Smeggles Posted March 21, 2020 Posted March 21, 2020 (edited) System: i9 9900k OC to 5.1 all cores / 32g 3400mhz cl 14 ram / 2080 ti OC to 1950 mhz / Valve index Settings: 150% in Steam VR with motion smoothing and advanced supersample filtering on - in game settings 0 anti-aliasing, 40km horizon, no draw distant buildings, ultra shadows, no landscape filter, normal grass, simple mirrors, sharpen on, 4k textures on, clouds high, dynamic resolution full. Campaign settings down to scattered frontline activity to avoid having too many things for the CPU to track (seems to help) Changing graphical settings rather drastically has been tried, (changing the balance of ingame SS vs steam SS, lowering especially terrain draw and shadow detail) but while these slightly reduced the incidence of noticeable motion smoothing outside combat - in combat there seems to be very little effect of lowering detail with ingame settings besides making things look uglier for no FPS gain. I'll be flying along just fine at 80 fps rock solid, but the moment combat starts the FPS tanks hard and motion smoothing starts going nuts. Now I realize that rapid perspective changes will have a tendency to lower FPS but this is rather precipitous a drop for there not to be some other interacting factor. Even with significant graphics tweaks I can't seem to get much gain - For example just now I did a test of 100% resolution in Steam VR (down from 150%) with 3x terrain detail (down from x4), high shadows (down from ultra) still 0 AA, turned off ASW entirely, but still had long and persistent drops down into the low 60s while turning hard in combat. And (to me) low 60s without ASW certainly doesn't look much better than 40 with ASW especially given the clarity cost of the other settings. I've seen people post (on these forums) much better performance at similar or higher settings and I"m unsure what to change. Are there config files somewhere I should be editing? I just don't see how people achieve the near constant 80 fps I see reported, so I could use some tips, or some other form of enlightenment. Edited March 21, 2020 by Smeggles
VR-DriftaholiC Posted March 21, 2020 Posted March 21, 2020 (edited) SteamVR cuts frame rate in half if you can't maintain 80. You can used 90 and it will cut it to 45 or you can use 120 and it will cut it to 60 but if you go to high it won't use be able to maintain 120. I have a similar rig: 3800X/2080ti here's my settings used with 90hz on index. I personally keep motion smoothing off and resolution on auto, though it seems to keep it at 150% in game. Hopefully they will add an option to force frame rate as I would prefer same frames repeated over the refresh dropping mainly due to motion blur. I only occasionally notice a tiny amount of hitching very sporadically, I think it may be when calling new textures. Haven't yet tried detail_rt_res = 2048 to see if I'm correct. [KEY = graphics] adapter = 0 bloom_enable = 0 desktop_center = 1 detail_rt_res = 4096 draw_distance = 0.27400 far_blocks = 0 fps_counter = 1 fps_limit = 0 full_height = 1024 full_width = 1280 fullscreen = 0 gamma = 1.00000 grass_distance = 0.00000 hdr_enable = 1 land_anisotropy = 0 land_tex_lods = 2 max_cache_res = 1 max_clouds_quality = 2 mgpu_compatible = 0 mirrors = 2 multisampling = 0 or_ca = 0.00000 or_enable = 1 or_height = 2740 or_hud_rad = 1.50000 or_hud_size = 0.75000 or_ipd = 0.06715 or_sipdc = 0.00000 or_width = 2468 post_sharpen = 0 preset = 2 rescale_target = 1.00000 shadows_quality = 3 ssao_enable = 0 vsync = 0 win_height = 768 win_width = 1280 If not, maybe your OC isn't entirely stable or you're throttling due to heat. Edited March 21, 2020 by driftaholic 1
