I always add an empty line between each section in the fsx.CFG and Prepar3D.cfg so that their contents can be easily read. It is in particular helpful when doing a search. Here’s the CFG_Spacer utility that I recently wrote to speed up the task.
The utility is good for FSX, FSX-SE and Prepar3D, and can be downloaded from Continue reading
During the testing for my Cockpit View display, I needed to switch back and forth numerous times between the Normal View and the Wide View. And the files involved with the necessary changes are:
To avoid confusion while making changes to these files directly, I instead created two additional copies from each of them and named these new files the “-Normal” version and the “-Wide” version accordingly:
- fsx.CFG, fsx-Normal.CFG, fsx-Wide.CFG
(Prepar3D.CFG, Prepar3D-Normal.CFG, Prepar3D-Wide.CFG)
- Cameras.CFG, Cameras-Normal.CFG, Cameras-Wide.CFG
- aircraft.CFG, aricraft-Normal.CFG, aircraft-Wide.CFG
Then, I could separately Continue reading
As earlier reported in Post 133, my system got some positive results from increasing the value of TEXTURE_BANDWIDTH_MULT to 800.
Updated on May-4, 2012: However, dropping down the value from 800 to 400 brings a result that the setting is more compatible to my recent hardware changes. Therefore, the value of TEXTURE_BANDWIDTH_MULT is now set to 400.
Here is the fsx.CFG for all my flying zones — Note that TEXTURE_BANDWIDTH_MULT is 400, not 800.
Updated items are highlighted in red.
- The Anisotropic=1 setting should be good for most people.
- But many others may find the result from TEXTURE_BANDWIDTH_MULT=800 (which is good on my HD6970 card) differently with a different card. Explore it yourself.
- My previous fsx.CFG settings should still be good for general references.
Since my last update in August regarding my FSX setup, there were quite some changes to my system,
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
Although the result from the First Run was good, the ultimate goal is still to push the Image and Autogen Complexity of my FSX system to the maximum while having all flights running as smooth as possible.
As expected, when settings of Scenery Complexity and Autogen Density were slided to Extremely Dense, stutters became obvious even though overall framerates remained relatively stable around the preset level of 39.
For this tuning, most of the test flights were taken place in Darrington Mun 1S2. 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.