This code pertains to setting performance-related configuration variables for the...
August 18, 2025 at 07:46 AM
This code pertains to setting performance-related configuration variables for the Falcon BMS 4.38 flight simulator, specifically designed to improve multi-threading performance and resource utilization for your CPU, GPU, and system memory. Here's what each configuration line does, along with their effects:
set g_nObjListWorkSizeHint
- Purpose: Adjusts the workload size for parallelism (the division of tasks among CPU threads for object processing).
- Value Range: 100 (maximum parallelism, spreading tasks more aggressively across CPU threads) to 3000 (minimal parallelism, tasks handled more single-threadedly).
- Impact:
- Lower values (e.g., 100–300) prioritize multi-threading performance but may increase computational overhead.
- Higher values (e.g., 1500–3000) reduce thread overhead at the cost of reduced parallelism.
- In your case, moving from
280
to300
helped reduce stuttering and slightly optimized performance, balancing your system's CPU capability. You could test330
for further optimization.
set g_nAdditionalWorkers
- Purpose: Specifies the number of additional worker threads for processing simulation tasks.
- Default Value:
0
(no additional threads). - Effect:
- Adding 2 worker threads (
set g_nAdditionalWorkers 2
) improves CPU utilization by distributing workload more effectively on multi-core processors. - Negative values (e.g.,
-8
) disable hyper-threaded logical cores to reduce thread contention.
- Adding 2 worker threads (
- For Your Hardware: Setting
2
aligns with your 4-core, 8-thread Ryzen CPU and was recommended by the devs.
set g_nMinFrameTimeMs
- Purpose: Sets the minimum frame time (in milliseconds) that the simulation thread must wait before rendering the next frame. This indirectly controls FPS (frames per second).
- Effect:
- Lowering this value (e.g., from 16ms to 4ms) allows the simulator to render more frames per second, up to 250 FPS. This is ideal if you are not GPU-bottlenecked.
- A value of 16ms synchronizes with a 60 FPS cap (1000 / 16 = 62.5 FPS) when VSync is enabled, which matches your 60Hz monitor. Ensuring that
g_nMinFrameTimeMs
is not set too low avoids unnecessary strain on the CPU/GPU for little perceivable gain.
- For Your Case: Keeping it at 4ms is fine since you reported no locking issues with stutters; however, with VSync ON, further lowering might not help unless you disable VSync or upgrade to a higher refresh rate monitor.
set g_fNewTerrainTessellationFactor
- Purpose: Adjusts the level of detail (tessellation distance) for the terrain mesh. Lower values reduce tessellation detail, especially at a distance, improving GPU performance.
- Effect:
- Lower values such as
0.25
reduce terrain mesh complexity, improving overall FPS and reducing GPU strain. - Higher values (closer to
1.0
) provide higher detail terrain meshes but could overburden weaker GPUs.
- Lower values such as
- For Your GPUs: With a primary RX560 and integrated Vega 8 GPU, the lowered
0.25
value balances performance and visual quality.
set g_fAnisotropicLevel
- Purpose: Controls the anisotropic filtering level for textures. Higher values result in sharper distant textures but consume more GPU power.
- Default Value:
1.0
(minimal anisotropic filtering). - Effect: Keeping this value low as set (
1.0
) helps your performance, as anisotropic filtering can introduce computational strain for integrated or mid-range GPUs like the RX560 and Vega 8.
Summary of Observed Results:
- Your changes improved stuttering and optimized workload distribution across the CPU's cores, resulting in slightly reduced CPU and GPU utilization while increasing stability and consistency in FPS.
- Increasing
g_nObjListWorkSizeHint
from280
to300
improved efficiency on your system without further stuttering. Testing higher values like330
may marginally improve performance due to reduced CPU thread contention.
Final Suggestion:
- Feel free to experiment with
g_nObjListWorkSizeHint
set to330
or slightly higher (but within the valid range). - Evaluate improvement using in-game metrics like average FPS, CPU/GPU usage, and stuttering prevalence.
- Avoid increasing tessellation factor (
g_fNewTerrainTessellationFactor
) or anisotropic filtering, as these settings will negatively impact your RX560 GPU's performance.
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