CPU otimizations

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Thank you!

Hi!

My question would be, is the developer planning to make better use of the CPU? The simulator does not currently use the capacity of high-performance computers.

What frame rate improvement do you think is expected after the improvements?

There’s already an active thread on this subject.

Yes, those optimisations were supposed to be in Update 6 but there were some concerns so it got pulled. They believe the issues have been resolved, and it may be coming in Update 7, along with World Update 2: USA.

Depends. There will be optimizations (in patch 7), but don’t expect a 12C/24T CPU to be utilized fully all of a sudden. The workload of a sim just doesn’t lend itself to those CPU’s like a tile based renderer.

Gotcha. Thank you for the clarification.

At the moment MSFS could not gain through massive overclock.5.2-5.3.
That’s kind of serious.

On the otherside it’s nice to have even balanced performance spread over all CPUs.

I recognized in the actual build that the utilisation of the cpu is so less ~35% that photogrammetry broke in stutters that I had never before.

I am expecting no huge improvement of utilisation further more a fix to restore the earlier utilisation that is broke at the moment.

Otherwise they would not push so fast.

I wait, like everyone else, to see what the coders can actually achieve by way of ‘optimising’ the
CPU. There is, after all, always room for the coders to make their code more efficient [and thus faster]
and even to rejig the core/thread workload.
But I would be surprised - unless the current code is, as it stands right now, poorly implemented - if any improvement is more than marginal.
Ultimately the biggest constraint here is DX11. Only with the much vaunted future coming of DX12 will the coders have the ‘elbow room’ and control necessary to make far better use of our CPU’s.

Right said. Maybe we see here the last downsides from DX11 before the DX12 port comes. DX12 solve hopefully couple of issues regarding poor utilisation of the CPU and OCs. Yep wait
:bus_stop:

Don’t hold your breath. Sebastian from Asobo said that he didn’t expect DX12 to bring much in terms of performance improvement.
The only certain thing is that when the DX12 version is finally released, these forums will be flooded by hysterical demands to have DX11 back. Unless Asobo do the smart thing and let the user choose between them at program launch, if that is feasible.

I bet it will have perf improvements, but they will be used to implement new features instead which negates them.

This.
And besides that i think performance will improve for those with better hardware. Those with 4 core cpu’s shouldn’t expect anything, time to upgrade. But dx12 ins general should improve performance because they’re porting it to consoles. They will need to do a lot of optimization work to make it work on consoles which will result in better performance on PC too.
All i want is that Asobo wouldn’t downgrade the graphics to please low-end PC users. I hope new graphical features will be added and current ones improved, not the other way around.

While waiting for proper multicore support from Asobo, here’s that I did on my side:

  • Upgrade from 16GB to 32GB RAM
  • Tighten the timing of the RAM (CL16 to CL14)
  • Disable disk caching in game
    Honestly after doing all three, there isn’t increase in FPS, the last one might have reduce the stutter a little.

What do you mean by ‘proper multicore support’?
We will see some more optimizations in the future, but if you’re waiting for a 12C/24T CPU to be fully loaded, then I can tell you that’s not going to happen.

not maxing out a single thread for a start
 and maybe move the processing of the displays (PFD ND) to another thread so using high refresh doesn’t make the game stutter.

The main thread (the thread that keeps all the tasks that have been outsourced in sync) will always be the limiting factor. Yes, they will work on moving more tasks to other threads, but the main thread will have to keep this newly moved thread in sync with the others as well (all calculations have to be done before the frame can be sent to the GPU to be processed). So the main thread will always be the limiting factor.

So yes, we will see improvements, but there will always be a main thread that will limit total system performance. It’s just the nature of the beast. A sim is not like a tile based renderer where it doesn’t matter that 1 task is done sooner than the others.

With all this knowledge and insight you share ever heard of Vulkan? sure you did works much better than DX11 too!

I keep seeing people bringing this up.
The developers have already stated that any increase in performance from DX12 will be minor, and it will mostly bring some new eyecandy.

DX12/Vulcan will not be the holy grail of FPS you’re hoping it will be. It will help, sure, but it won’t be world changing. It most certainly won’t fully utilize a 12C/24T CPU’s.

Indeed. DX12 isn’t some magic bullet that you plug in and things run faster. DX12 will make for more efficient spreading of workload across cores. But you’ll always be limited by the main thread which coordinates everything.

On the graphical side, it will bring more eye candy like ray tracing (if implemented - likely will be to some extent since it’s one of the key features in the new XBox and they’re going to want to show that one off).

In the end, it may help smooth out frame rates a bit, but I think people are setting themselves up for major disappointment if they’re expecting some big FPS jump from DX12 being implemented.