**** Official Microsoft Flight Simulator Thread ****

I would say go for the direct purchase from MS.

This is one title where buying from Steam has no real advantage. Most of the game files (100Gb+) and maintenance patches are downloaded from the FS/Asobo server, not from Steam - which is why the current annoyance over file looping and having to throttle speed to 500KB/s to prevent it. While this huge download interspersed over several days is going on, Steam thinks you are playing FS so you can't run any other title in the meantime or use your Steam account on a different machine.

Steam also seem to have stooped their no quibble approach to refunds - I tried a couple of days ago being totally fed up with the d/l situation and it just got knocked back.

Thanks for the reply, I never thought of Steam being tied up while it downloaded
 
I see there is going to be a Japan update this week, It looks excellent but I wish they would concentrate on getting Global problems fixed first. bridges underwater and everywhere seems to be covered in trees, even some city streets from videos I have watched
 
I see there is going to be a Japan update this week, It looks excellent but I wish they would concentrate on getting Global problems fixed first. bridges underwater and everywhere seems to be covered in trees, even some city streets from videos I have watched

Pretty much my thoughts as I sit here unable to use any other Steam program, while FS20 slowly reinstalls itself at 500KB/s. Sadly tends to indicate where the priority lies.
 
I think the main thing I'd like to see is better distribution of cpu load across multiple cores. My 2700x is pinned on one core most of the time.

And I want to fly under bridges
 
I think the main thing I'd like to see is better distribution of cpu load across multiple cores. My 2700x is pinned on one core most of the time.

And I want to fly under bridges

it confuses me when I see people saying this. On my 5930k I see almost equal use across all 6 cores and all 6 threads in this game. How come?
 
it confuses me when I see people saying this. On my 5930k I see almost equal use across all 6 cores and all 6 threads in this game. How come?

I think it depends on the GPU to how much the cpu gets loaded up too, my 3900x sees fairly even load across quite a few threads, but my gtx1080 is pinned at 100% the whole time.

It's a bit disappointing they didn't launch the game on DX12 but hopefully it will come.
 
it confuses me when I see people saying this. On my 5930k I see almost equal use across all 6 cores and all 6 threads in this game. How come?
Do you fly the airliners? In the cockpit I'm definitely cpu limited and that's with a 980ti at 1440p. Outside I'm gpu limited though
 
it confuses me when I see people saying this. On my 5930k I see almost equal use across all 6 cores and all 6 threads in this game. How come?

Because it scales to about 8, so you wouldn’t see the limitation. A lot of people have 16+ threads these days.

That said, the main thread is often choking even with the distribution it currently has, they could do with getting more stuff off the main thread. Will depend on settings (and how frame limited you are with GPU) as to how much of an issue it is of course.

I personally don’t expect them to put much work into that until DX12 is implemented.
 
I see one core almost pegged at 100% and the others doing very little as well.

Its to do with being the DX version. A dev on here said with an area that used DX12 there was equal load across all cores,and countless devs have stated that multithreading on DX11 is very limited. Im sure that Microsoft are going to upgrade this fully to DX12.
 
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The implementation of DX12 is coming as it’s been mentioned in their most recent update. Have faith.

I think it’s been known for a long time that it’s coming - the question is when!

Could be a target for the Xbox launch window perhaps. I imagine MS isn’t going to skimp on giving them all the help they might need to get it implemented - would be a fantastic showcase for DX12 ultimate and some of the performance wins the new feature set can bring.
 
I've really enjoyed flying this evening, tried the turbo props for the first time today, and it's quickly become my favourite plane to fly.

Since the patch, the 787 has become near impossible to fly, so it's refreshing to try something new.

I also overclocked my 980ti for the first time, core clock up to 1465mhz from 1291mhz, and now it's rock solid at locked 30fps, majority high graphics at 4k 70% render scale.
 
Its to do with being the DX version. A dev on here said with an area that used DX12 there was equal load across all cores,and countless devs have stated that multithreading on DX11 is very limited. Im sure that Microsoft are going to upgrade this fully to DX12.

DX12 doesn't make a jot of difference to the main thread. Render thread maybe (IANA graphics programmer though). I've never seen significant overall performance improvements moving from DX11 to 12.

The only way to get workloads off the main thread, is to write code that executes off the main thread. DX12 doesn't do that for you.
 
Whilst this is undeniably true I assume that DX11 is somehow limiting the number of threads available, and that the move to DX12 will allow them to code for better multithreaded utilisation and performance !?!

Nah, DX12 just makes it easier to multithread one small aspect of the game (firing commands at the GPU). It doesn't provide more threads or any of that.

You've got your Main thread, and your Render thread typically. DX12 *can* help you split out the render thread work. It doesn't do anything for your main thread work, where all the game logic lives.

There is no magic bullet, anywhere for writing multithreaded code. You have to manage the ownership and synchronization of data across threads.

TLDR: the only way a game will scale well across multiple cores is if the engineers write code that scales across cores. DX12 won't fix a choked Main thread.
 
Agreed it’s not a magic bullet and requires proper implementation, but DX12 does scale across multiple CPU cores more effectively with better distribution of load. It can also reduce single thread bottlenecking caused by abstraction present in higher level APIs like earlier DX versions.

That’s not to say that DX11 can’t be written in a way that also utilises lots of cores quite well and a good DX11 implementation will almost certainly beat a poor DX12 one - star citizen would be an excellent case in point where it is massively multithreaded with good distribution and currently running on DX11 as Vulcan work is ongoing. But even so you simply cannot argue that a well written DX12 implementation won’t be more performant on higher multi core CPUs than an equally well written DX11 implementation and is less likely to see a single thread bottlenecking.

Potentially for CPU utilisation this game could also probably really benefit from the reduction in drawcalls due to the sheer amount of objects on screen in higher settings... DX12 is ridiculously more performant in this regard.
 
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