Small objects with 1 pixel in size far in distance are normally hidden by FSX, until the aircraft is approaching close enough. By expanding small objects with larger pixels to this hidden group could bring noticeable performance improvement.
SmallPartRejectRadius allows the specifying of pixel size of small objects to be included to the list.
This function does not appear in fsx.CFG by default. To use the function, Continue reading
Someone just asked if there is any way to change the font size and color of the Shift-Z text. Unfortunately, there isn’t any as far as I know, although some people reported that the paid version of FSUIPC might be able to change the color of the text. But still, font size seems to be hardcoded and can’t be changed.
Anyway, this reminds me that in addition to the AverageFrameRate previously discussed when Shift-Z is pressed, there are a few more parameters that can be applied to the Shift-Z display as well: Continue reading
Performance of FSX is greatly affected by the amount of time CPU spending between foreground operation and background data scenery loading. The lower the framerate is set, the more CPU time is devoted to loading scenery and texture.
FIBER_FRAME_TIME_FRACTION is a direct command that helps tune the amount of time per frame that CPU runs fiber jobs. Continue reading
RejectThreshold is a command that instructs the CPU to bypass the bufferpool when a specified amount of graphics data is reached. Before that threshold, all data are kept sending to the bufferpool.
This function can be used in association with the PoolSize command to improve system stability.
The default quantities of trees and buildings auto-generated in FSX are 4,500 and 3,000 respectively.
When one sets the IMAGE_COMPLEXITY and AUTOGEN_DENSITY to the maximum, reducing either or both of these two quantities for trees and buildings could bring a significant performance improvement while maintaining a good level of image complexity and density.
Autogen has a default texture buffer of 4 millions. Properly increasing or decreasing this buffer can effectively reduce stutters, especially while the aircraft is in turning.
This function is not by default present in fsx.CFG. To alter the value, one can add the following lines in fsx.CFG; and commonly used values range from 1 million to 15 million (or even higher) in 1 million increment.
When FSX is started, the default flight is also starting to load simultaneously in the background by default. It is designed to speed up the loading process subsequently.
However, if an FSX system has installed a lot of sceneries or the sceneries installed are large and demand a lot of resources (such as Orbx’s sceneries), it is very likely that one will encounter short hang-ups while changing airports and/or aircrafts or adjusting settings, due to the preloading process taken place in the background.
To get rid of this irritating short hang-up, one can include the following line in the [Main] section of fsx.CFG to suppress the preloading: Continue reading
When vertical synchronization (refresh) of display is not set properly, it is very likely that some sorts of screen-shearing problem will be introduced in FSX.
This screen-shearing issue can be easily identified when the view is turning to the left or turning to the right quickly, especially in the virtual cockpit view. It seems that the upper half or the lower half of the screen is lagging behind to the other.
LOD_RADIUS under [TERRAIN] determines the size of the coverage area to be refreshed around the aircraft. It has a default value of 4.5.
However, a number of other aspects are also influenced by this value in addition to refreshing the coverage: Continue reading