Smeggles Posted March 21, 2020 Author Posted March 21, 2020 (edited) 1 hour ago, driftaholic said: SteamVR cuts frame rate in half if you can't maintain 80. You can used 90 and it will cut it to 45 or you can use 120 and it will cut it to 60 but if you go to high it won't use be able to maintain 120. I have a similar rig: 3800X/2080ti here's my settings used with 90hz on index. I personally keep motion smoothing off and resolution on auto, though it seems to keep it at 150% in game. Hopefully they will add an option to force frame rate as I would prefer same frames repeated over the refresh dropping mainly due to motion blur. I only occasionally notice a tiny amount of hitching very sporadically, I think it may be when calling new textures. Haven't yet tried detail_rt_res = 2048 to see if I'm correct. If not, maybe your OC isn't entirely stable or you're throttling due to heat. Wow! Something about your settings did the trick for the most part - I found my config file and ported over most of what you had, set my resolution to auto, and had a pretty rock solid 90 fps, with only a dip down into the 60/50s when I was chasing someone at point blank while turning and diving straight into the ground at 400 mph (that much expanding ground/changing perspective that fast makes sense to tank the framerate). I don't think thermal throttling was necessarily an issue (max temp of mid 80s on a few cores that session, usually much lower as I peeked at them) - My OC isn't particularly stable (can't run prime 95 at all) but it never crashes in games, and I can make it through superposition just fine. I may try downclocking to 5.0 though just to see if it makes a large difference here. I wonder what the magic bullet there was. Grass draw distance? FPS limit? (mine was set to 60 in the config file) The detail auto was picking for me was a little low for my liking (though no lower than some of the extremes I already tried with much worse results) but your settings at least gave me room to fiddle with things - massive improvement. I'm just puzzled as to why. edit: Actually maybe i was being thermal throttled at higher settings. I used your settings but just turned up the shadows and terrain by one notch each and very quickly started hitting 100c on my cpu. I expect with dropping my clock to 5.0 and / or adding better cooling I can achieve better results. Edited March 22, 2020 by Smeggles
VR-DriftaholiC Posted March 22, 2020 Posted March 22, 2020 (edited) Just because it's not crashing in game doesn't mean best performance, it at least needs to be stable for a Cinebench run and a handful of Small FFT P95 at least like 10min. Really shoot for the best Cinebench score not clock speed, you may find this at a lower clock speed due to calculating errors. Even then a 10th of a % 50mhz gives you isn't worth the 1fps you might get in return for it especially if you get a few random long frame times due to errors. You need to drop your voltage to a level your cooler can run p95 then find the max clock for it. I am willing to bet you would have a much better experience just removing the OC entirely and using Intel XTU to open up the power limits for the CPU so it can turbo boost when needed, you might find that the 1-4 cores the game uses peak pretty high this way alone. I know my 3800X is a bit different but I can only get 4.45ghz all core but with PBO maxed on my board it can run 4.6 on the 2-4 cores needed when running this game. Use HWinfo and log a game session, make sure your not hitting thermal limit limit flags on the CPU. You'll probably hit thermal and power limit on the GPU unless the CPU isn't throttling Edited March 22, 2020 by driftaholic
Smeggles Posted March 22, 2020 Author Posted March 22, 2020 1 minute ago, driftaholic said: Just because it's not crashing in game doesn't mean best performance, it at least needs to be stable for a Cinebench run and a handful of Small FFT P95 at least like 10min. Really shoot for the best Cinebench score not clock speed, you may find this at a lower clock speed due to calculating errors. Even then a 10th of a % 50mhz gives you isn't worth the 1fps you might get in return for it especially if you get a few random long frame times due to errors. You need to drop your voltage to a level your cooler can run p95 then find the max clock for it. I am willing to bet you would have a much better experience just removing the OC entirely and using Intel XTU to open up the power limits for the CPU so it can turbo boost when needed, you might find that the 1-4 cores uses peaks pretty high. I know my 3800X is a bit different but I can only get 4.45ghz all core but with PBO maxed on my board it can run 4.5 on 4 cores when running this game. I haven't had much luck with P95 yet but if I can get a better FPS with higher settings by dropping my clock a bit, I certainly would try it.
