There was some improvements in SU6 to the Off-Screen Terrain Pre-Cache and VC rendering. The sim appears smoother than what it was in SU5. However there’s still a large stutter especially in the PMDG 737 when looking directly behind you or even at the wing tips during low level flight.
I just started a flight on the SU7 beta; everything is exactly the same as before. There’s no news on that front for now—a real disappointment. I’m losing hope at this point; after all, everyone is focused on DLSS 5 now.
I’ve taken part in all the beta tests so far, but this time I’m going to pass. I’m waiting for performance improvements, not new features that don’t even work properly. If there’s no performance improvement, I’ll skip the beta.
Sebastian actually did talk briefly about pre-caching.
He said when moving around the camera in circles, the objects stay cached for only a short while and get unloaded after a few seconds when looking towards a fixed direction.
He also explained that textures stream from Internet → RAM → PCIe Bus → VRAM.
That point is critical. Moving textures across the bus from RAM to VRAM in real-time is a complex process, which explains the massive frame-time spikes across the MainThread and RdrThread during panning.
This is what I also observed with the built in FPS counter. However, in my opinion the issue comes down to one main factor. I think that the current method flushes assets way too aggressively, even when there is still more than enough VRAM/RAM available. Since the engine forcibly unloads those assets after a few seconds, it forces high-end systems to repeatedly run that heavy RAM → Bus → VRAM cycle every single time you look back up or behind you. If the engine simply allowed high-end rigs to hold those assets in the available VRAM headroom, that bus transfer wouldn’t need to happen continuously, and the stutters would disappear.
I am wondering if there is a fundamental engine/architectural reason why this ~20-second asset flush loop can’t be relaxed or made dynamic on DX12, or maybe an ‘Unconstrained’ precaching option for high-end systems could actually be considered for a future update?
The stuttering on approach and when loading in scenery is a number one fix. I won’t do betas anymore either until this is addressed. It has been WAY too long to be dealing with poor performance and stutters. Come on!!!
After watching Seb’s presentation in the most recent dev stream, I got thinking about the idea of an Off Screen Object Pre-Caching setting (as opposed to Terrain).
I’ve opened a discussion topic on it here if anyone is interested:
I’ve had decent success in almost erradicating cockpit panning stutters by disabling the rolling cache. I leave pre-cache on ultra in settings.
Even though my rolling cache is on an nvme drive, there is something choking access performance. It seems to be illogical, you would expect accessing data locally would be much quicker than continually downloading it, but not so for me.
I have GB internet, so no issues on download speed.
Keep in mind that, before the Sim can render any new scenery, it first has to determine if that scenery is located in the RC or if it needs to be streamed. The only way to determine that would be to first search through the RC index. Depending on the size of the RC that takes a bit of time. I know we’re talking micro seconds, but still. By removing the RC you have eliminated that step and with your 1 GB internet, that could be helping with those micro stutters.
I have a 500 Mb connection and, although I haven’t disabled my RC entirely, I have gone from 128 GBs down to 32 GB and it seems to have helped a bit in my case. Having a large RC means longer searching so its something users need to consider, especially if they already have a fast internet connection.
As far as I can tell, there is a difference in how things are rendered depending on whether the “Rolling Cache” is enabled or disabled.
When data is in the Rolling Cache, the rendering process waits for it to be retrieved. Transferring data from the cache to the RAM—and subsequently to the VRAM—takes time, which results in stuttering.
Conversely, when data is not in the Rolling Cache and must be streamed, the system does not wait for it. In such cases, the scenery may be rendered without the final textures or objects, which are then loaded in once they become available. This is particularly noticeable with slow internet connections (under 20 Mbit/s), where buildings might “pop in” later, or ground textures appear very blurry at first, only becoming sharp gradually. With fast internet connections, this is no longer apparent, but the underlying mechanism remains the same—and it actually reduces stuttering because the scene is rendered immediately, without waiting for anything.
In my opinion this is the reason why deactivating the rolling cache reduces stuttering.