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http://www.fox-fam.com/wordpress/?page_id=41
주로 FSX.CFG 파일 내용 Modification과 Texture 이미지 리사이징을 통한 성능 향상 등이 포함 되어 있으며, 이미지 어른 거림(제게 제일 골칫 거리) 관련 팁도 있으니 참조 바랍니다.
MS의 FSX 개발팀 ACES 소속 엔지니어가 직접 AVSIM 포럼에 올린 CPU관련 팁(CPU와 FSX의 시너리와의 상관 관계, fsx.cfg에 FIBER_FRAME_TIME_FRACTION=0.33 추가)도 포함되어 있으니 도움이 될 것입니다. - 참고로 본 원문은 아래에 따로 올립니다. (죄송합니다만 영어 원문입니다 ^^:)
There has been much concern about the display of lower-than-normal resolution textures on the terrain in Flight Simulator, a condition often called "the blurries". I am a software engineer on the ACES team at Microsoft and my primary area of responsibility is the terrain engine, so I'd like to give my take on the "the blurries." The views expressed in this posting are my own and don't necessarily reflect those of Microsoft.
During the development of Flight Simulator X (FSX), we observed the following conditions that could cause the blurries:
1. Inadequate CPU resources being allocated to the terrain texture loader, causing high-resolution textures to load very slowly, leaving low-resolution textures on the terrain.
2. Exhaustion of video memory, causing high-resolution mipmaps to be dropped in favor of lower-resolution mipmaps.
3. Poor bilinear, trilinear, or anisotropic filtering parameters, causing overaggressive mipping of textures viewed at oblique angles, such as distant terrain near the horizon.
Now I'd like to address each one of these problems in turn.
1. Inadequate CPU resources for the terrain texture loader.
The symptom of this problem is increasingly blurry terrain textures the further and faster you fly. When you slow down or stop, high-resolution textures eventually appear after some delay. This is probably the more traditional and most frequent cause of the blurries people have seen in Combat Flight Simulator 2 (CFS2), Flight Simulator 2002 (FS8), and Flight Simulator 2004 (FS9). This problem was caused by the scheduler for background tasks in the FS engine putting too much emphasis on maintaining high and even frame rates and not enough emphasis on preventing a backlog of background work, such as loading terrain textures.
To reduce this cause of the blurries, we reworked how Flight Simulator's scheduler prioritizes background tasks in FSX. Now much more CPU time is devoted to loading scenery data, including terrain textures, at the expense of somewhat lower frame rates. These changes occurred after the beta and demo builds went public, so you'll have to wait until the final version of FSX becomes available before seeing the improvement. In my opinion, this change has mostly solved this cause of the blurries, although the scenery loader can still get behind at extremely low frame rates (less than 10 fps) or at very large airspeeds (faster than 600 knots).
There are several ways to adjust how much CPU time FS devotes to loading scenery and textures. The easiest way is to set the target frame rate slider to a value that your machine can consistently achieve. The lower you set the slider, the more CPU time is diverted from rendering to loading data. Another thing you can do is to modify the following variable in FSX.CFG:
FIBER_FRAME_TIME_FRACTION=0.33
This variable determines the amount of CPU time given to loading scenery data as a fraction of the time spent rendering. For example, the default value of 0.33 means that for every 3 milliseconds spent rendering, FS will give 1 millisecond to the scenery loader. If necessary, you can use a larger value to devote more time to loading. Or, if you don't have a problem with the blurries and you want slightly higher frame rates, then you can use a smaller value. Again, this variable is only available in the final release version of FSX and is not available in the beta or demo.
2. Exhaustion of video memory.
I recently posted about this in another thread on AvSim entitled "Blurries still there :(". If a particular scene requires more video memory than your video card has available, the Flight Simulator graphics engine has no choice but to remove some of the highest resolution mipmaps from video memory to save space, leaving only lower-resolution mipmaps for rendering. This usually appears as a sudden change. One moment, all the textures in the scene are sharp and full-resolution and suddenly everything becomes more blurry. It can also get progressively worse over several frames as FS works to fit more textures into video memory.
