You could probably use a vim text editor to batch search and replace all files in a directory. But that was another lifetime ago for me too!
More than 20 years ago in my case
Same here.
The A310 doesn’t fly in our real skies since a couple of decades (or maybe more). I don’t think they will insert it, given FSLTL inject real traffic from flightradar24.com.
And talking about A340… Airlines fly it less and less.
But there could be a historic livery session, it would be cool, the simulator serves to “eternalize” planes that no longer fly in real life…same for a340..
I went through and made the changes, but it didn’t work as well for me… not because they are bad suggestions, but because I appear to be main thread limited, not GPU limited. In fact, the GPU isn’t close to full utilization even at ultra setings. It’s the main thread that caps my frame rate. (And I’m not running a bad CPU, either – it’s an i9 12900H 2.6ghz laptop CPU.)
I did a little further experimentation. I did get to a good solid 25-30 FPS at JFK with a few clouds and no traffic using Starbug’s settings. Main thread per dev mode was running solidly in the yellow, but only sporadic redlines. That was my baseline.(1)
I then fired up AIGTM at 75% activity, and checked the impact. Then I quit out of that, and fired up FSLTL with moderate settings (basically the same as those in the video but with a higher IFR total).
I expected the hit to be about the same for both - but it wasn’t, at all. FSLTL was significantly worse – there was a 7-8 FPS hit across the board from FSLTL, whereas AIGTM only had a 1-2 FPS hit. The difference was, of course, the main thread – FSLTL was hammering the main thread, while AIG wasn’t. I don’t really understand why – they’re both basically doing the same thing. The only thing I can point at are… the new textures. Something is causing them to take up a lot more processor time than AIG’s textures. Which is… weird.
(1) Edit: Using the FBW A32x experimental version.
Further edit: Elsewhere on the boards there was a recommendation to try turning off hardware virtualization to help with the main thread load. So I did – and it made a 10fps difference, believe it or not. Repeated the tests with FSLTL and AIGTC. Same basic result – FSLTL was harder on the sim and cut about 7-8fps, whereas AIGTC only shaved 3-5. But with a higher FPS as a starting point, the differences weren’t as noticable in practice. Loading up with GTX services as well, I was able to get 20-25 fps at JFK. Which is pretty darn good for my rig…
I was FSLTL plane spotting while in flight and noticed this little Embraer on its way to the Karman Line
Easy answer, AIG have optimized their textures with the option to even further reduce down to 2048, FSLTL has every texture at 8K/4K and have stated before that they have no plans to ‘change’ their texturing as ‘they’ are happy with it. For those wanting comparable performance, you’ll need to go in and manually ( or find a tool) and resize every texture which leads to over 6K folders.
5 planes at lower texture resolutions shouldn’t do much as you stated, 1-2 FPS. But 5 planes at 4K or higher, yeah you’re going to get hit. I run optimized textures and at a place like JFK even with lower levels of parking I drop maybe 10 frames. Can’t imagine the opposite, may even redline my memory.
Too bad, I guess laptops can be a unique scenario altogether with thermal throttling of CPU more likely etc. I used to have to optimise my non gaming laptop with a GPU limited setup and fans screaming at 100%. Now on desktop 5950X with a 3090.
Everyone is mainthread limited and the tips involve getting us out of mainthread limited situations to provide headroom to accommodate traffic. I still have v1.0 FSLTL models linked in so maybe I need to try the latest ones again and check for differences.
One thing I noticed is flying into EBBR (Aerosoft mega airport) last night even when optimised gave me a few stutters about 3-5 miles out then fien for landing. I suspect that FSLTL witht he new ‘ground distance’ slider loads AI as you are approaching (using CPU cycles to do so) which then create micro stutters for a few seconds on approach.
I flew into Ini’s EGLL later (which I had tweaked down in the installer) and it was fine, but EBBR has lots of animated things like traffic that are not controlled by sliders. I wish they’d introduce some installer based options to turn these off. The moving people and especially the moving vehicles are too dense and unneccesary and are probably overly loading CPU mainthread.
Thank you sharing this link. The information given is very detailed and informative and it works. The main takeaway for me personally was his explaination for the rationale and the methodoly for the 45fps target before any AI injection
No problem, it all made sense to me watching it. Well thought through.
