Bman., on Apr 21 2010, 11:03 PM, said:
[DISPLAY]
TextureMaxLoad=9
And this is different than the Texture_Max_Load=4096...correct? The only reason I ask is because it's not in my master list under [Display] on FSXGo. Just want to verify.
Yeah, I am going to turn my Aniso back on through nHancer. Even though Jesus - turn it off. The textures on the ground are so much more crisp with nHancer managing. vSync may come back on also... not sure I need it on or not. I can't see any diff with it off or on..
I run 8x Aniso, 4x multisampling AA, and VSync on without issue and I have a GTX 275. The TextureMaxLoad value is used in conjuction with your Texture_Max_Load value.
Here is Jesus Altuve's explanation:
[DISPLAY]
TextureMaxLoad=9 // Carefull. CAN induce stutters on LOW END systems! use multiples of 3 *ONLY* (3, 6, 9 etc) perfect for PhotoRealistic scenery and PNW
The formula on how to determine your 'optimal' TextureMaxLoad goes like this (credit to Steve Lacey here
http://www.steve-lac...blurries.shtml)
If UPPER_FRAMERATE_LIMIT exists, then: MAX_TEXTURE_DATA = (TEXTURE_MAX_LOAD * (TextureMaxLoad * TEXTURE_BANDWIDTH_MULTIPLIER)) / UPPER_FRAMERATE_LIMIT
If UPPER_FRAMERATE_LIMIT doesn't exist (UNLIMITED FRAMES) then: MAX_TEXTURE_DATA = TextureMaxLoad * TEXTURE_MAX_LOAD
As you can see above, TEXTURE_BANDWIDTH_MULTIPLIER its just that, a multiplier. Evidently, changing it DOES change things, however, when running UNLIMITED frames, it is USELESS, so you are better of playing with TextureMaxLoad directly. be VERY CAREFULL, the 'resulting' value of this formula (MAX_TEXTURE_DATA) corresponds to the MAXIMUM number of bytes the TEXTURE MANAGER is allowed to 'upload' per frame. If the resulting value (in bytes) for MAX_TEXTURE_DATA is TOO HIGH you will spike your GPU! (and cause a stutter), so this is a 'test and see' value. Ideally, you'll see an impact on COMPLEX high resolution textures sceneries like PNW and/or PhotoReal scenery.
It is important to mention that THIS value does NOT have an impact on CPU if you are running a Multiple core setup, due to the texture manager threads running in the cores responsible for texture loading and object batching. (which are the last 3 if you have 4 cores)
Edited by audiohavoc, 22 April 2010 - 09:39 AM.