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[SOLVED] Frame Rates / Objects size


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@Skyguider @Graeme_77

This is exactly the same problem i have, no matter what i do, the fps is stuck at max 20 regardless of other settings. I tried to change the size of the .png files but didnt really help. As well, as you mentioned, when any weather is in the picture the fps is just.. blahh.. 

 

But i must also say that i have a gtx970, not 1070 as i stated earlier, sorry that was a typo from thinking while writing :wacko: but im still getting the same problems it seems as you guys with your 1070s. I can fly any other aircraft really, FFa320, zibo, SSG 747 and so on  with good steady fps in most places. 

Loading up the tbm in the middle of nowhere with settings down to minimum doesnt help strangley.  

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We have a build in the works for tonight. Testers reporting performance improvements of between 25 and 50%. Seems I accidentally left some debug code in the builds that was slowing them down. Stay tun

We are hard at work on a poly-reduced version of the model, so users with lower-specced GPUs can run the model without issues. We're also analyzing why seemingly very fast GPUs (GTX970 and up) ar

@skiselkov i will do it once i get the chance to, but i updated my graphics card a few days ago.   An optional lower resolution version would be really great and im sure a lot of others woul

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Hello @Graeme_77 @ramster211

If I switch to HUD forward view nothing change the FPS remain the same 18-20 (in CAVOK)

And with Rotate I'm between 33-37fps in the same location (with NOAA weather).

Thank you also for your observation regarding the OBJ size, I'm not specialist in that but if the Rotate's OBJ size are even larger how it performs double better than the TBM...

For the moment will put it into the hangar and will wait to see if any better days are coming. It's frustrating because wow what's an amazing bird!

 

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We are hard at work on a poly-reduced version of the model, so users with lower-specced GPUs can run the model without issues.

We're also analyzing why seemingly very fast GPUs (GTX970 and up) are having trouble. We suspect either a driver tuning issue, or some sort of software incompatibility, as other users with similar setups report no framerate issues.

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Just now, skiselkov said:

We are hard at work on a poly-reduced version of the model, so users with lower-specced GPUs can run the model without issues.

We're also analyzing why seemingly very fast GPUs (GTX970 and up) are having trouble. We suspect either a driver tuning issue, or some sort of software incompatibility, as other users with similar setups report no framerate issues.

Thank you @skiselkov,

I'll keep an eye on the future updates.

And thank you so much for your great support and precious time on Sunday. Once most of the problems solved I suppose you gonna sleep for a week at least.

BTW, after 1.02. no more CTD for me,

 

Be strong and courageous!

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On Page 1 I mentioned my hardware. In the beginning of XP11 I had quite low FPS with some planes as well (e.g. the Quest Kodiak). After watching some yt-Tutorials on how to set up your graphics it is much much better now. For those who never didi this before a "Hot Tip"!

 

Edited by Elpromo
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1 hour ago, skiselkov said:

We are hard at work on a poly-reduced version of the model, so users with lower-specced GPUs can run the model without issues.

We're also analyzing why seemingly very fast GPUs (GTX970 and up) are having trouble. We suspect either a driver tuning issue, or some sort of software incompatibility, as other users with similar setups report no framerate issues.

Thank you very much for looking into this and also working on a poly reduced version. The TBM is a true work of art and i cant wait to take it up for a proper spin! :D

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@Goran_M

i5-2500k clocked to 4.2GHz, 8GB 1600Mhz DDR3, 1GB Radeon HD 6850. P8Z68-V LE. (It was a good spec in 2012!)

Test 1 :- All four sliders on the graphics settings to minimal, 1x AA.
Loaded to an airfield outside the available scenery (runway and water everywhere)

TBM Cockpit view 14.3fps, External view 23fps

IXEG Cockpit view 30fps, External view 40fps

Test 2 :- Visual Effects: High(HDR), Texture Quality: Medium, Number of World Objects: Low, Reflection Detail: Minimal, AA: None
EGPH Runway 24, default X-Plane scenery

TBM Cockpit view 10.5fps, External view: 14.2fps

IXEG Cockpit view 27fps, External view: 29fps

Default C172 G1000 Cockpit view 33fps, External view 30fps

You've built a really, really beautiful model - but at the moment it's very heavy on system requirements.

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Hi .. The aircraft is incredible! But it is very heavy here too. It is below my configuration and I hope it leaves an update soon aiming gain of perfomance. Thank you very much..