VR-DriftaholiC Posted March 22, 2020 Posted March 22, 2020 (edited) I have this problem where I get greedy for the numbers. I learned trying to get consistent frame times in VR that they don't always add up to great in game performance.. it's just good for your e-peen. ? I've been going through each setting individually gaming and going back changing one thing and doing another mission. I really tried to hit the balance between performance and quality/realism. Here are my thoughts so far Gotta set that file read only or the grass and bloom come back. shadows_quality = 3 shadow_quality: 3 vs 4 really gives a pretty big fps hit. The step from 3-4 is as big as 0-3 almost and the small quality decrease is quickly forgotten preset = 2 If you don't mind the trees disappearing a little in view preset 1 or 0 can give huge fps boosts. I'm just not sure if this affects plane render distance. land_anisotropy = 0 draw_distance = 0.27400 Where the landscape sharpening/blur filter covers aliasing on the horizon the fog from draw also distance covers it. These two are worth a few fps and makes spotting easier against the fog. Though the fact that it's labeled draw distance makes me again wonder about the effect of drawing planes at distance. multisampling = 0 always pick SteamVR super-sampling over AA. it's far sharper and possibly even sharper using legacy super-sampling filter. Haven't played with this yet. AA in game makes small planes disappear. I wish I could take super sampling with no built in AA in SteamVR, though legacy option may be less blurry. max_clouds_quality = 2 This seems to be the distance clouds are rendered in full res, the lower it is the closer the aliased clouds are to you. This seems to be the right distance for 70km fog. If draw distance is 0.54500 then this probably needs upped to 3. I have more trouble in VR seeing close targets that aren't properly rendering glare so I chose closer fog and thus clouds can be chopped a bit. detail_rt_res = 4096 Haven't yet experimented with 2048, this is tied to the grass box in game and seems to affect the textures of the planes skin if there isn't a 4K skin in game. Flying the HE111 would give an an awful skin at 1024 far_blocks = 0 I wan't to run this at 1 so bad for navigation but it really seems to cause a big hit and I see the cities pop in and out. I hope this render technique gets optimized better one day or we just get the raw power to crush it. I wonder how tied this is to CPU or SSD performance? Seems like it's CPU bound for me. grass_distance = 0.00000 Seeing the bubble of grass seems inevitable at any setting that doesn't really hurt fps so I just force it off. Easier to forget about it for my immersion when not seeing any at all. land_tex_lods = 2 This seems to match well with 70k fog though if you're flying really high the ground below you can switch lod sooner, if you find some headroom this can help, I wish ground lod was modeled against a vertical column on planes location not a sphere in all directions. But then upping this and ground sharpening/blur seems to be overkill so one or the other. If multiplayer combat wasn't all at <2500m I might use a different setting. mirrors = 2 It only costs a couple more fps to see your tail in the mirror. My immersion requires it. If anyone cares to correct me, I would love to learn. If any dev's want to chime in and let me know what's tied in with what that would also be appreciated. Even more appreciated would be to be able to change everything in game and not have settings baked in to presets. Modern games manage to have presets and allow individual settings to be changed. I think the fix wasn't to take away player's options in the past but just to add some presets as a helping hand. /rant Edited March 22, 2020 by driftaholic 1 1
Smeggles Posted March 22, 2020 Author Posted March 22, 2020 (edited) 45 minutes ago, driftaholic said: I have this problem where I get greedy for the numbers. I learned trying to get consistent frame times in VR that they don't always add up to great in game performance.. it's just good for your e-peen. ? I've been going through each setting individually gaming and going back changing one thing and doing another mission. I really tried to hit the balance between performance and quality/realism. Here are my thoughts so far Gotta set that file read only or the grass and bloom come back. shadows_quality = 3 shadow_quality: 3 vs 4 really gives a pretty big fps hit. The step from 3-4 is as big as 0-3 almost and the small quality decrease is quickly forgotten preset = 2 If you don't mind the trees disappearing a little in view preset 1 or 0 can give huge fps boosts. I'm just not sure if this affects plane render distance. land_anisotropy = 0 draw_distance = 0.27400 Where the landscape sharpening/blur filter covers aliasing on the horizon the fog from draw also distance covers it. These two are worth a few fps and makes spotting easier against the fog. Though the fact that it's labeled draw distance makes me again wonder about the effect of drawing planes at distance. multisampling = 0 always pick SteamVR super-sampling over AA. it's far sharper and possibly even sharper using legacy super-sampling filter. Haven't played with this yet. AA in game makes small planes disappear. I wish I could take super sampling with no built in AA in SteamVR, though legacy option may be less blurry. max_clouds_quality = 2 This seems to be the distance clouds are rendered in full res, the lower it is the closer the aliased clouds are