. Previously this Main Thread ms for limited by Main Thread would correlate with the frame rate (i.e. 14ms plus maybe another 4 ms of overhead = 18ms per frame = 55 FPS). So if MSFS said “limited by Main Thread” and FPS was 25, I’d see a Main Thread ms more like 35ms.
But with my current performance drop after a while, this is no longer the case - the in-game FPS tool says “limited by main thread” but the main thread milliseconds is still ok.
May be that one is the results of the other…
It’s not clear also for me, if both are correlated.
I’m actually (after SU5) have a good FPS improvement
I lock the sim at 30FPS cause mine is not an high end configuration for gaming (RX590 eGPU connected to a business laptop i7-8565 with 32GB), and anyway I’m connected ad monitor to an economic LED TV
It seems not in my case, considering an average CPU utilization is under 60%
I’m re activate again the developer mode to use in game FPS tool.
ASAP I will update also the SDK
My configuration is particolar (eGPU connected by TB3 port), but it seems that I’m not the only one that have a performance drop.
In the last two photos, your performance is limited by CoherentGTUIthread and CoherentGTDraw. There doesn’t seem to be any correlation between these and CPU or GPU utilization or any MSFS graphics settings. There must be something slowing things down in the code.
I think your calculation is a liitle off. If 25 FPS, the render time should be 40 ms or a render time of 35 ms should provide about 28.6 FPS.
The Developers FPS Counter tool was significantly changed in SU5. None of these changes were documented in the release notes. In addition, a number of performance improvements (changes) were made in SU5. These changes were not documented very well. Making performance changes and Developers FPS Counter tool changes without giving us specific tuning guidance leaves us scrambling to find assumptions on the new bottlenecks. Not good IMHO.
I understand what you mean but that would only be correct if there was no other overhead involved in rendering each frame outside the time recorded for the main thread (assuming ‘limited by CPU’). In practice you have to add a little bit to the ‘limited by CPU’ ‘main thread milliseconds’ to get the actual FPS, e.g. add 5ms (that seems about right on my 9700K system but I’m not pretending it’s accurate or valid for all frame rates)
@PilotDaniIP you definitely have a CPU problem (i.e. not GPU).
Your CPU is clearly getting whacked by the code in the flat panel instruments (CoherentGT Draw) and running the sim itself (Main Thread). Maybe it will be worth looking at the Windows Task Manager when you see that to confirm how busy it says your multiple CPU’s are - the average CPU usage might be quite low but one CPU might be pegged at 100% - at least that will clarify how Task Manager reporting differs from the in-game reporting.
For comparison when I load the A320neo my approx in-game FPS tool CPU numbers are
Main Thread 10.5ms (9700K stock)
A possible test would be to fly the Cessna 152 which has plain animated ‘steam’ gauges and compare the FPS tool performance there.
The “main thread” overhead is already taken into account. Any delay (overhead) in the GPU getting what it needs to render a frame decreases FPS. If the GPU has everything it needs to render a frame GPU utilization will go up. The FPS Counter is only measuring the difference between the time a frame render “enters” the GPU to the time it exits the GPU (latency). These numbers are fairly accurate before SU5 verified with other FPS counters.
Daily screenshot, after a couple of hours of flight, generally if I do not touch anything my sim run at bout 29-30fps, (using about 70% of GPU)
if I open a web page (as example to read approach charts) or (as in this case) I get a screenshot…
Also getting this on long flights, with audio crackle and single digit FPS drops when panning. Have tried fiddling with almost every setting possible - traffic, online services, render scale, graphics settings, PFD refresh rate etc etc, made no difference - well PFD refresh rate changed the behaviour of the bug slightly (as you’d expect) but didn’t eliminate it. Appears to be the same bug that was happening with the 787 previously?
I noticed my last core (core 5 on a 6 core) was higher than the rest, but not maxed out. Overall CPU was around 50-60% and GPU ~40%. 9600KF & 2070S.
Also it appears CoherentGTUIThread is the issue, not CoherentGTDraw.
I have exactly the same problem with Low performance like you described. Below is a little more info about the problem which I found during testing but they appear only on A32NX aircraft.
During outside view everything is normal (good FPS, GPU load between 90 - 100), when I changed on Cabin View, FPS dropped due to CoherentGTUIThread limitation and GPU load was decrease to 60 - 70.
I have installed A32NX 0.7.3 the latest DEV version and a problem with low FPS due to CoherentGTUIThread limitation. During T/O the value of the CoherentGTUIThread increase on 45ms (MainThread=20, GPU=18) and this is the reason that I have FPS below 30.
The value of the CoherentGTUIThread is changed during the different phase:
On Cockpit Dark and Cold is 15ms
After Engine start is appr. 30ms
During Take-Off is 45ms
Another think is that the GPU Load is at the beginning (DARK and COLD) 90% and than dropped to 60% - 70%. CPU load is between 40% - 50%.
On all other Aircrafts CoherentGTUIThread is normal and have not impact on FPS and GPU loads is 100%.
I use 1920 x 1080 on DX11, more or less HIGH END settings on notebook Asus G752VS with i7-7820HK, GTX1070 (8Gb) and 32Gb.
I havent looked in to this, but it triggered me to learn to know more of it. And although i have not read carefully this site it seems that there is a lot to find here to the subject of matter. https://coherent-labs.com/Documentation/cpp-gt/d9/df1/performance_guide.html
Maybe here you can find answers related to CoherentGTDraw and understanding how it is related to the sim and Java script.
I do not know if or how it is related to the importance of updating Java
But there is plenty .js files
First i would change aircraft if it solve the problem than it might be the issue bad je file or with program related error or value issue or so
After iwould restart the sim with the start of the same flight but again with the other airplane egt not the same as which the problems started. It is also important to restart the sim to reset all.
It will be a long way but troubleshoot is what most of us do in search of smooth sim experience.