the inbuild FPS frame counter appears to have changed the colour threshold , today it appears to display red till 60FPS , where as before it changed to green at 30FPS
you had former v-sync on ?
No donât use vsync , tried turning it on and off but the red is still set at 60fps
what kind of monitor you own
Red or Green is, so far I know, the target. If you have 60fps monitor and fps setting at 100% , but get only 37fps, it might be red.
75fps monitor with vsync:50% and target fps reached:
75fps monitor with vsync:100% and target fps not reached:
75fps monitor with vsync:100% and target fps not reached ( limited per Background max fps setting ):
I forgot the case with disabling the Vsync:
bt as expected, not target and so green
Have you some settings in e.g. nvidia control panel ?
A more pertinent question might be why on earth MSFS does not provide comprehensive guides for such features. Users are expected to hunt high and low across the web to find answers to questions which should not be necessary. Developers seem to assume that users have the same background information that they do and therefore donât need documentation which explains to the user how they should er⊠use the sim. The cumulative time spent by users across the globe in such wild geese-chasing must by now exceed the total global development hours in creating and maintaining the sim.
well, it was initial just a tool made for the developers. This we can also see in how many âfeaturesâ this âfps-counterâ offers. The usually in-game fps counters offer a simple fps value only, sometime also a ping-timer. That tool in msfs allow more a bit deeper performance analysis. So, I assume it was expected that this tool is used by users with a wider technical background or initial may be just only the developers.
Thank you for the response but my comment, although applicable to the FPS tool in developer mode, was intended to relate across the board. Even those with in-depth technical knowledge (I have a computing-based Masters in engineering and before retirement was a Fellow of the Uk institute of engineering technology) would not be able to understand the multitude of settings and interactions which pervade MSFS without information and data that, initially is known only to itâs creators. To my mind, expecting users of the technology to gain operating knowledge of your product mostly by scouring the disparate information sources available on the web - much of which is totally misleading - is simply irresponsible and entirely dismissive of their customersâ basic needs. Microsoft only âget away with itâ because they are a Behemoth monopoly supplier which has their customers by the proverbials.
I not want go to much off-topic, but I understand your point.
There are in meanwhile lots of settings with a wide range of side-effects and often not well documented.
But on other side the most users asked for the possibility to fine-tune the application how they want. ( in some posts I had the feeling that users playing the fps-counter game, instead flying a plane ).
The complexity starts because of our big-players of hardware manufactors not working together and create standards. Instead each company creates new stuff and developers have to offer settings for each kind of technology. Additional the easy-setting-mode ( low,âŠmid,⊠profiles ) seems often not well optimized and so users want to change some parameters and so they leave the easy zone like a simple setting of âHigh Performanceâ-profile.
The documentation of some parameters can be optimized, but in general it should not be necessary for a gamer to know things about if he/she not want to do a deep-dive. I like games which offer a test-tool which you can run and which determine recommended settings for you - this you can choose or start deep dive. But problems like with g-sync , v-sync etc. all of these, where possible also user doing wrong system settings, is just not easy to avoid and can not easy explained within a game itself. So summary of long text, I think some docu can be optimized of course, but for some of the settings users just need knowledge if they not want to trust the easy-profile-settings. If the developers remove lots of settings to make thinks easier, Iâam pretty sure it will cause lots of reports.
PS.: as a developer ( not a game developer ) I can tell you, that writing the documents is often the most boring part of developing and nobody like it
Thanks again for te response. There is an old saying which has stood the test of time: The job isnât over until the âpaperworkâ is done. You are talking about the inclusion of features to allow some âenthusiastsâ to 'tune their systems as finely as possible. Conversely, I am talking about a much more fundamental issue which is to provide the purchaser with sufficient information to use the product effectively. As an example, without judicious and effective use of the Developer Mode FPS tool, considering, the breadth of options and settings available for graphics and performance, it is almost impossible for the average user to optimise their settings such that the simulator experience is not reduced to an infuriating, stuttering, poorly performing annoyance rather than the wonderful, immersive experience it is capable of. Technical documentation is indeed a specific specialist craft which needs professionalism and experience just as crucially as software engineering. Developers, of whom I have significant experience, are certainly not best fitted temperamentally to do this which is why âno one likes itâ - but there are people who do. Again taking the the FPS tool as an example what is needed is a âbrieferâ on the different sections of the tool - simple things like the significance of the colours and a descriptions of each section and what it shows - coupled with an outline of what each graphics / performance setting represents and how it affects the balance between CPU and GPU, - i.e. how best to tune these - would allow the user to get the best out of the outstanding potential which MS FS undoubtedly has. (Of course altruism has resulted in some excellent online material over time, but thatâs not much use to early users and can take for ever to find). Similar principles apply throughout the sim features. Without this, it can be a very, very frustrating, but avoidable, experience for the user. I would rather pay a significant premium for a documented simulator than be left in a settings minefield hell without a map; a âsettings explorerâ rather than a âflight simulatorâ. It is not only developers nor software engineers who fly the simulator, A cross section of users should be involved in the creation of user documentation to make the simulator really âFLYâ for all.