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Aug 28th a fix became available for Vista from the Windows team. The bits will be made generally available from the link here and relatively detailed KB is attached. The issue is that Vista was creating an extra copy of graphics memory ( noted by AnandTech
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So why does FSX not render as fast as your typical FPS game? The primary difference is the sheer amount of things we render, given a 120+km or greater viewing distance and trying to render the visible portion of the planet within that viewing distance
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AI at high is a big cost, at least as much because some of the default aircraft have high Draw call counts. We fixed this for the 3 AI aircraft ( MD-80, Dash8, Cherokee ) and they are 25% of the world wide traffic DB, but default aircraft like the 747
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Originally posted on fsinsider.com Now that I have burst peoples bubble on PerfBuckets and Procspeed on my blog ( http://blogs.msdn.com/ptaylor ), let’s talk some real tweaks, TEXTURE_BANDWIDTH_MULT and BUFFERPOOLS. These are tweaks in the fsx.cfg file.
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Its come to my attention that various people and forums are suggesting tweaks to the ProcSpeed and Perfbucket values in the config file. Folks, I hate to tell you, but this is the placebo effect. We generate those numbers at startup and use them to set
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Here are some general suggestions and a few tips I have gleaned from the forums. General Performance The goal of SP1 was: · to increase performance 20-40% · to enable FSX to take advantage of multi-core machines · fix some other bugs There was not a goal
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In fsx.cfg --- There is a tweak to control scheduling of threads on cores. It is not recommended to change these settings unless you have a performance reduction and/or maxed out CPU loads in the PerfMonitor. The tweak is Edit:Fixed a typo here [JOBSCHEDULER]
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So here is an idea. Occasionally I will publish information on various "tweaks" to the product and what they do. A "Tweak of the week" if you will. So let’s start with the mysterious sounding FIBER_FRAME_TIME_FRACTION. There are page after page of google,
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