P3D Performance Tweaks and Tunes

Lionheart

SOH-CM-2014
Hey all,

If you have any good tweaks and performance tunes that you would like to share with fellow P3D flyers, please post them here.

:salute:


Bill
 
Hey all,

If you have any good tweaks and performance tunes that you would like to share with fellow P3D flyers, please post them here.

:salute:


Bill

The only one I can think of and which is already known elsewhere is the Bojote tweak at http://www.venetubo.com/fsx.html which is as valid for P3D as it was for FSX. By employing some simple edits, after making sure original files are saved, copy the P3D.cfg to FSX, rename it FSX.cfg employ the Bojote tweak then reverse the process back to P3D. Works a treat. Just be sure and back up Original FSX and P3D files before doing this to avoid disappointment.
Of course once the v3 P3D comes out this may no longer be the case, but there is a while to wait for that. :jump:
 
Converting your planes textures from BMP to DDS will also enhance performance. At least 2 FPS are gained with cross over planes that have older Bitmaps that are converted to DDS format.

Every little bit counts.

Bill
 
I turned down water reflectives from 75% to 25%, I still have clouds reflections, and performance went up a tad. I usually do not use this, but I was flying over lots of water and in a plane that maxed out the resources, so flying over the water at 25% water detail slider really helped out.


Bill
 
Just to stay current, TIR now works natively with P3D using their latest driver. No need for Ezdok or the language.dll hack.

Vic
 
I've found that most of the FSX tweaks we have used are just as valid for P3D. YMMV!

Srdan "Kosta" Kostic has put his revised FSX/P3D guide up at his blog site. http://kostasfsworld.wordpress.com/fsx-software-and-hardware-guide/
He also has other FSX/P3D info available there.

That guide is more oriented toward Sandy and Ivy Bridge rigs, so, the Jesus Altuve(venetubo) auto tweaker may be better suited to older equipment...Don
 
Thank You for the link to Kosta's guide.I'm trying to figure out what my Affinity Mask would be on a intel i7 with HD Enabled?

P.S. Did you know Kosta is now Banned at Avsim?Not sure what happened there.
 
In reference to the "Bojote Tweak". . . .I notice that the Affinity Mask is not included. Is that something that should also be added manually, or is there something in the way this particular tweak is done that eliminates the need for the "AffinityMask=14" line?
 
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According to the P3D programmers (the actual code monkeys themselves!), v2.0 is automatically set to allow the OS exclusive use of core 0, and spreads P3D itself across the remaining physical cores available...

On the other hand, there are reports that AffinityMask=14 "tweak" somehow smooths things out better...

I suspect it is a placebo effect myself. L-M invested a lot of effort into expanding the UI configuration menu specifically to make hand editing the p3d.cfg file totally unnecessary... :02.47-tranquillity:
 
According to the P3D programmers (the actual code monkeys themselves!), v2.0 is automatically set to allow the OS exclusive use of core 0, and spreads P3D itself across the remaining physical cores available...
On the other hand, there are reports that AffinityMask=14 "tweak" somehow smooths things out better...
I suspect it is a placebo effect myself. L-M invested a lot of effort into expanding the UI configuration menu specifically to make hand editing the p3d.cfg file totally unnecessary... :02.47-tranquillity:
Thanks Bill!
 
I had bad blurries but after adding the AffinityMask=14 tweak the blurries have completely gone.
So far that's the only tweak I done to the cfg in P2Dv2
 
If anyone has problems with clouds and performance in P3D V.2.3, there is a official workaround by LM which incorporates changing a value in the clouds.fx and deleting the shader cache.
See

http://www.prepar3d.com/forum-5/?min...ewtopic&t=7984

Thanks, Ed (falcon409), for the head up. I tested it on my systems and it worked wonders. It seems like LM changed something in the math of rendering the clouds which led to oversized cloud sprites that drag down the performance. The workaround reduces the size by one half, problem is gone. LM stated to adress this in the service pack / hotfix for the v2.3 version.


Cheers,
Mark
 
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