Solved FPS DROP IN THE NEW FALCON BMS 4.36
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So I have downloaded the new Falcon BMS 4.36, its super cool but I have a major problem. Every time I start up my engine, my fps goes from 60 to 15, and only after I take off it goes back to 40-50.
Btw I have everything on ultralow.
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@Adolfussy Happens to me too, I start at like 35 - 40 at start up, Then after take off high 80’s to mid 90’s
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@Tass It may be because there are planes stationed on the airport.
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@Adolfussy System specs?
It’s interesting, a few people have reported this but I don’t recall anyone seeing this effect in 4.35. I wonder what changed.
(The impact of other planes at the base shouldn’t depend on whether your engine is running or not…?)
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Can you get me a save file so I can reproduce the problem?
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@Adolfussy it might caused by the CPU bottleneck. May I know your CPU, RAM, and the VGA card? Maybe I can help to solve it.
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I have a 10850k , 3070 and my sim fps is around 40-50fps on the bench mark TE on ground
This game will suffer if it gets a terrain upgrade
Soon as I use janhas models SIM fps tanks on ground
4 f16cm40s for my package
4 f16cm40s escorts
Janhas models 32-40fps
Vanilla 48-60Gpu usage never goes over 50%
In air it goes to normal usually 144 fps…
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@Kevstosmart said in FPS DROP IN THE NEW FALCON BMS 4.36:
I have a 10850k , 3070 and my sim fps is around 40-50fps on the bench mark TE on ground
This game will suffer if it gets a terrain upgrade
Soon as I use janhas models SIM fps tanks on ground
4 f16cm40s for my package
4 f16cm40s escorts
Janhas models 32-40fps
Vanilla 48-60Gpu usage never goes over 50%
In air it goes to normal usually 144 fps…
This Benchmark TE is an extreme case of crowded 3D models/objects very close to you. At some point these will take your FPS down no matter what. Even weather isn’t really a factor and also when you get airborne you will still see relatively low FPS until you get far away enough from the AB. Something there isn’t optimized and it’s a benchmark TE especially for testing that impact and not much more. Janhas models will cause additional hit due to number of tris and draw calls compared to vanilla models.
New terrain engine has not much additional impact here. In 4.36 I’m getting ~42 FPS on the runway in this TE and with a Dev version with new terrain engine I’m at ~38. Not much of a difference, mainly because the bottleneck is elsewhere.
My system: 12700K 3060TI 32GB 2560x1440 and Multi sampling quality 4
With new terrain engine your GPU will be 100% utilized, don’t worry about that.
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@I-Hawk and bottleneck elsewhere in terms of is it a hardware limitation or that’s just all the bms heart can pump out ?
Ty I-hawk for your very detailed response our systems are alike
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@Kevstosmart @Kevstosmart mate, I think this is the one that I learned hardway in my case of Video Streaming Encoder, there are two part that matter,
1.CPU
2.GPUBoth of this part needed to be balance in term of speed ability. The CPU prepared all the matter for the GPU to render. Some people have very powerful GPU, but still experiences frame drop / in BMS can visually seen as FPS drop / stutter. It is caused by, not enough material prepared by the CPU to feed into the GPU to be rendered. The cause of the CPU, is very much complex nowadays, but commonly, the CPU is underpower to prepare the graphic material that we already set. That’s the one main cause of problem. At first time I play BMS, I do experiences FPS drop at the ground, and going smooth after airborne. And this is all the step I do to made the ground / at the ground FPS is capped and steady at 144FPS.
First, I do a denial one, because mostly, my CPU is well okay doing the intense calculation at very heavy gaming at the ULTRA graphic setting, so I think, this is all about the CPU setup at the regedit part Win32PrioritySeparation. Why this one? Because I do also intense calculation in the background using the tracker. It is CPU burden also, so that I have to made it perfectly suited to setup the CPU scheduling so that the BMS FPS steady, both at the ground, and airborne. I do intense math check and come up with this 9 possible setup that I’ll try at those time one by one to see the improvement.
This setup inputed at regedit HKLM/System/CurrentControlSet/Control/PriorityControl/Win32PrioritySeparation
By default it is set to 2, but next I’ll give you all my list to test at those time
Please note, input with hex radio button selected
2A hex
29 hex
28 hexthis three is short fixed around 60ms fixed Quanta at the CPU. 28 is no foreground application boost, 29 medium foreground boost, and 2A High Foreground Boost
next is the famous number strongly sugested by many people
26 hex
25 hex
24 hexthis three is short variable quanta with 24 is no foreground boost and 26 is high foreground boost and 25 is medium
next I usually use these three setup when doing a very heavy CPU calculation while recording and mixing around 700 tracks with all plugins on, and have to get the latency not more than 4ms
1A hex
19 hex
18 hexthis three is long fixed quanta, mean that it gives the lonnger time for CPU to schedulling the thread, with 1A is high foreground boost (it is the best when in term of my recording latency), then 19 is medium, and 18 no foreground at all.
And I come up with this result, 2A in my machine work best, the SIM FPS stabilized, not jink up and down, but, I still see some room of improvement here.
