Yet another update from the frontlines... 4.37 U3 progress
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@I-Hawk - just an FYI on what a 4090 looks like, 64GB system memory…
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Since the BMS 4.32, I have been enjoying the experience brought to me by BMS. I fly, I enjoy, and BMS has become a part of my life. When I flew F15C in 4.37, I couldn’t believe it was true. Tank you Benchmark sims!
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32+8 here since some time
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@I-Hawk interesting explanation
I have 32GB of RAM and my GPU is 4GB
So… that means that i have 36GB of overhall graphics memory and 20GB on my GPU and 16Gb of VRAM ?
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@VDK said in Yet another update from the frontlines... 4.37 U3 progress:
I have 32GB of RAM and my GPU is 4GB
So… that means that i have 36GB of overhall graphics memory and 20GB on my GPU and 16Gb of VRAM ?32/2 + 4 == 20Gb available for games to hold textures and stuff needed by the GPU
if a game was utilizing all of that 20Gb (I don’t know of any that do) then essentially yes you’d only have 16Gb of free system ram remaining.
if a game uses 8Gb of graphics memory, then you’ll have about 28Gb of system ram remaining.
I suspect that will be fine. I mean it won’t do 100+ fps like a high-end gaming desktop… but the question is, for a 1080p laptop, will it keep up with the CPU throughput? Probably… my guess is the CPU will always be the bottleneck, even if the GPU needs to pull from system ram.
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@airtex2019 said in Yet another update from the frontlines... 4.37 U3 progress:
@VDK said in Yet another update from the frontlines... 4.37 U3 progress:
I have 32GB of RAM and my GPU is 4GB
So… that means that i have 36GB of overhall graphics memory and 20GB on my GPU and 16Gb of VRAM ?32/2 + 4 == 20Gb available for games to hold textures and stuff needed by the GPU
if a game was utilizing all of that 20Gb (I don’t know of any that do) then essentially yes you’d only have 16Gb of free system ram remaining.
if a game uses 8Gb of graphics memory, then you’ll have about 28Gb of system ram remaining.
I suspect that will be fine. I mean it won’t do 100+ fps like a high-end gaming desktop… but the question is, for a 1080p laptop, will it keep up with the CPU throughput? Probably… my guess is the CPU will always be the bottleneck, even if the GPU needs to pull from system ram.
It depends, today Dev version in TEs we are GPU-Bounded already, and only in campaign the CPU is still bounding, at least when there are many units around.
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@I-Hawk said in Yet another update from the frontlines... 4.37 U3 progress:
@airtex2019 said in Yet another update from the frontlines... 4.37 U3 progress:
@VDK said in Yet another update from the frontlines... 4.37 U3 progress:
I have 32GB of RAM and my GPU is 4GB
So… that means that i have 36GB of overhall graphics memory and 20GB on my GPU and 16Gb of VRAM ?32/2 + 4 == 20Gb available for games to hold textures and stuff needed by the GPU
if a game was utilizing all of that 20Gb (I don’t know of any that do) then essentially yes you’d only have 16Gb of free system ram remaining.
if a game uses 8Gb of graphics memory, then you’ll have about 28Gb of system ram remaining.
I suspect that will be fine. I mean it won’t do 100+ fps like a high-end gaming desktop… but the question is, for a 1080p laptop, will it keep up with the CPU throughput? Probably… my guess is the CPU will always be the bottleneck, even if the GPU needs to pull from system ram.
It depends, today Dev version in TEs we are GPU-Bounded already, and only in campaign the CPU is still bounding, at least when there are many units around.
With or without VR?
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@Seifer said in Yet another update from the frontlines... 4.37 U3 progress:
- initial implementation of other aircrafts…
Hi Seifer,
sounds good! Can you elaborate on the quoted point of initial implementation of other aircraft? Will we finally see some more open, customisable aircraft files, or are we talking about additional aircraft, like the F-15C?
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@LorikEolmin said in Yet another update from the frontlines... 4.37 U3 progress:
@I-Hawk said in Yet another update from the frontlines... 4.37 U3 progress:
@airtex2019 said in Yet another update from the frontlines... 4.37 U3 progress:
@VDK said in Yet another update from the frontlines... 4.37 U3 progress:
I have 32GB of RAM and my GPU is 4GB
So… that means that i have 36GB of overhall graphics memory and 20GB on my GPU and 16Gb of VRAM ?32/2 + 4 == 20Gb available for games to hold textures and stuff needed by the GPU
if a game was utilizing all of that 20Gb (I don’t know of any that do) then essentially yes you’d only have 16Gb of free system ram remaining.
if a game uses 8Gb of graphics memory, then you’ll have about 28Gb of system ram remaining.
