V5 HF1 - Terrain Texture Separating
V5 HF1 - Terrain Texture Separating
See image. Textures are separating and showing light blue sublayer.
It happens when one texture is blurry next to a sharper texture.
When the blurry texture sharpens up, the split goes away.
Did not happen in V5 release version.
Generally happens in more mountainous areas.
Dynamic Texture Streaming is unchecked.
It happens when one texture is blurry next to a sharper texture.
When the blurry texture sharpens up, the split goes away.
Did not happen in V5 release version.
Generally happens in more mountainous areas.
Dynamic Texture Streaming is unchecked.
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Re: V5 HF1 - Terrain Texture Separating
I had it happens also in v5 pre hf. Saw it in quite a few areas around US when ive flown aroung last week
P3D 5.3, I7700K, 2080 RTX, 16GB Ram, Asus Prime Z270K, Win 10
Active Addons: ActiveSky, Skyforce Env Textures, Envshade, GSX, UtLive
Active Addons: ActiveSky, Skyforce Env Textures, Envshade, GSX, UtLive
Re: V5 HF1 - Terrain Texture Separating
Thanks Senchay. Can the devs please take note ?
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Re: V5 HF1 - Terrain Texture Separating
Yeah, I see it. Will pass it on to the rest.
Re: V5 HF1 - Terrain Texture Separating
Thanks for acknowledging Max.
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Re: V5 HF1 - Terrain Texture Separating
I can confirm this also happens on standard full install of V5 HF1 - no add ons, Dynamic texture streaming off in the same area as my first post.
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- Lockheed Martin
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Re: V5 HF1 - Terrain Texture Separating
Hi zap737,
Thanks for the report. This is likely due to texture bandwidth limits being reached. The bandwidth limit can be configured via the Prepar3D.cfg. In the [DISPLAY] section of the Prepar3D.cfg there should be an entry called TEXTURE_BANDWIDTH_MULT. If the entry is not present you would need to add it. The default value is 30. Incrementing this value should improve terrain paging performance.
Example (incremented to 60):
Also, the texture bandwidth limit is tied to the framerate limiter. Increasing the framerate limiter will also increase the texture bandwidth. If framerates are set to "Unlimited", the texture bandwidth limit will have no affect.
Hope this helps!
- Clifton
EDIT: Increased example value from 40 to 60.
Thanks for the report. This is likely due to texture bandwidth limits being reached. The bandwidth limit can be configured via the Prepar3D.cfg. In the [DISPLAY] section of the Prepar3D.cfg there should be an entry called TEXTURE_BANDWIDTH_MULT. If the entry is not present you would need to add it. The default value is 30. Incrementing this value should improve terrain paging performance.
Example (incremented to 60):
Code: Select all
[DISPLAY]
TEXTURE_BANDWIDTH_MULT=60
Also, the texture bandwidth limit is tied to the framerate limiter. Increasing the framerate limiter will also increase the texture bandwidth. If framerates are set to "Unlimited", the texture bandwidth limit will have no affect.
Hope this helps!
- Clifton
EDIT: Increased example value from 40 to 60.
Clifton Crane
Prepar3D® Software Engineer Sr.
Prepar3D® Software Engineer Sr.
Re: V5 HF1 - Terrain Texture Separating
Clifton Crane wrote: ↑Fri May 01, 2020 6:06 pm Hi zap737,
Thanks for the report. This is likely due to texture bandwidth limits being reached. The bandwidth limit can be configured via the Prepar3D.cfg. In the [DISPLAY] section of the Prepar3D.cfg there should be an entry called TEXTURE_BANDWIDTH_MULT. If the entry is not present you would need to add it. The default value is 30. Incrementing this value should improve terrain paging performance.
Example (incremented to 40):
Code: Select all
[DISPLAY] TEXTURE_BANDWIDTH_MULT=40
Also, the texture bandwidth limit is tied to the framerate limiter. Increasing the framerate limiter will also increase the texture bandwidth. If framerates are set to "Unlimited", the texture bandwidth limit will have no affect.
Hope this helps!
- Clifton
Hi Clifton, I have tested with TBM=40 and the problem persists.
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Re: V5 HF1 - Terrain Texture Separating
What do you mean ?
Clifton said:
If framerates are set to "Unlimited", the texture bandwidth limit will have no affect.
So setting FPS to unlimited would negate the TBM setting.
I have FPS locked to 30 FPS
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Re: V5 HF1 - Terrain Texture Separating
I understood it differently, if framerates are set to "Unlimited", it will not be used TBM setting, then the problem is not texture bandwidth limits being reach.
Cheers!
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Re: V5 HF1 - Terrain Texture Separating
When I switch the view to a flying AI aircraft it takes a very long time to see the terrain in full detail. I set TBM to 40, Dynamic texture streaming to on or off doesn't make any difference. Many times there are also tiles that never become sharp in this view. Also during loading of the scenery the framerate drops a lot and stutters are present. In previous version, also version 4, this only is happening during a short period of time (some seconds). In regions with a lot of autogen, roads, I used KLAX as an example, the effect becomes much more visible than in areas with a simple terrain. I have a I7 8700K with a GTX1080TI and in P3Dv4 the performance is good. But looking at flying traffic around KLAX in V5 HF1 shows big stutters and a framerate of max 16 while the settings are the same as in version 4. In the release version of 5 the performance was even better than in version 4.
The first version had a much better graphic performance than this one.
Regards,
Snoopy
The first version had a much better graphic performance than this one.
Regards,
Snoopy
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- Joined: Sun Apr 15, 2012 8:39 pm
Re: V5 HF1 - Terrain Texture Separating
As comparison: I have a unstable framerate with many stutters of max 16 around KLAX when I switch view to a flying AI aircraft in P3D v5 HF1 with stock scenery.
In P3D v4.5 with same settings but many add-ons like ORBX global, vectors, AIG AI manager, Marine traffic: stable 25- 31 FPS ( limit is 31) and detailed display of scenery in 5 to 10 seconds with a drop of only a few frames while drawing the scenery.
So there must be something wrong in P3D v5 HF1.
Regards,
Snoopy
In P3D v4.5 with same settings but many add-ons like ORBX global, vectors, AIG AI manager, Marine traffic: stable 25- 31 FPS ( limit is 31) and detailed display of scenery in 5 to 10 seconds with a drop of only a few frames while drawing the scenery.
So there must be something wrong in P3D v5 HF1.
Regards,
Snoopy
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- Posts: 105
- Joined: Sun Apr 15, 2012 8:39 pm
Re: V5 HF1 - Terrain Texture Separating
Anyone can confirm the bad graphic performance with P3Dv5 HF1?
Regards,
Snoopy
Regards,
Snoopy