RollingCache.ccc performance debugging and tuning … How?

Interesting item in SU 2 v1.4.14.0 …

https://forums.flightsimulator.com/t/sim-update-2-beta-1-4-14-0-release-notes-april-18-2025/717378

Stability & Performance

  • Improved rolling cache usage

Sadly no additional information. So we will have to wait and see.

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Hoping you can look under the hood and see what may have changed.. Always enjoy your reports.

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My thoughts exactly, when I read the release notes

It will be hard for us to measure any difference, but Asobo may have useful tools to measure hit ratio, texture throughput etc.

Having those cache analysis tools in Dev mode would be interesting.

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Impressive work! I’m also interested in the rolling cache due to suffering from slow loading terrain too often in MSFS2024, I have approx 30mb internet.

I wondered if you came to any conclusions as to if it’s sufficient to have the rolling cache on a HDD, or must it be on a SSD? I was thinking that even on my HDD it’s much faster than my internet, but I saw your comment about a large rolling cache having a large index and wondered if that could be a problem on HDD. My rolling cache is 256gb.

One suggestion I have on rolling cache is to allow the sim to continue to (further) precache scenery data when on the world map. In my testing, the sim will precache terrain including photogrammetry to rolling cache when browsing the world map, but the amount of detail loaded/precached depends on your level of zoom and you need to zoom all the way in to precache in full detail. My suggestion for a simple manual cache system is to decouple the world map loading/precaching from the zoom level, allowing it to iteratively cache the next level of detail - so that if you know you want to explore a city by helicopter you can zoom in to the city on the world map, go away and make a drink (or three) and come back knowing it will be fully stored to rolling cache. Same for destination airports.

(Ultimately would love to see the game automatically precache along your designated flight plan but got to start somewhere!)

Wait, rolling cache on 2020 isn’t useful?
Disable it, or make it small… ?

As I wrote in the very first post of this thread … at least for my system … having the RC enabled in FS2020 did cause FPS stutters … and since FS2020 was fine with “disable” RC, I was running FS2020 “smoothly” without it since 2021 (or so).

That option no longer exists in FS2024.

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I tried to outline my way of “reading the tea leafs” over here:

I see the key points as:

  • Locally cached data is (always) faster than network downloads
    • … so even a slow HDD should help.
  • The “FASTIO_WRITE” technique caches everything in RAM
    • … and it seems like the actual “flush to disk” is decoupled.
      • But I have not seen real details in the documentation on that step … however, I posted the link to the MS FASTIO documentation in that post linked above.
  • The large index is still a problem … even when it is a RAM to RAM copy … because it is large and useless.
    • To quote my old post …
      • “… with a 256 GB RC full of cached data, for up to 10 frames (180 ms) the sim will not be able to read any data from the RC, due to a very simplistic index area full dump into the system file cache RAM.”
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Interesting pointer … @SBSx9 … I was not aware of that idea.

However, during this RC analysis I have seen and documented that sound files get written to files outside of the RC … they go right into the normal filesystem. So the sound stutter might not have its primary cause in the RC subsystem.

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I just started a new thread where I will try to continue the Rolling Cache analysis … but this time starting “clean” from the SU3 perspective.

So in that sense I consider this thread as “history” and I will mainly use it as a point of reference for the “SU3 series”.

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Closed at the request of the OP. Please continue the discussion in the link provided by the OP ^^above^^.