gman5250
Charter Member
I read a good post on tessellation a couple of years ago, but can't remember where it was. Bottom line, this particular article explained in detail how the load had been assigned to the GPU in P3D. This is one of the reasons I'm looking at an absolute Rock Crusher of a GPU somewhere down the line.
With my system, I run tessellation at medium for 99% of my normal VFR or high altitude flying. The only time I turn up tessellation to max is when I want to shoot traps or do low and slow over the ocean. This consideration is even more important in 3.1 with the changes in wave rendering.
Like Rick said, it's going to come down to finding the sweet spot for your computer...but then when LM comes out with 3.2 or what ever the next iteration is going to be called...we can all start the process all over again.
With my system, I run tessellation at medium for 99% of my normal VFR or high altitude flying. The only time I turn up tessellation to max is when I want to shoot traps or do low and slow over the ocean. This consideration is even more important in 3.1 with the changes in wave rendering.
Like Rick said, it's going to come down to finding the sweet spot for your computer...but then when LM comes out with 3.2 or what ever the next iteration is going to be called...we can all start the process all over again.