CPU Cores with MSF 2024

I wonder if they’ll use a new compression algorithm for server-based content, and assign extra cores to decompress ‘on the fly.’

OK, but I have 64GB RAM, and 24GB VRAM - neither of which are even close to being fully utilized.

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It’s still targeting current generation XBox.

Several times in the past they have talked about things being improved by X times (on one occasion by 200 times!), but what they are talking about is not the sim but a particular task - the 200 times was for one aspect of memory management.

But what thay have stated very early on in the sim is that any improvement in performance they get is traded off against an increase in quality. This is what has generally occured in FS2020, and looks to be the way things are headed in FS2024 - any improvement obtained by using more cores will be traded off against the implementation of terrain photogrammetry and all the other improvements promised.

I saw a report somewhere that Seb said during an interview that the performance would be roughly the same as FS2020, but Jorg butted in to say it would be better. Jorg is of course more the marketing guy, so I think Seb is more likely to be accurate.

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From Jorg’s interview with PC World. He said it again.
I’m so glad I just bought a 4TB NVMe drive… :rofl:

“So for Flight Simulator 2024, we’ve changed all that. We basically went for a thin client architecture, and we’re not done yet. We’re shipping in November, but we think we’re going to be… I’d say 50 GB or less, but with tons more data, because we are offloading more to the cloud.”

I guess “Thin Client” means something different now. Maybe it should be “Diet Client.”

You’re still going to need that 4TB drive for all the new add ons you’re going to buy :rofl:

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Yeah …

My impression is when they say Thin Client they are mainly talking about moving data to the cloud (which raises question marks about offline play which is hard enough in 2020) .

They MIGHT also be doing some genuine Thin Client stuff moving CPU and GPU load to the cloud as if the data is already there maybe some processing can take place in the cloud as well - but that remains to be seen.

That’s so true.

Thin client is about 50GB install instead of 500GB with all world update.

5x time faster is the code optimization on task, you can add more stuff without sacrificing performance.

It’s how they are optimizing code on fs2024, it’s not to reduce quality like some will think, but moving from thread and optimizing CPU\GPU\MEMORY, currently in fs2020 was not possible with current architecture.
First video at 7:10, second video at 1:48

it state here also a bit 7:10 and 8:12

it state here also a bit 1:48

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I’m a stickler for precision - some might say compulsive.

It irritates me when they say “Thin Client.” Because it’s not going to turn our computers into thin clients.

I’ll stop now…

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A thin client will definitely offload a lot of the work from the PC/Xbox and allow more bells & whistles however, the need to tweak will just shift from core/memory optimizations to networking. In other words posts in this forum will increase on how to optimize your home router and how much more we’ll have to spend to bump up our internet speed :joy:.

What they’ve described as “thin client” seems to be not what is normally referred to as a “thin client” with actual CPU/GPU processing offloaded to a beefier machine over the network, but rather on-demand downloading of terrain and scenery data that in 2020 is required to be pre-installed.

In other words, just more of what they’re already doing for photogrammetry, for other types of scenery data.

An example of MSFS actually running as a “thin client” would be the Xbox game streaming system which lets you use a web browser as the client, with the game running and being rendered on a Microsoft server somewhere.

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The new popular add-on for 2024 will be the network tunneling softwares/providers.

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Yes, I totally agree, however at this point without seeing a little more under the covers (which I know I never will :face_in_clouds:), I’m leaning towards the on demand downloading of data to be more than what is being downloaded currently. In my opinion, you can’t just move all of those gigabytes of data off the client without impacting the on demand part.

There is some possibility of genuine thin client functionality with pre-processing occurring online. However given the lack of any evidence they are going that way (other than tossing around the term “thin client”) and the potentially massive datacentres needed to handle that functionality I would not hold my breathe.

It is more likely that “thin client” here is just one of those management/marketing misappropriation of technical terms, the same way managers toss around terms like SAAS or call things cloud based that are really just on-prem software stuck up on Azure or AWS with no optimisation for the cloud.

I might be wrong we just have to wait and see. It will not be long and we will know.

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We are jumping from 5 online services to 30. I’m not saying “thinner client” is appropriate, but it might be the case if they are really intending to transfer some of the calculations to the cloud.

I don’t know much about cloud computing, but wouldn’t be feasible to calculate weather, live traffic (land, sea and air) and other things like that in the cloud and just stream to the client?! I mean we would have more precise and consistent data for everyone. But yeah, I have no idea if this is possible.

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Without a form of “Dynamic TLOD” adjusting based on altitude, i have little hope of a really decent experience, regardless of core optimizations and cloud based data. Say a tlod on ground of 110 and increasing as the ft increase to a max tlod, of say 275. Thats the only way they can make this game accessible to all. A simple adjustment page in menu is all that’s needed to tailor your specs to the games performance requirements.

Some of you know what im taking about. Its so essential, i fear it wont be implemented, and that will be a real bummer.

Having 11 miles of scenery and terrain loaded 360 degrees whilst parked on the runway is crazy. None of it is seen, yet its there gobbling up performance. Implemented perfectly, you’de never know it was even in operation. I cannot imagine they havnt worked on this. Game changer.

All put together with core op’s, and cloud streaming, 2024 would be launching lunar trajectory…and beyond!!!

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Huh?

I can get 60+ fps on a PiMax Crystal with those same cpu/gpu specs…

Resolution 115%
LOD 125

LOD seems to be the real killer of frames.
(That and upping your resolution too far.)
Upping my resolution over 100% actually helped.

TLOD is the killer, not so much LOD.

Also, shadows, clouds, traffic, ambient, light shafts, terrain shadows, contact shadws are CPU killers!

TLOD. Yeah, probably what I meant.
Clouds, too.