View Full Version : Wanna know why Autogen drives your system to its knees?
PhilTaylor
April 17th, 2008, 18:14
read
http://blogs.msdn.com/ptaylor/archive/2008/04/17/back-of-the-envelope.aspx
robby88
April 17th, 2008, 18:33
Thanks Phil - an interesting read. Looking forward to autogen instancing in FS11.
PhilTaylor
April 17th, 2008, 18:35
Thanks Phil - an interesting read. Looking forward to autogen instancing in FS11.
thanks. another tidbit, instancing is only available in DX9 via Shader Model 3.0. hint, hint, thats an early min-config change.
Bruce Thompson
April 17th, 2008, 18:37
:applause:Thanks for the Info Phil, great to know your looking into this problem.
I know you'll sort it , it's on the back of an envelope somewhere.:applause:
Thanks again,
Bruce.
Lionheart
April 17th, 2008, 19:02
Thanks Phil for the heads up.
:ernae:
Bill
LHC
EDIT: Great read. I didnt know about reducing houses per draw cell to 800 per the recommendation. Went in and adjusted that and FSX is now at 3/4 Autogen with 20FPS flying over downtown Seattle.
Very nice! :d Many thanks.
:ernae:
heywooood
April 17th, 2008, 19:24
I have been using the autogen tweak with trees @800 and buildings @ 500 and it works well - you just move the sliders in the sim to where you want them...I don't like the look of one or two buildings in the midst of a square mile of 'foundations' and I do like the look and the variety of trees that FSX provides and with this .cfg tweak and just over halfway on the autogen slider I get a decent mix with usable framerates -
nice to see the reason as to why this tweak is still viable even after SP2 - I have been wondering which ones were still necessary since Acceleration and what, if any, new tweaks there might be???..thanks Phil
Killbilly
April 18th, 2008, 00:28
I guess I'm out of the loop on this one. Can someone point me to the directions for which lines to add to the .cfg?
Lionheart
April 18th, 2008, 00:58
I guess I'm out of the loop on this one. Can someone point me to the directions for which lines to add to the .cfg?
On Phils page, he has the link the Windows technical fix page, here;
http://support.microsoft.com/kb/555739
Here it is in a nutshell;
RESOLUTION
Open the FSX.CFG File (see more information re location).
Add this entry, just below the [TERRAIN] section in FSX.CFG
TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=4500
TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=3000
The figures above are the default and you should set them to a lower amount. Setting to 0 for instance will mean that you see no objects in the simulation. Please note that the maximum setting for each item is 6000 and it is suggested that you use a minimum of 10 to avoid issues within the game.
The suggested settings to set initially are:
TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=1000
TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=800
Basically you are editing your FSX config, adding these lines in, and changing their defaults to 1,000 and 800.
:ernae:
Bill
robby88
April 18th, 2008, 01:00
thanks. another tidbit, instancing is only available in DX9 via Shader Model 3.0. hint, hint, thats an early min-config change.
Cool :) Thanks again Phil. That's an interesting hint.
Marlin
April 18th, 2008, 01:04
Right here Killbilly http://support.microsoft.com/kb/555739
empeck
April 18th, 2008, 04:33
thanks. another tidbit, instancing is only available in DX9 via Shader Model 3.0. hint, hint, thats an early min-config change.
Are you going to use Dx10 geometry shaders?
hey_moe
April 18th, 2008, 06:40
Thanks for the info Phil...at least you guys are looking into the problem. I guess when the FS11 is released you guys will testing on the new 45 processor. Are you guys gonna test FS11 on older processors to see what will happen...Mike
kilo delta
April 18th, 2008, 10:40
I guess when the FS11 is released you guys will testing on the new 45 processor.
I'm willing to test it on my 45nm chip,Phil :kilroy::icon_lol:
PhilTaylor
April 18th, 2008, 11:07
Are you going to use Dx10 geometry shaders?
I talked to this a year ago Feb in my blog.
we had looked at that, but right now the range of amplification of geometry you can do isnt high enough to be interesting.
even single-pass cubemap reflections are still hard for the GS unit on some parts, which is a 24x amplification ( a cube is 6 faces, 24 verts ) so when that gets possible from top to bottom of the part lineup ( low-end to high-end ) then it will get interesting.
empeck
April 18th, 2008, 13:34
Yes, I remember. I thought something has changed with new GeForce 9 series.
PhilTaylor
April 18th, 2008, 15:40
Yes, I remember. I thought something has changed with new GeForce 9 series.
The previous DX10 hw generation had an issue top to bottom with this feature.
We havent researched the latest to see if its fixed top to bottom, elsewise it makes it hard to replace the current particle-based solution that does work top to bottom.
We just arent to that point in the schedule yet.
crashaz
April 18th, 2008, 17:59
Hey just caught the post on Adam Szofan back in the fold! Great news!!:applause:
Spikehughes
April 18th, 2008, 18:49
Holy cow Batman, my brain hurts!
How does this affect instancing of simplified trees such as those found in TREEX ??
Anyone care to comment
Spike
Mickey D
April 19th, 2008, 16:09
That's very useful info Phil, thanks. Now about all year round green grass in Europe as per prototype. :running:
robby88
April 19th, 2008, 17:53
Hey just caught the post on Adam Szofan back in the fold! Great news!!:applause:
It is good news indeed....Cool :wiggle:
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