LOW FPS in NZA NZCH

I’m keen to know if NZA have made in progress in this area and in particular any response to the most recent post in this thread.

I have a decent system too (RTX 3080 and a 12th Gen i7, with 32GB of RAM). Something is up with this airport. I have lowered my settings dramatically (even lower than those suggested), and it’s still not really usable with a decent aircraft.

I highly recommend creating an option to reduce the detail at install time. Even just the building exteriors, airport signage and ground textures alone would be worth the price and deliver much better performance.

It works fantastically on Xbox! The odd stutter here and there but literally only a second or two, on the very odd occasion.

I have contacted NZA about this: what I do notice is that, after a while, all the textures on modelled buildings/objects disappear. Some reappear a short while after but the majority do not, and if I want to keep simming I simply have to put up with it. This also happens at other airports included in the last few World Updates, in other areas of the world, so it’s perhaps not a problem caused by the NZCH scenery itself? It is, however, the biggest offender.

Any ideas?

Thanks.

We are still waiting on some use cases with people’s settings used. We haven’t received any yet on our discord ticketing system were we can help you out and step through this in a programmatic way. Without this detail we cant progress. NZCH works well on the majority of systems and during our testing. Everyone’s setups are very different as we know. People are running all sorts of things from traffic mods, GSX, heavy CPU and main thread hitters like the Fenix a320, photogrammetry on, Other Simconnect modules.

We are looking at constructing a version that has a reduced draw call count, while this work is a priority this will be available in time but at the moment our workload is focused on fixing our other products first that were hit by the WU photogrammetry and other changes. 98% of our customer base is using NZCH with no issues but we do acknowledge there are a few who want to be able to turn things down because of the way they operate their system configuration. We will do something here.

Verticies testing with the engine doesn’t have a large impact on FPS due to the way the Asobo engine handles vertices. Reducing interior detail has little no to effect on the FPS and especially with the way we have LODed the whole interior(s). EG you’re not drawing interior models from other sides of the airport. For example, a cockpit will have several million vertices. I think you’re looking at around 20 -30,000 vertices per interior model in NZCH. Our world scripting system only uses about 2 fps for all of the world vehicle and people animations. This really leaves two things, VRAM texturing or draw call count.
VRAM and memory usage has been run through, the texturing used is only about 300-350mb, projected mesh is around 800mb however is tied to the Terrain Level of Detail scaler and is well optimised with the way the engine loads ground texture detailing through qaudtree divisible load scaling.
Second thing is the draw call count. Being that the larger number of objects and the LOD system needs to bring these in and out of display but it does also need to understand that these objects are still addressable on the load table.

I am pasting this MSFS performance section from our website just as a FYI. Also at the bottom there is what us developers use to run our developments against when it comes to sliders and texture resolutions and the hidden normals, ORM maps.

MSFS Performance Guide

Performance

This performance guide is relevant to all aspects of Microsoft Flight Simulator 2020, not just NZA Simulation’s products.

NZA’s products use the latest in 2D and 3D technologies to ensure an airport that will look beautiful now and into the future. Because of this some low-end systems will notice a small performance hit when using our scenery.
Because of this we optimise it for “High End” pre-set for the majority of users with Mid to high-end PCs as per the MSFS SDK documentation using various LODs and optimisations.

If you are trying to run high-fidelity aircraft, scenery, photogrammetry and the base game itself all at the same time you may find you are running out of Video Memory, especially with 8GB or less of VRAM.
The simulator does a good job at handling this if the developers have optimised their add-on, but you may need to lower some settings in some areas of the world.

The following Settings in the simulator you may find useful:

  • Object Level of Detail Slider – Adjusts the range objects will load in high resolution textures and high detail models. Our development process is optimised around an object LOD range setting of 100.
  • Terrain Level of Detail – 100 is the default on High preset. With High Resolution Mesh data and Photogrammetry, even with a high end PC you may find that reducing this back down fixes a few issues. The Downside of this is the Apron textures are also affected. But we are working on assisting Asobo to split this out into separate sliders, however this is a massive engine change on their end.
  • Texture Resolution – Will help with VRAM considerably. Ultra is full texture resolution, High is 0.5x Normal and ORM Textures, Medium & Low 0.5x the Base Colour textures also.
  • Photogrammetry can use 2GB+ of Memory, if it’s not something you wish to use, it can be switched off in the Settings/Data Tab.
  • If you have a Modern GPU (NVidia RTX) you can enable DLSS2.0/3.0 to get increased performance.

Note: Some users with high end GPUs, such as 3080ti’s have reported issues using GeForce Experience. This has fixed FPS issues for them. This is untested – maybe this could be due to running ShadowPlay and limited VRAM/Clock Speeds.

Reviewing Texture Quality And Memory Usage

When reviewing the texture quality in Microsoft Flight Simulator, it is important to be aware that the in-game graphics settings can affect this. The highest quality settings are meant for users with a top tier GPU, which typically have 8GB+ of GPU memory. The lowest quality settings are meant for users with a low-tier GPU, which could have as little as 2GB of GPU memory.

Microsoft Flight Simulator will automatically reduce the texture resolution of textures loaded into memory based on these in-game texture quality settings. This saves on the texture memory used for those with less GPU memory available but will result in a more “blurry” display when viewing up close. The table below describes how the texture quality level modifies the texture dimensions:

Quality Albedo Others
ultra 1x 1x
high 1x 0.5x
med 0.5x 0.5x
low 0.5x 0.25x

A typical texture budgets for aircraft (including cockpits) is between 150MB for small aircraft and 600MB for large aircraft. Since the *.DDS format is a GPU-ready format, the size of the textures on disk is more or less what the game will be using in texture memory. Thus, the texture memory used by your add-ons can easily be determined by looking at the package output’s texture folders.