to you. This seems to be the right distance for 70km fog. If draw distance is 0.54500 then this probably needs upped to 3. I have more trouble in VR seeing close targets that aren't properly rendering glare so I chose closer fog and thus clouds can be chopped a bit. detail_rt_res = 4096 Haven't yet experimented with 2048, this is tied to the grass box in game and seems to affect the textures of the planes skin if there isn't a 4K skin in game. Flying the HE111 would give an an awful skin at 1024 far_blocks = 0 I wan't to run this at 1 so bad for navigation but it really seems to cause a big hit and I see the cities pop in and out. I hope this render technique gets optimized better one day or we just get the raw power to crush it. I wonder how tied this is to CPU or SSD performance? Seems like it's CPU bound for me. grass_distance = 0.00000 Seeing the bubble of grass seems inevitable at any setting that doesn't really hurt fps so I just force it off. Easier to forget about it for my immersion when not seeing any at all. land_tex_lods = 2 This seems to match well with 70k fog though if you're flying really high the ground below you can switch lod sooner, if you find some headroom this can help, I wish ground lod was modeled against a vertical column on planes location not a sphere in all directions. But then upping this and ground sharpening/blur seems to be overkill so one or the other. If multiplayer combat wasn't all at <2500m I might use a different setting. mirrors = 2 It only costs a couple more fps to see your tail in the mirror. My immersion requires it. If anyone cares to correct me, I would love to learn. If any dev's want to chime in and let me know what's tied in with what that would also be appreciated. Even more appreciated would be to be able to change everything in game and not have settings baked in to presets. Modern games manage to have presets and allow individual settings to be changed. I think the fix wasn't to take away player's options in the past but just to add some presets as a helping hand. /rant Well first of all I have to thank you profusely ? for guiding me to, finally, a really great visual experience. I didn't copy your settings exactly, but I got a nice resolution with good terrain and shadow settings at a solid 80FPS with motion smoothing enabled for a really perfectly seamless game with no stutters at all. ? The cloud setting I can say I didn't even notice the difference between high and your settings, so I have to think you're right that it only affects distant clouds. The grass bubble removal actually helped me a ton when strafing. Having no grass at all prevents lots of frameskips and keeps the targets in my recticle coming in smooth. I have a few thoughts on the AA - Just before posting I enabled multisampling = 1 and got no FPS drop whatsoever, but if I bump up my manual resolution setting in SteamVR by 5% I DO get a slight fps drop. So either low levels of AA don't actually affect framerate for reasons I can't explain, or multisampling in the startup.cfg is a multiplier and not a state, all I did is multiply by one. Now that I think about it I'm going to check this before I look too silly, and post what I find. edit: Multisampling = 1 is equivalent to 2x AA, so I'm not a complete fool after all. Setting this to x2 ingame produced the same result. Edited March 22, 2020 by Smeggles
VR-DriftaholiC Posted March 22, 2020 Posted March 22, 2020 (edited) Yeah but AA makes targets even harder to see at distance as low pixel count objects get averaged with their neighboring pixels and loose contrast as a result. I just tested SteamVR advanced super sample filtering on vs off and couldn't see a change in anything but frame rate. Spotting stayed the same on two long range contacts. I did get much better fps with it on so I guess the new method is more efficient. Edited March 22, 2020 by driftaholic
ironk79 Posted March 22, 2020 Posted March 22, 2020 19 hours ago, Smeggles said: I wonder what the magic bullet there was. Grass draw distance? FPS limit? (mine was set to 60 in the config file) Grass qualitiy is a killer, gives slight stutter even at heights where gras isnt even rendered. going to "normal" brought buttery smooth framerates back.
SCG_Fenris_Wolf Posted March 22, 2020 Posted March 22, 2020 19 hours ago, driftaholic said: I have this problem where I get greedy for the numbers. I learned trying to get consistent frame times in VR that they don't always add up to great in game performance.. it's just good for your e-peen. ? I've been going through each setting individually gaming and going back changing one thing and doing another mission. I really tried to hit the balance between performance and quality/realism. Here are my thoughts so far Gotta set that file read only or the grass and bloom come back. shadows_quality = 3 shadow_quality: 3 vs 4 really gives a pretty big fps hit. The step from 3-4 is as big as 0-3 almost and the small quality decrease is quickly forgotten preset = 2 If you don't mind the trees disappearing a little in view preset 1 or 0 can give huge fps boosts. I'm just not sure if this affects plane render distance. land_anisotropy = 0 draw_distance = 0.27400 Where the landscape sharpening/blur filter covers aliasing on the horizon the fog from draw also distance covers it. These two are worth a few fps and makes spotting easier against the fog. Though the fact that it's labeled draw distance makes me again wonder about the effect of drawing planes at distance. multisampling = 0 