For today I'll stick to my usual rant: the difference between frame rate and sim efficiency. Simply put:
frame rate = (sim effiency * hardware power) / (visibility * scenery complexity)Basically the sim gets faster with a bigger computer or more efficient code, and it gets slower as visibility goes up or you load more art into it. (By art I mean more complex 3-d models, bigger textures, more complex DSF meshes, more roads, or any other content that looks better but makes the sim do more work.)
Sim efficiency is only one of several factors in the equation, but, as a programmer, it is the one I care about most. For every release of X-Plane, I try to measure and confirm that the sim can process scenery at least as efficiently as it used to. If our efficiency goes down, your framerate goes down with nothing in return.
So in looking at the puzzle of low framerate in X-Plane 850, there are two questions we have to answer:
- Is the sim less efficient than 840? (The answer, BTW, is yes, 850 beta 4 is less efficient, and I am working to fix that now!)
- Does the set of artwork we've included in X-Plane 850 weigh down the sim more than the artwork in 840 when the same rendering settings are used? (The answer is: apparently not or at least not by any significant amount, but more research is needed.)
try to keep the framerate the same if you turn on new things that you didn't have before!
We cannot give you something from nothing. If the sim ran at 30 fps with no cars before, it's probably not going to run at 30 fps with cars - cars take time to draw. Some examples of what's new in 850:
- 3-d structures on all of the runway lights (this can be shut off by disabling textured lights).
- Cars on the roads (controlled in rendering settings).
- Birds flying around (controlled in rendering settings).
Coming up next: the relationship between VRAM usage and framerate.
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