Keep in mind that the above information is quite scalable when you start talking about loading lots and lots of mods. When you have a ton of mods all stacked on top of each other, and some developers not exactly adhering to standards.

Xbox targets FPS priority over detail so will unload objects if you are flying around at high speed or going from one area of the map to another quickly. The LOD system is built for taxiing and flying at an altitude, but if your drone cameraing around the place fast it just wont load the LOD0 in properly. What seems like missing textures isn’t, its just displaying LOD3 which is supposed to be the LOG which is coloured similar to the fully textured model but is suppose to be viewed 5 kms out and a small 2% screenspace.

PC has the same system but it is not FPS priority locked.

Thanks for the update @HybridNZ. I’m keen to try and help, I’ll collect as much information as I can raise a ticket in the Discord.

Perfect thanks, well let you all know as we progress. Ill probably try to also keep this thread updated.

I’m not one having an issue with NZCH, but what made a huge impact for me CPU load / FPS wise with Ini’s EGLL and KLAX was using their installer to switch textures from HD to SD (just a FYI). They still look great though and you would barely know the switch had actually happened. I found it interesting that reducing texture res could free up FPS for me (5950+3090) as I have enough VRAM. Optional switches via installers seem to be a great idea with complex airport scenery these days.

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Some developers do things very differently to us and doing that would make a big difference depending how you UV the models. This has already been taken into consideration as NZCH was built from the ground up with a newer use of technologies.

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Right, all is clear now. Thanks.

However, since everyone isn’t having issues, could that point to something else, like how strong/fast one’s internet connection is? Or are those not having issues likely taxiing slowly, viewing the detail as you intended?

I just purchased a couple of another developer’s New Zealand airports and they behave similarly, although the detail pops back really quickly compared to CHC.

I’d like to give NZA Nelson a go — would it be safe to assume that it will perform better due to it being a much smaller airport?

@HybridNZ I have raised a ticket. I managed to narrow this down to a persistent stutter when moving the view towards the terminal building, or rolling past the terminal on the runway. Something is blocking the main thread for a single frame, and that’s probably why in aircraft like the Fenix things really start to fall apart. Other than that, FPS is not that bad, it’s low for sure but still playable.

Anyway, it’s ticket number 0104.

Yeah the Nelson scenery performs really well for me, no issues there at all, I would recommend. There are currently some issues with the surrounding photogrammetry around the airport but I understand that will be fixed in a future update.

Thanks for raising the ticket, we are actively looking into a few areas and will report back.

I have nearly finished the Nelson update so will have that out shortly. We will also have an update for NZMC / NZGT / NZTW - Mount Cook Region as well.

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I love the airport, but also have noticed a significant performance hit compared to other add-on scenery I have. Personally, I’d get rid of all the interior stuff. I never ever look at it and it just reduces fps. This is a flight simulator afterall, not a flight terminal interior simulator :wink:

Yes and perhaps, per my post just above this one, they could include an option to disable building interiors.

I’m on Xbox (Series X) and have no performance issues whatsoever with Nelson. What I do have is periodically vanishing textures but that seems to be much more common everywhere (even at some Asobo hand-crafted airports) since SU12. I assume the textures are sacrificed to pre-empt potential performance issues.

The only developer whose super-detailed sceneries seem not to currently suffer from these disappearing textures is Pyreegue.

16 days since NZA’s representative said the Nelson fix was nearly ready. As far as I know this is to fix the photogrammetry only, rather than enhance performance, but to be honest I’m happy with how Nelson runs so just the city fix will be great.

I’m not actually sure how Xbox users will get the update via the marketplace?

On a final note, I doubt I’d have bought it without the terminal interior. Sure, it’s not my focus in MSFS but it’s a nice ‘sub-game’ — something to marvel at during turnarounds. And as many dev’s have recently pointed out, terminal interiors are not as power-hungry as people believe. Apparently a single, well-modelled fire engine chews through more power than a decent interior!

Same here, really nice scenery, however with fenix and Pmdg same fps at gate 28 looking at the terminal. Around 48, now you would say that should be enough, hoever it’s giving me a big stutter moving sight from overhead to pedestal. Mainthread is the limiting factor. Vram in fenix about 12GB and in PMDG 9,5 GB. My system is only in use for MSFS, consisting of a 9750x3d , 6900XT (16gb) and 32gb 6000 cl30. AT KLAX I had the same until I used there SD sized textures. Don’t get me wrong but I think this scenery is overdone by NZA beyond capabilities of present systems, unless you are willing to tone down settings. And with Pyreegue, also at the gate. There is something wrong. Hopefully NZA will find a solution, for this nice scenery. BTW I don’t care about the interior, might visit it once, and then I will use it for flying.

difference between photogrammetry on or off is 3 fps max on my system …

Incidentally I did my first flight into NZA’s CHC for quite a while (with the 32N) and noticed no texture dropout but quite a bit of stutter, particularly when alternating between the various views. (on Xbox Series X). Although mildly annoying, it didn’t kill the enjoyment and I’d sooner have it than textures that vanish and never reappear.

I think I underestimated how what you fly can make a difference. I’m sure CHC doesn’t perform as well with the ATR or 310, and I noticed Drzewiecki’s TLL seemingly performing better with the 32N.

May I ask how is NZCH working on Xbox Series X these days? Was it updated?- is it working any better or are there still issues?
Many thanks

for some reason nzch is unplayable in msfs 2024. Stutter fest. i have other big airport like KSFO with no issue from flightbeam in msfs2024. I don’t why i get this result. in msfs 2020 it was okay

A known bug that’s apparently just been resolved — although the patch containing the fix won’t be issued until they can incorporate a number of other fixes into it.