I suspect that will be fine. I mean it won’t do 100+ fps like a high-end gaming desktop… but the question is, for a 1080p laptop, will it keep up with the CPU throughput? Probably… my guess is the CPU will always be the bottleneck, even if the GPU needs to pull from system ram.
It depends, today Dev version in TEs we are GPU-Bounded already, and only in campaign the CPU is still bounding, at least when there are many units around.
With or without VR?
I didn’t checked in VR specifically but I doubt it become CPU bounded in TE/DF.
My Nvidia FPS limiter is set to 75, it’s working only on Monitor (Seems like VR isn’t affected), usually in TE here at such 75 FPS my 3090 is ~50-60% utilized. If I disable the limiter then the utilization grow to ~85-100% and FPS climb to ~120-130. BTW the 3090 is the first GPU (And I tried 3060TI and 3080 as well) that I see not utilized all the time fully 100% in TE.
In VR honestly never checked utilization, but from what I see with my G2 (150% resolution setting, the default for G2) FPS is always below 75, if I can keep 45-60 it’s very good. Sometimes it can drop towards the 30 area but most of time not. And of course this is GPU bounded, because in TE or DF there are not many units around so I don’t expect the CPU to work that hard.
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@VDK said in Yet another update from the frontlines... 4.37 U3 progress:
I have 32GB of RAM and my GPU is 4GB
So… that means that i have 36GB of overhall graphics memory and 20GB on my GPU and 16Gb of VRAM ?The graphics card can use RAM if it does not have enough VRAM.
But the bandwidth of VRAM is much higher than that of RAM.
For example, the bandwidth of DDR4-3200 is 25.6 GB/s and the bandwidth of RTX 3070 VRAM is 448 GB/s, so you will have a huge FPS drop if Falcon BMS does not have enough 4GB of VRAM. -
right now i have 32g of ddr5 and 8 gb from 3070ti
but besides me if a game suffers in performance
with a descent high specs modern system ,then
this is the game’s problem the rest are excuses
this was my thesis since always -
@vfp
Well it depends how you define decent specs. Modern 3D graphics relies on textures a lot, textures itself, various maps etc… So at some point you have to have enough VRAM. 8GB cards are there for about 7 years, so considering it minimum seems to be reasonable. I think we somehow got spoiled by BMS how well it runs on modest hardware. I remember days when years after release even high-end system wasn’t enough to run Falcon at +30fps. -
@Scorpion82 said in Yet another update from the frontlines... 4.37 U3 progress:
sounds good! Can you elaborate on the quoted point of initial implementation of other aircraft? Will we finally see some more open, customisable aircraft files, or are we talking about additional aircraft, like the F-15C?
Hi, for now, no file customizations. The first step for more aircraft was done by 4.37.2, where we modularized some of the systems. That means that designing other systems is easier, but it does not mean it exist yet.
Currently we are in the process of implementing other systems mainly for F15C, which we have more information. That means new radar modes, a HUD, MFDs, radio and internal systems.
But each coder have their own passion, so some started specific functionalities for other aircrafts. But this is in the very beginning. Our focus for next oneis F15, the new ones are just there to show case.
In the future, it is possible we make this so modularized that it will be possible to config everything using config files (similar to how mirror works now). But this has not started, is just a wish.
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thank you for the great news. Is there anything about a similar development for F-15E in the horizon?
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Thank you for the detailed answer.
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@Seifer Thank you for the update! Cheers BMS team.
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@Alfred sorry, no. Not that I know of.
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@Seifer Hi, some details on Campaign Engine update? 🥳
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@gundam
There are couple of changes already in place, more to come until code is frozen for 4.37.3. One of them is the implementation of Acceptable Level of Risk (ALR) at mission level. For each team independently, each mission can be now set an ALR flag (5 levels) that tells Air Tasking Manager the maximum level of risk it should take when fragging a specific mission (and its escorts, SEAD, etc). It is a dynamic system, that takes into account SAM lethality at target area as well as enroute, as well as the air picture (and its lethality).
It allows different kind of settings like “peeling the AirDefs onion slowly from the edges” up to go all way in maverick-style, all set for each kind of mission/side by the user/camp designer.More detailed information on how to set it will be available prior to update release (wiki, manual and video).
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@tiag very cool!!! And needed especially for some of the Day 1 suicide missions that can get fragged.