There are several ways to combat this problem.
a) If you are running at a very high screen resolution, lower it slightly to free up additional video memory.
b) Some video cards use lots of video memory for anti-aliasing, so try turning it off.
c) Turn down the setting of the "Global Max Texture Size" slider.
d) Lower the setting of the AutoGen and scenery complexity sliders.
e) Reduce the setting of the terrain texture resolution slider.
f) Turn down the amount of AI traffic.
3. Poor filtering settings.
Unfortunately, not all video cards and drivers respond the same way when Flight Simulator interacts with Direct3D to set up bilinear, trilinear, or anisotropic filtering. This means that in spite of our best efforts, the texture filter on your video card may not be set up to perform optimally. This can result in textures looking excessively blurry when viewed at an oblique angle. To fix this, try each of the different filter modes (bilinear, trilinear, anisotropic) to see if any of them perform better. If not, then try overriding Flight Simulator's filter settings with the settings in your display driver. You can do this with ATI and NVIDIA drivers by clicking on the ATI or NVIDIA icon in the tray next to the clock on your desktop and making the appropriate selections.
I hope everybody finds this information useful.
Cheers,
Adam
이미 많은 분들이 보셨을수도 있지만, 이외에 AVSIM 포럼에 FSX관련 조회를 해 보시면 최적화 관련 팁들이 많이 올라 오고 있으니 한번 시간을 내서 쭉 둘러 보시는것도 괜찮을 듯 싶습니다.
첫댓글 영어를 보니까 갑자기 현기증이 ...
이런게 바로 최적화 방법이죠~
저거 예전 플심때 부터 아주 골칫거리였죠.. 저렇게 파라메트를 조정 할 수 있고 해야하는 게임은 플심 밖에 없는듯 -0-;;
링크 걸린 팁들 중 몇가지 시도해 보았는데 스페샬 오토젠을 완전히 꺼버리는 방법(Autogen/defalut.xml 파일 확장자 .bak으로 변경)하고 FIBER_FRAME_TIME_FRACTION 조절이 간단하면서도 가장 프레임 상승 효과가 탁월한것 같습니다.. 오토젠 가장 낮은 단계로 놓아도 10 프레임 정도로 버벅여서 플레이 하기 힘들 정도였는데 스페샬 오토젠을 꺼버리는 방법으로 오토젠 dense까지도 무난하게 되었고. FIBER_FRAME_TIME_FRACTION 조절로 프레임도 평균 20 프레임 가까이 나오게 되었습니다.. 둘 다 상대적으로 시피유 파워가 딸리는 시스템에서 효과적인 방법인듯 합니다.
스페샬 오토젠을 꺼버리면 도심지에서 나무가 사라지고 주유소 편의점 공장지대 등등 몇가지 특화된 오토젠은 보이지 않게 되는데, 그 대신 오토젠 옵션 레벨을 올려서 산에 좀더 나무가 많아지고 도심지에 좀더 빌딩이 많아지면서도 프레임은 높게 유지할 수 있습니다.. 오토젠 옵션을 최하로 놓고도 프레임이 심하게 저하된다면 스페샬 오토젠 끄는 팁을 적극 추천합니다.
전 둘 다 off 시켜도 프레임 10 --;;;
자신에 맞게 트윅방법들을 적용 시킨 simmer의 스샷입니다. http://www.fs2004.com/forums/index.php?showtopic=92413 이전엔 9~12FPS 나오던 게 현재 20FPS 이상 나오네요. 페이지를 넘겨 가면서 보면 이 사람의 설정 방법이 나옵니다. 물론 하드웨어 사양이 하이엔드급이것 같긴 합니다만(저랑 별 차이 없음), 트윅킹 하기에 따라 퀼리티를 크게 떨어 뜨리지 않고 FPS를 높일수 있을것 같습니다.