Thoughts on why performance has gotten worse

Traffic they have confirmed is much CPU demanding many times in their q&a when users ask to increase the density in traffic.

The photogrammetry is just to test the difference on and off in a place where photogrammetery is in use for example KLAX that i showed when i did with screenshots here above.

It’s much more cpu demanding compared to the blackshark ai buildings.

Only Asobo knows the answere for sure. When the photogrammetry is really heavy on GPU i think objects uses too many polygons (PG trees for example). Try fly right above central park in New York and you will notice your GPU starts to load 100% with lots of stutters. The CPU demand i don’t know what is causing it though.

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you’ve confused me. what do you mean ‘low resolution’? Its a mesh with quite high resolution:

Mark my words, DX12 is not going to be the savior of this game, performance wise, that many on here are hoping for. Asobo even said not to get our expectations up several months ago. That is coming from the group who usually over hypes their work.

I sure hope something positive happens soon to increase performance / smoothness, but only time will tell.

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The textures are pretty low, well below the 4k I run the sim at. They look like deformed papier mache up close, and writing on buildings is unreadable.

I always fly with LIVE traffic ON, and when I do turn it off for testing, I see no difference in FPS, CPU usage or CPU temps. I7-1070K, 3080Ti.

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Well, need to check that more. Maybe the live-traffic is fine. Then i would suggest to turn that on while the rest of traffic options are off in traffic seetings tab :slight_smile:

Have you checked when there is much live-traffic around you at airports for example? To me it varies much.

Will test more tomorrow. I post if i find the cause of drops in that live-traffic for me.

Really important we post if we find a thing that causes much fps drops. Then they can focus fixing only that without need to downgrade everything in graphics.

Some PG is worse than others but look at my top pic - you can clearly read the track numbers of that field. Not even Orbx had such high res imagery out in the middle of nowhere. And the refinery or whatever it is - thats pretty high res to get those towers to be good. The last pic is in Chicago area which also has impressive PG.

Sure have. JFK, ATL and LAX I use for testing settings. I will wait about 10 minutes to allow the traffic to build up before I get in the air.

TLOD is the real CPU hog for me and flying through clouds stresses the GPU. For me high CPU usage ( ~35% averaged over all cores) has little affect on FPS, but causes stutters. Flying through clouds on Ultra reduces FPS by as much as 12 but doesn’t cause all that much stuttering.

This game is odd how if acts difgferently for almost everyone.

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What is your FPS target?

This is why i find it better to strive to be gpu limited instead of main thread limited. If gpu is limited it seems like it’s not affecting the smoothness as much.

I increas renderscaling until i get gpu-limited but not too much that i limit my cpu too much.

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  1. If I unlock FPS limit I get 60-78 with no clouds over non PG terrain over 4000 ft.

Anything below 35 is too ‘slideshow’ for me. I use a 1440P monitor, refresh rate locked at 120. Secondary scaling at 1.5 and primary at 1.0 (useropt,cfg). TLOD at 200 or 400 depending on my mood and weather, everything else ultra. Cockpit refresh high.

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I agree with that.

Yes, feels like we have same fps targets. Also changing t-lod between 200-400. Also changing my renderscaling to be gpu limited.

When i changing settings i always have my fps unlocked. Locked framerate limits the gpu and i want my graphics settings to limit the gpu. Locked framerate made me confused before i realised what was causing my gpu to be limited.

And that devmode fps-counter is really good when changing settings. Best tool i ever used in a game/sim to see what setting demands what.

Could be improved though with ping to all different servers in use too :slight_smile:

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Remind me again what secondary scaling actually does? Primary scaling in the cfg is the same as render scaling in the in game menu yeah?

Yes, I agree. This is my feeling too.

A fully ‘optimised’ dx12 (for want of a better expression) does have a lot of potential but I think the reality, at least in SU10, is likely to be a bit of a work in progress with a long way to go before we see real benefits.

Hope very much to be proved wrong.

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No performance issues here, since SU6 I’ve actually been able to increase TAA performance headroom by 10 every SU. At SU9 I’m sitting at 90 TAA in VR with OpenXR Toolkit FSR 100 and Oculus 1.4 Supersampling with mostly high to max in sim settings.

For anyone wondering what any of that means, let just say it’s pretty impressive smooth performance optimization for the sharp visuals vs older 1080ti/8700k hardware I’m running. As MSFS VR is very demanding on hardware.

Besides the bugs that come with SUs I feel MS/Asobo really are squeezing more performance out of the sim with every SU. Great optimization and hardware usage on my end.

Probably not, but the hope is that with DX12 they can be handled in threads separate from the Main Thread. I don’t know anything about DX12, but I do remember Seb or Martial mentioning that the current implementation of traffic is primarily based on very inefficient FSX code. Therefore, the plan is to re-write the whole thing.

As for photogrammetry, my gut feeling is that the high CPU-load you have documented here is caused by a mysterious bug that they are trying to find. I mean, it makes no obvious sense that people get better FPS by deleting PG cities from WUs in parts of the world they don’t visit.

EDIT: It could be that the traffic I’m talking about here is the AI, not Live. Would make sense, too.

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Yes, i hope they can make traffic less cpu demanding. And photogrammetry more stable. Will make us use features DX12 brings with it without turning down settings.

Or more to the point, in a separate thread.

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Yes, but that will not reduce cpu demand. That would make us maybe turn up t-lod until ray-tracing or other features dx12 has are released. Then we will complain about performance again. They need to optimise things that use too much CPU for what it does.

The traffic around airports for example. Why are they moving without purpose? Busses for example that moves without purpose. All the movement damands CPU because it needs to update all the traffic all the time. And most of the traffic moves at the same time.

The traffic moves to make it feel alive without purpose.

The live-traffic might be less demanding because it moves with purpose.

If they add purpose to the ground traffic it will both look more realistic and demand less CPU because not all of the traffic needs to move at the same time only when it needs to move. They could also control how many different tasks ground traffic can handle at the same time to reduce CPU-demand. I would like to have a static ground traffic option. That forces all of those busses and stuff static. Then i could have traffic at ground but they not need to update all the time in the meantime they fix traffic.