Side note, mostly for BMS, you do not need High END GPU, except you use the very heavy AntiAlias, anisotropic, at the GPU side, not the software side. Term GPU side is, you turn off all the antialias and anisotropic filter in BMS, and use spesific setup at “CARD DRIVER” for BMS program only, that’s when your expensive GPU will kick in. In term of stream, it called, hardware encoder.
So right now we know the three FPS counter
SIM
ren (mean rendered)
FPSwhile SIM is the actual FPS that your CPU prepare, it goes into the rendered, for your GPU to perfectly sync and polished to be seen at the FPS (this is the output one).
Side note again, do not expect the GPU to rendered more than the SIM (CPU) feed into the GPU. This is the main problem. No matter how powerful the GPU is, all is CPU dependant. Also note about any trackIR, it is heavy CPU also.
Right now, we understand that, CPU is essential here, while GPU is just, well, so so. At this moment when I see this, I come into conclussion for my machine at those time, if I need 140FPS SIM at the ground, mean that I have to lighten the load of my CPU, or using 4x time faster CPU roughly. From 30 - 60 FPS SIM at the ground, into 140FPS SIM at the ground. Two things I can consider, buy, or lighten the load.
I pick lighten the load, and started to goes into config, eliminate all the graph until minimum visual I can accept, those also lower the resolution. I do using no antialias at the CPU side by turning it at the minimum into the BMS config, and turn it max at my GPU driver page.
After I did this, well, ground FPS SIM CPU is roughly near the same while airborne, and my GPU sync it with monitor perfectly.
Sometimes, gamer tends to kick the graph into something that their CPU can’t chew, assumed that they have powerful GPU. If the game have the hardware option to make all the graph related fully at the GPU power, it is good to have high end GPU, but, in case of BMS, it is CPU dependant.
Let’s conclude this, 2A for CPU, and lighten the load. Lighten the load start with shader, Resolution, and detail, while at the same time all filtering like antialias and anisotropic have to be off and turn it on at the GPU driver page. You might find yours, but I hope it’ll help you.
-GP-
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@GP1508 wow, very very very detailed response and I learned a lot from it and things I did not know tyvm
My question to you is, “is my cpu the problem ?”
It’s a 10850k @ 5.1 all coreP.s such a detailed reply I read it 3 times before I understood correctly
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@Kevstosmart to be honest, I do not know, just try the step above, if there is improvement, yes, your CPU is underpowered compared to the graphic setting you asked for it to prepare
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@GP1508 said in FPS DROP IN THE NEW FALCON BMS 4.36:
@Kevstosmart to be honest, I do not know, just try the step above, if there is improvement, yes, your CPU is underpowered compared to the graphic setting you asked for it to prepare
Will do! When I get home I’m going to do exactly as you did and go from there.
Ty have a wonderful day (it’s 6am here)
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@Kevstosmart aight then, I hope it solved yours.
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@GP1508 said in FPS DROP IN THE NEW FALCON BMS 4.36:
@Kevstosmart @Kevstosmart mate, I think this is the one that I learned hardway in my case of Video Streaming Encoder, there are two part that matter,
1.CPU
2.GPUBoth of this part needed to be balance in term of speed ability. The CPU prepared all the matter for the GPU to render. Some people have very powerful GPU, but still experiences frame drop / in BMS can visually seen as FPS drop / stutter. It is caused by, not enough material prepared by the CPU to feed into the GPU to be rendered. The cause of the CPU, is very much complex nowadays, but commonly, the CPU is underpower to prepare the graphic material that we already set. That’s the one main cause of problem. At first time I play BMS, I do experiences FPS drop at the ground, and going smooth after airborne. And this is all the step I do to made the ground / at the ground FPS is capped and steady at 144FPS.
First, I do a denial one, because mostly, my CPU is well okay doing the intense calculation at very heavy gaming at the ULTRA graphic setting, so I think, this is all about the CPU setup at the regedit part Win32PrioritySeparation. Why this one? Because I do also intense calculation in the background using the tracker. It is CPU burden also, so that I have to made it perfectly suited to setup the CPU scheduling so that the BMS FPS steady, both at the ground, and airborne. I do intense math check and come up with this 9 possible setup that I’ll try at those time one by one to see the improvement.
This setup inputed at regedit HKLM/System/CurrentControlSet/Control/PriorityControl/Win32PrioritySeparation
By default it is set to 2, but next I’ll give you all my list to test at those time
Please note, input with hex radio button selected
2A hex
29 hex
28 hexthis three is short fixed around 60ms fixed Quanta at the CPU. 28 is no foreground application boost, 29 medium foreground boost, and 2A High Foreground Boost
next is the famous number strongly sugested by many people
26 hex
25 hex
24 hexthis three is short variable quanta with 24 is no foreground boost and 26 is high foreground boost and 25 is medium
next I usually use these three setup when doing a very heavy CPU calculation while recording and mixing around 700 tracks with all plugins on, and have to get the latency not more than 4ms
1A hex
19 hex
18 hexthis three is long fixed quanta, mean that it gives the lonnger time for CPU to schedulling the thread, with 1A is high foreground boost (it is the best when in term of my recording latency), then 19 is medium, and 18 no foreground at all.