always pick SteamVR super-sampling over AA. it's far sharper and possibly even sharper using legacy super-sampling filter. Haven't played with this yet. AA in game makes small planes disappear. I wish I could take super sampling with no built in AA in SteamVR, though legacy option may be less blurry. max_clouds_quality = 2 This seems to be the distance clouds are rendered in full res, the lower it is the closer the aliased clouds are to you. This seems to be the right distance for 70km fog. If draw distance is 0.54500 then this probably needs upped to 3. I have more trouble in VR seeing close targets that aren't properly rendering glare so I chose closer fog and thus clouds can be chopped a bit. detail_rt_res = 4096 Haven't yet experimented with 2048, this is tied to the grass box in game and seems to affect the textures of the planes skin if there isn't a 4K skin in game. Flying the HE111 would give an an awful skin at 1024 far_blocks = 0 I wan't to run this at 1 so bad for navigation but it really seems to cause a big hit and I see the cities pop in and out. I hope this render technique gets optimized better one day or we just get the raw power to crush it. I wonder how tied this is to CPU or SSD performance? Seems like it's CPU bound for me. grass_distance = 0.00000 Seeing the bubble of grass seems inevitable at any setting that doesn't really hurt fps so I just force it off. Easier to forget about it for my immersion when not seeing any at all. land_tex_lods = 2 This seems to match well with 70k fog though if you're flying really high the ground below you can switch lod sooner, if you find some headroom this can help, I wish ground lod was modeled against a vertical column on planes location not a sphere in all directions. But then upping this and ground sharpening/blur seems to be overkill so one or the other. If multiplayer combat wasn't all at <2500m I might use a different setting. mirrors = 2 It only costs a couple more fps to see your tail in the mirror. My immersion requires it. If anyone cares to correct me, I would love to learn. If any dev's want to chime in and let me know what's tied in with what that would also be appreciated. Even more appreciated would be to be able to change everything in game and not have settings baked in to presets. Modern games manage to have presets and allow individual settings to be changed. I think the fix wasn't to take away player's options in the past but just to add some presets as a helping hand. /rant This is a pretty decent explanation, very good job.
VR-DriftaholiC Posted March 23, 2020 Posted March 23, 2020 So which ones specifically deal with plane draw distance?
RedKestrel Posted March 23, 2020 Posted March 23, 2020 1 hour ago, driftaholic said: So which ones specifically deal with plane draw distance? As far as I know plane draw distance is the same no matter what.
Dutch2 Posted March 23, 2020 Posted March 23, 2020 On 3/22/2020 at 2:29 AM, driftaholic said: detail_rt_res = 4096 Haven't yet experimented with 2048, this is tied to the grass box in game and seems to affect the textures of the planes skin if there isn't a 4K skin in game. Flying the HE111 would give an an awful skin at 1024 Interesting as some were claiming it only does effect bushes, grass, trees and other landscape details. But its easy to check, good overview btw.
VR-DriftaholiC Posted March 24, 2020 Posted March 24, 2020 (edited) I was doing more testing last night, most of my poor frame time is from CPU getting hit hard, even in a recorded track. I messed around with pre-rendered frames, core affinity, process priority and draw distances with no luck. Game seems to be using about 3 threads. There's seems to be a few settings that can be turned up without affecting this and not adding to much to GPU frame time. I also found that the texture res has nothing to do with my micro stutters. It's the CPU getting a "late start" rendering the frames according to steam vr developer frame timer graph. https://forums.evga.com/How-to-easily-get-more-performance-from-your-CPU-than-overclocking-without-overclocking-m2918913.aspx was the inspiration, still testing.. Edited March 24, 2020 by driftaholic
Alonzo Posted March 25, 2020 Posted March 25, 2020 5 hours ago, driftaholic said: I was doing more testing last night, most of my poor frame time is from CPU getting hit hard, even in a recorded track. I messed around with pre-rendered frames, core affinity, process priority and draw distances with no luck. Game seems to be using about 3 threads. There's seems to be a few settings that can be turned up without affecting this and not adding to much to GPU frame time. I also found that the texture res has nothing to do with my micro stutters. It's the CPU getting a "late start" rendering the frames according to steam vr developer frame timer graph. https://forums.evga.com/How-to-easily-get-more-performance-from-your-CPU-than-overclocking-without-overclocking-m2918913.aspx was the inspiration, still testing.. IL2 definitely likes instructions-per-second and low-latency memory. Whatever you can do on the Ryzen to boost those will help. Some people have played around with disabling a chiplet (I might have the terminology wrong here) because it reduces cache access times. It may also reduce CPU temperature allowing it to boost higher. You might also try overclocking your RAM; it might be worth loosening the timings to get more raw Mhz out of it, I know on Intel the ram speed (speed, not actual latency) seems to have an outsize effect.