Reducing CPU loaders in worst case conditions to get 45FPS before injecting AI traffic to allow a 10fps hit seems to be workable for me. Like I say there are still the odd CPU loading outliers out there you encounter like EBBR Mega airport. I knew about in sim traffic sliders affecting CPU load already and have most of mine set to 10% or less.
Also worth trying for fluidity is after making the optimisation, try VSYNC at 50% refresh rate. I also find it works wonders for panning around fluidity for me. I now have my sim performance back but with FSLTL AI added in.
We can also hope that DX12 performance is improved going forward. From what I could tell it took a big hit with SU11. Not sure why.
might be related how the different tools are designed. The AI actitiy is handled by MSFS, but the logic for injecting AI can be optimized by FSLTL and AIG. We at AIG have spend quite some time to optimize the load of our calcualtions (which are way more compared to FSLTL because of handling offline Traffic and other stuff) to a level of close to 1-2% total CPU usage every 4 seconds on highend and medium systems. Not sure if FSLTL is running on a single thread or is using multi-threading to balance the load of the app to different CPUs.
Still seems like something in FSLTL or the game doesn’t like working together for AI offline traffic. It seems no matter how much realtime traffic is around me, the game never goes bonkers but throw in the ingame AI offline traffic injection and ATC screws up completely. To the point it gets muted and can’t hear ATC until i restart the game.
Hi, what resolution convertion do you recommend for 1080p?
Thanks.
Yes, I’m agree with you. But as FSLTL injects actual live traffic, A310 has nothing to do here. Maybe they could develop an “offline historic traffic”, or something similar.
That is not due to FSLTL. Is a known Asobo’s bug. See https://forums.flightsimulator.com/t/bug-logged-cannot-hear-atc-instructions-and-other-aircraft-suddenly-while-ai-copilot-still-responds
I would advise not to go below 2048 to have tested the 1024 really goes down the quality too much
Not entirely. The ATC voices drop in certain conditions, usually when you hit a com2 change at just the wrong moment or when there is too much traffic - FSLTL can definitely overload the ATC logic and the voice drop occurs.
Thanks for this. FSLTL is just killing the FPS on my high end rig any time I go near a busy airport. Seems to get worse over time too. It’s a great bit of freeware and I’d like to keep using it so hopefully this will help. May drop my vsynch back down to 50% ( 30 FPS cap) as probably my immediate change
I’m using a 5950 +3090 and the current sim + FSLTL and some newer scenery dense airports are crippling my system too, so this was useful.
I’d say use his technique rather than follow every single graphics option setting he uses. His methodology is sound though. He has a 3080 and different CPU, so what works setting wise for him is slightly different for others. I’ve got my system tuned now with his methodology though.
I also tweaked Ini’s EGLL down to std textures which really helped too.
Note: DX12 does nothing for me since SU11. So I’m back to DX11.
Also worth noting is DLSS uses a few CPU cycles up too, but eases GPU load. But if you want those CPU cycles then TAA is still best.
I’ve now dropped a few of the CPU loaders from Ultra to High and TLOD {the main CPU loader) down to 150 (going below 150 has no CPU cycle gain for me)
Keep in mind also that the GPU has to be busy enough too so changing some of his settings in graphics options unloaded my GPU too much and led to some stutters. You have to specifically target CPU loaders so for me that Is -
- In sim AI Traffic all types(vehicles, workers, roads, ships etc) down to 5 or 10 max
- Graphics options-
TLOD: 150
DIRECT X: DX11, TAA
VSYNC: ON @ 50%RR (use with VSYNC OFF to get your FPS tuned in though, then make things smoother by VSYNC ON @ 50%)
BUILDINGS: Ultra->High
OLOD: 150
ANTI ISOTROPIC FILTERING: OFF (but set to 16x in NVCP)
TEXTURE RES: Ultra->High
TEXTURE SYNTHESIS: Ultra->High
Water: Ultra->High
Shadow Maps : 2048
Terrain shadows: 512
Contact Shadows: High
DOF: Ultra->High
Lens Correction: OFF
Cockpit refresh: Medium
My system is largely freed up now with 45FPS with no AI and 36-38 with AI at Ini’s EGLL and Aerosoft EBBR, in dark, in rain, both worst case scenarios.