- Motherboard Asus Rampage V Extreme 3.1
- Processor I7 5960x @ 4.5ghz
- EVGA GTX980TI SLI video card
- Corsair Memory DDR4 Dominator Platinum 16gb 3000mhz 4 X 4GB
- HDs Raid0 = 2xSSD 1tb Samsung + SSD 500gb Samsung
- ASUS Gaming Monitor PG278Q 27 "
- Corsair 900d Full Tower Case
- Cooler Full Watercooler XSPC CPU and VGA Block.
- Corsair 1200 font

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@Goran_M and @skiselkov this is a fantastic plane and I cant wait to spend significant time in the cockpit. 

I do concur with others who have posted here in that it absolutely brings my PC to its knees. I'm running an i7 6700k at 4.4ghz, 32gb of ram and a 1080TI with the latest drivers as always. My in game settings have been the same for a long time, including reflection slider all the way down. Never really had a need to mess with rendering settings as my machine performs very well with all other aircrafts, even with Twitch streaming taking place on the same machine. I guess it goes to tell how advances and how much love has been put into making this a premium addon. However, last night during initial testing at Toronto with default weather and clouds I read only 16-18 FPS.

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Gentlemen,

I spent the last couple of days running some fps tests, to determine what I have to change.  I was convinced the textures were the cause, but after downsizing every single texture, I got little to no performance increase.  So I started optimizing the mesh.  I'll run some more tests after I'm done.  The fps issue will be resolved within the next 1 or 2 updates.  I'll try to squeeze as much performance out of it as I can.

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@Goran_M and @skiselkov.  Your connection to the community on this project is really good.  There's a lot of support for your product and I'm glad the public feedback is being instrumental in working thru the infancy issues.  Like any new engineered product release, you mitigate the technical risk to the right amount the market can tolerate (features, performance, reliability, etc), and you have to let it out at some point.  I'm sure it's like a huge wave coming at you right now, but the feedback is necessary to increase the fidelity of your product.  Please keep up the great work and keep doing what you're doing.  We are very appreciative. 

I'm with the others on the performance hit, but I know it's week 1.  Looking forward to the days and weeks ahead.  Cheers!

Edited by legacy2039
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@Goran_M thank you, im sure me as well as a lot of others are very exited about what you will find and looking forward to the updates! :D

 

I tried myself to change a lot of texture sizes down to 1024 with no difference in fps either.

 

Another user mentioned something about a high polygon count, does that have something to do with it? 

Edited by ramster211
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Just now, ramster211 said:

@Goran_M thank you, im sure me as well as a lot of others are very exited about what you will find and looking forward to the updates! :D

 

I tried myself to change a lot of texture sizes down to 1024 with no difference in fps either.

 

Another user mentioned something about a high polygon count, does that have something to do with it? 

In theory, it's definitely the poly count causing the fps hit.  more polys equals more processing power needed from the CPU.  It is definitely a high poly count, but I was modelling according to what I observed with the testers, streamers, and also Saso's specs.  I saw good fps, so I kept going with the details and adding more mesh.  

I'm going to test it in stages of 100 000 polys.  50fps is my minimum benchmark (on a 6700K 980ti).  Once I hit that, anything else I can shave off will be a bonus.  

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6 minutes ago, legacy2039 said:

@Goran_M and @skiselkov.  Your connection to the community on this project is really good.  There's a lot of support for your product and I'm glad the public feedback in being instrumental in finding the infancy issues.  Like any new engineered product release, you mitigate the technical risk to the right amount the market can tolerate (features, performance, reliability, etc), and you have to let it out at some point.  I'm sure it's like a huge wave coming at you but the feedback is necessary to increase the fidelity of your product.  Please keep up the great work and keep doing what you're doing.  We are very appreciative. 

I'm with the others on the performance hit, but I know it's week 1.  Looking forward to the days and weeks ahead.  Cheers!

Thank you.  Very much appreciated.

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@ANordheim Thank you for the kind words.

We've just pushed out an update that should help with frame rates. Reductions in mesh complexity and the ability to selectively disable some reflection effects should help you guys out. We'll be working on more improvements, but we wanted you folks to have the benefits as soon as possible.

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@skiselkov @Goran_M

Agrrr I didn't see this before otherwise I would take a day off :).

I'll try the update tonight but in all cases THANK YOU VERY MUCH for your great support!

4 updates in 4 days and you guys are working on many fields in the same time and listening to all customers feedback and the most important answering to everybody and not leaving us in the dark.

I'll drop few lines for the benchmark once install the latest version.

I-7 2700k @ 3.5 - 4.2 Ghz ovrckd, GTX1070 

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