HunDread Posted March 25, 2020 Posted March 25, 2020 In my experience FPS drops happen when you look at heavy situations like ground AI defending against planes etc. This is on the CPU as probably ballistic calculations, damage calculations, AI behaviour calculations etc.. have to be done. Same applies to heavy furballs. What I don't understand is why FPS drops when you look at the situation and FPS goes back to normal when looking away. The calculations have to be done anyway if you are at the area no matter where you look. A good example is a bomber formation. We know that FPS drops bacause there are a lot of AI in the planes and not because they are that difficult to draw for the GPU. But in this case why only when we are looking at them? Shouldn't the same AI calculation be done when not looking at them?
RedKestrel Posted March 25, 2020 Posted March 25, 2020 1 hour ago, HunDread said: In my experience FPS drops happen when you look at heavy situations like ground AI defending against planes etc. This is on the CPU as probably ballistic calculations, damage calculations, AI behaviour calculations etc.. have to be done. Same applies to heavy furballs. What I don't understand is why FPS drops when you look at the situation and FPS goes back to normal when looking away. The calculations have to be done anyway if you are at the area no matter where you look. A good example is a bomber formation. We know that FPS drops bacause there are a lot of AI in the planes and not because they are that difficult to draw for the GPU. But in this case why only when we are looking at them? Shouldn't the same AI calculation be done when not looking at them? I'm just spitballing here, but maybe the calculations on the processor are going at all times to calculate ballistics and AI etc. But the load really comes when you look at it and the CPU calculations have to include a bunch more information to get the rendering done on the GPU. So when you are looking away, the CPU is saying "AI gunner points his gun here and shoots", but when you look at it the processor is saying "AI Gunner points his gun here and shoots, and here's the details of how to show it Mr. GPU". So things like gun angle, which way the gunner model is looking, etc. is all information that the processor only bothers to compute when you are looking at the thing it is calculating for. On the other hand, maybe that doesn't make sense, I don't know enough about how the CPU and the GPU interact with each other and how they offload different jobs to each other.
HunDread Posted March 25, 2020 Posted March 25, 2020 13 minutes ago, RedKestrel said: I'm just spitballing here, but maybe the calculations on the processor are going at all times to calculate ballistics and AI etc. But the load really comes when you look at it and the CPU calculations have to include a bunch more information to get the rendering done on the GPU. So when you are looking away, the CPU is saying "AI gunner points his gun here and shoots", but when you look at it the processor is saying "AI Gunner points his gun here and shoots, and here's the details of how to show it Mr. GPU". So things like gun angle, which way the gunner model is looking, etc. is all information that the processor only bothers to compute when you are looking at the thing it is calculating for. On the other hand, maybe that doesn't make sense, I don't know enough about how the CPU and the GPU interact with each other and how they offload different jobs to each other. Sounds pretty much logical for someone else with zero knowledge like myself.
Dutch2 Posted March 25, 2020 Posted March 25, 2020 17 hours ago, driftaholic said: I was doing more testing last night, most of my poor frame time is from CPU getting hit hard, even in a recorded track. I messed around with pre-rendered frames, core affinity, process priority and draw distances with no luck. Game seems to be using about 3 threads. There's seems to be a few settings that can be turned up without affecting this and not adding to much to GPU frame time. I also found that the texture res has nothing to do with my micro stutters. It's the CPU getting a "late start" rendering the frames according to steam vr developer frame timer graph. https://forums.evga.com/How-to-easily-get-more-performance-from-your-CPU-than-overclocking-without-overclocking-m2918913.aspx was the inspiration, still testing.. A couple of years ago I was experimenting with Process Lasso and did notice it is a big complex and a recourse hog. For setting the core affinity and priority permanently I would suggest Process hacker nightly version https://wj32.org/processhacker/nightly.php
VR-DriftaholiC Posted March 26, 2020 Posted March 26, 2020 (edited) I think Windows scheduler has matured since that post was written, I didn't notice any significant changes in my testing. I do notice these CPU spikes are solely when playing a replay log in game. My testing now is just running a very busy mission and letting the AI fly the plane for me. It's not as repeatable but it's more representative of actual game play. Edited March 26, 2020 by driftaholic
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