And I come up with this result, 2A in my machine work best, the SIM FPS stabilized, not jink up and down, but, I still see some room of improvement here.
Side note, mostly for BMS, you do not need High END GPU, except you use the very heavy AntiAlias, anisotropic, at the GPU side, not the software side. Term GPU side is, you turn off all the antialias and anisotropic filter in BMS, and use spesific setup at “CARD DRIVER” for BMS program only, that’s when your expensive GPU will kick in. In term of stream, it called, hardware encoder.
So right now we know the three FPS counter
SIM
ren (mean rendered)
FPSwhile SIM is the actual FPS that your CPU prepare, it goes into the rendered, for your GPU to perfectly sync and polished to be seen at the FPS (this is the output one).
Side note again, do not expect the GPU to rendered more than the SIM (CPU) feed into the GPU. This is the main problem. No matter how powerful the GPU is, all is CPU dependant. Also note about any trackIR, it is heavy CPU also.
Right now, we understand that, CPU is essential here, while GPU is just, well, so so. At this moment when I see this, I come into conclussion for my machine at those time, if I need 140FPS SIM at the ground, mean that I have to lighten the load of my CPU, or using 4x time faster CPU roughly. From 30 - 60 FPS SIM at the ground, into 140FPS SIM at the ground. Two things I can consider, buy, or lighten the load.
I pick lighten the load, and started to goes into config, eliminate all the graph until minimum visual I can accept, those also lower the resolution. I do using no antialias at the CPU side by turning it at the minimum into the BMS config, and turn it max at my GPU driver page.
After I did this, well, ground FPS SIM CPU is roughly near the same while airborne, and my GPU sync it with monitor perfectly.
Sometimes, gamer tends to kick the graph into something that their CPU can’t chew, assumed that they have powerful GPU. If the game have the hardware option to make all the graph related fully at the GPU power, it is good to have high end GPU, but, in case of BMS, it is CPU dependant.
Let’s conclude this, 2A for CPU, and lighten the load. Lighten the load start with shader, Resolution, and detail, while at the same time all filtering like antialias and anisotropic have to be off and turn it on at the GPU driver page. You might find yours, but I hope it’ll help you.
-GP-
No offense, but you have some mistakes in your assumptions:
- If you think a modern CPU as 10850K cannot feed the GPU fast enough, then you are wrong. The problem about the GPU not 100% utilized is because inefficiency of the 3D models and terrain systems.
In short details: GPU like batches, it doesn’t like to get feed only a few tris at a time, so if you want it 100% utilized, you’ll need to fed it right. BMS currently don’t do that good enough.
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Do you really think BMS internal multi-sampling setting is doing anti-aliasing on the CPU?? Come on man this is 2022… The multi-sampling setting is fed into the Back-Buffers and is handled by the GPU in real time.
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A more general advice - Chasing performance can get you to many placebo effects. I suggest to listen to people who know how things are working in BMS and/or have knowledge of game engines.
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@I-Hawk maybe, Idk, but at least, those work on mine… He need solution, so I thing I might share some to help him, if it works, good, if not, well, maybe the other can help. That’s it, not to made right or wrong assumption, but giving hands for solution. That’s why I told him, to be honest I do not know, but if he try, and if it is fixed the problem, that’s what I intend to do. Aight?
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@I-Hawk said in FPS DROP IN THE NEW FALCON BMS 4.36:
With new terrain engine your GPU will be 100% utilized, don’t worry about that.
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@I-Hawk
On my old i5 6600k/GTX 1660Ti, 16GB Ram TE Benchmark runs nicely at 60fps capped with Cmd around 7000. Most demanding TE is 21 Osan Daegu - there the Cmd count goes to 14000 and my fps is around 38-42 pretty stuttery. If I turn off Shadow Mapping, Cmd count goes down to 6000-7000 and fps is again 60. My bottleneck is clearly shadow mapping as it doubles the number of Cmd (drawcals?) - I would be really grateful if it would be possible to set the Shadow Mapping radius somehow in menu/config (ie no shadows/cockpit/small radius/normal/big/+shadows on smoke -
@I-Hawk this makes more sense, as I tried what he stated the difference are negligible or the same.
Thank you for clearing things up
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@Mike_Bravo said in FPS DROP IN THE NEW FALCON BMS 4.36:
@I-Hawk
On my old i5 6600k/GTX 1660Ti, 16GB Ram TE Benchmark runs nicely at 60fps capped with Cmd around 7000. Most demanding TE is 21 Osan Daegu - there the Cmd count goes to 14000 and my fps is around 38-42 pretty stuttery. If I turn off Shadow Mapping, Cmd count goes down to 6000-7000 and fps is again 60. My bottleneck is clearly shadow mapping as it doubles the number of Cmd (drawcals?) - I would be really grateful if it would be possible to set the Shadow Mapping radius somehow in menu/config (ie no shadows/cockpit/small radius/normal/big/+shadows on smokeSame observation here on my end. I’m running a i7 4790k and a GTX1070 with about the same FPS running at 3440x1440.