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Bakersfield Autogen Comparisons Part Deux


FLighT

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Not sure what's going on with my posted screenshots, I've got 3 PC's and sometimes the screenshots show and sometimes not. I was thinking that I have to leave the Uploaded BBCode embed in my portfolio at Oz X Image Hosting or some sort of link is deleted if I delete my old screen shots from my portfolio there.

Anyway, once more into the breach: new shots for the curious;

cfg:  AUTOGEN_DENSITY=0 (As In None)

2016-1-27_14-32-14-403.jpg

 

cfg:  AUTOGEN_DENSITY=1 (Sparse)

2016-1-27_14-32-51-517.jpg

 

cfg:  AUTOGEN_DENSITY=2 (Normal)

2016-1-27_14-33-23-988.jpg

 

cfg:  AUTOGEN_DENSITY=3 (Dense)

2016-1-27_14-33-49-67.jpg

 

cfg:  AUTOGEN_DENSITY=4 (Very Dense)

2016-1-27_14-34-16-236.jpg

 

cfg:  AUTOGEN_DENSITY=5 (Extremely Dense)

2016-1-27_14-34-40-162.jpg

 

 

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5 hours ago, John Venema said:

Hmmm, even at Extremely Dense I can still see some building footprints with no autogen, so you're up against the MAX_AUTOGEN_BUILDING limit I imagine (I think that's the parameter, been a long time).

 

I think your correct on that cfg entry. I played around with it a bit back when it was the "tweak of the week", but found just using the autogen slider worked good enough for me, especially with trees.

 

LOL, I found this handy dandy cheat sheet (one of many) I made up back when tweaking took up more of my time than flying. Good times, good times! Reminds me of why when someone mentions Very Dense or 2X Low from the graphics tab in FSX I always think of the numbers associated with these as they show up in the cfg. LOL.

 

 

CFG ADJUSTMENTS

[GRAPHICS]

HIGHMEMFIX=1 (Always add)

TEXTURE_MAX_LOAD=1024 (or 2048 0r 4096)

[TERRAIN]

Optional

TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=2250 (4500 is FSX default / inc. or dec. to change cell counts)

TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=2250 (4500 is FSX default / inc. or dec.to change cell counts)

LOD_RADIUS=6.500000 (100%) (4.5 is default, can go higher than 6.5 but uses more memory and CPU than it's worth)

MESH_COMPLEXITY=100 (100%)

MESH_RESOLUTION=22  (20=38, 21=19, 22=10, 23=5, 24=2 ~ meters)

TEXTURE_RESOLUTION=29 (25=1m, 26=60cm, 27=30cm, 28=15cm, 29=7cm)

AUTOGEN_DENSITY=4 (2=Normal, 3=Dense, 4=Very Dense, 5=Ext.Dense)

DETAIL_TEXTURE=1

WATER_EFFECTS=4 (3=1XHigh, 4=2XLow, 5=2XMid, 6=2XHigh, 7=2XMax)

[Display]

Optional

TextureMaxLoad=9 to 30 (it will make texture loading faster)

Carefull. CAN induce stutters on LOW END systems! Use multiples of 3 *ONLY* (3, 6, 9 - 30 etc.) perfect for PhotoRealistic scenery and PNW

 

Texture_Bandwidth_Mult=  (30, 60, 40, 80, 120*)                                   

Upper_Framerate_Limit=30

WideViewAspect=True (for 16x9)

[BufferPools]

UsePools=0  (Must use with Water 2XHigh). Setting this to 1 will turn the BufferPools ON (stability), setting it to 0 disables them (Performance).

OR

UsePools=1

Poolsize=8388608

RejectThreshold=126976 512Kb = 524288, 256Kb = 262144, 124Kb = 126976, 96Kb = 98304
 

[Display]

RUNWAY_LIGHTS_SURFACE_SCALAR=0.8

RUNWAY_LIGHTS_VASI_SCALAR=0.6

RUNWAY_LIGHTS_APPROACH_SCALAR=0.7

RUNWAY_LIGHTS_STROBE_SCALAR=0.8

Add and adjust to increase/decrease RW light brightness

[Main]

DisablePreload=1

Fibre_Frame_Time_Fraction= (0.1 to 0.33)

 

[JOBSCHEDULER]

AffinityMask=14 or 84 (4 cores or 8 cores)

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