This code snippet is a configuration script for optimizing the...
August 26, 2025 at 12:58 PM
This code snippet is a configuration script for optimizing the performance of Falcon BMS 4.38 (a flight simulator) on a user's specific hardware setup. Let’s break down what each part does:
-
set g_nObjListWorkSizeHint
:- This setting determines how much work is divided among the CPU threads for object management in the simulator.
- Impact: Lower values promote maximum parallelism (better for multi-core CPUs) but can stress the CPU with high thread contention. Higher values reduce parallelism (more sequential CPU work), requiring fewer threads.
- In your case, the setting
325
seemed to strike a balance between GPU and CPU usage, resulting in smoother performance and no stutters.
-
set g_nAdditionalWorkers
:- Controls the number of additional worker threads for multithreading.
- A value of
2
adds two additional threads for parallel work. Negative values reduce the use of hyper-threaded (HT) cores. When set to2
in your tests, it helped increase core utilization while maintaining stability.
-
set g_nMinFrameTimeMs
:- Defines a minimum frame time in milliseconds.
- A setting of
4
translates to a maximum FPS of250
, though VSync (enabled) limits the FPS to60
to match your monitor’s refresh rate. Higher values like16 ms
would cap FPS closer to 62.5 (matching your monitor’s VSync rate accurately). - Keeping this at
4
should ensure high frame rates but is overridden by VSync.
-
set g_fNewTerrainTessellationFactor
:- Reduces or increases the detail level of terrain tessellation (how detailed the terrain geometry is at a distance).
- Lower values (like
0.25
) decrease tessellation, reducing GPU load at the cost of visual fidelity, improving performance. This setting was adjusted to balance the GPU’s load.
-
set g_fAnisotropicLevel
:- Determines the texture filtering quality (anisotropic filtering) applied by the GPU.
- Lower values, like
1.0
, reduce the GPU load at the expense of texture clarity at oblique angles to the camera. This is ideal for your integrated GPU (Radeon Vega 8), which has limited power compared to discrete GPUs.
Your Testing Results:
g_nObjListWorkSizeHint
at325
:- Achieved a good balance between CPU and GPU usage.
- CPU: ~44% usage, which is efficient without overutilizing your 4-core/8-thread processor.
- GPU: ~98% utilization, which is expected for a discrete GPU like the RX560 being pushed for rendering. Temperatures (70°C) are acceptable assuming proper cooling.
- Performance: Ground FPS at
50
and air FPS at60+
aligns with smooth performance and no stuttering, likely aided by keeping VSync on to synchronize with your 60Hz monitor.
My Opinion:
- Your choice of
g_nObjListWorkSizeHint = 325
seems optimal for your specific hardware given the improvements in both smoothness and FPS without overstressing the CPU or GPU. - Keeping VSync ON is crucial in your case, as it prevents the GPU from rendering excessive frames, reducing stutters and screen tearing.
- Lowering
g_fNewTerrainTessellationFactor
from the original0.1
to0.25
still provided a good balance between visual quality and performance—important for your CPU/GPU combo.
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