Development Q&A January 31, 2024

I have already upgraded my PC to 32Gb.

The improvements to instrument drawing will give a big boost to airliners.

I was very excited as the WT dev explained this and the approach made total sense. But then he said this computational work takes place on the CoherentGT thread not the main thread which is the one that is maxed out for nearly everyone.

At least now I know what that CGT thread is for as I’d long wondered, but I also don’t recall ever seeing my system frame limited by the CGT thread, so if that isn’t the limiting factor the change could have no effect for me (and maybe many others), and the many stutters I see may be something else entirely.

I think it’s likely that it will be a help for some systems but whether it will have widespread benefit we’ll have to wait and see. I’ve many years of experience in high performance software optimisation and I’ve seen many times how expected benefits evaporated when put in a live situation that behaved differently to the test lab.

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The stutters maybe fixed by the new and much faster memory allocation code. See the mem alloc section of the video.

The code allocates memory blocks and recycles them after use. There will thousands of allocations during parts of a flight.

Panning the camera left/right is a big hit on memory allocation.

With high detail and low memory MSFS can freeze as it moves memory around. Asobo found their memory code to be much slower than expected, so they rewrote it to be 100 to 200 times faster.

Time will tell how well it works.

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Yes I saw all of that and yes I think that sounds more likely to help, especially for those stutters on arrival. Memory allocation is often a very high cost and generally high performance software is written to minimise this. I’ll bet even so there’s millions not thousands of heap allocations in a typical flight.

Same here, my spikes when switching views in the cockpit (prime example: FBW A320 or Inibuilds A310 from MCDU to front facing by pressing F key) are on the Main Thread , not on the CGT and I think they are mostly caused by what’s outside the aircraft ie scenery. But at the same time I struggle to understand how low LOD should be set to avoid them. I mean I have a i7-13700 and RTX 4080, 32gb memory and get these spikes at LOD 150, what kind of rigs is the 200-400 LOD for ?

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No one should believe anything until we see if for ourselves. Hopefully everyone realizes that at this point and doesn’t get their hopes up.

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No one have said it will works for everyone either.

And this have been posted today, don’t try to explain it, there is tons of stuff could influence performance.

As a retired developer I can assure you that faster mem alloc will speed up all large data handling code. Will you notice? it all depends on what you are doing.

Listening carefully to the developer, the biggest benefit will be for the Xbox that shares 16Gb for everything. Also when Windows programs are fighting for memory.

Behind the scenes a lot of memory is continuously allocated (created) and deallocated (deleted) which both consume CPU time; high memory use occurs panning the landscape left/right and landing or flying low, they both load and discard lots of texture tiles per second.

I’m confident of speed improvements as Asobo basically fixed a part of MSFS that was much slower than they expected…

I’ve seen many reports of high end systems under performing. With ultra settings those systems will perform a huge amount of memory allocation/deallocation - the old memory code wastes time, the new code can only help.

Don’t forget the Javascript improvements for instrument drawing, that reduce the load on the graphics render loop.

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What did they download? The beta is not even out yet

last world update he was talking and it contains new flight simulator.exe, simconnect.dll, xml, some others files, and scenery\material update.

The G3X update is huge. Doesn’t MSFS have the most advanced default GA avionics now and there is quite a gap between MSFS and 2nd place?

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