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jjjallen

DX12 - FSX Savior?

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FSX is a game from 2006.

2006. DX11 is not supported. DX10 is barely supported. The engine was built on the concept that CPU was "the" component to handle everything.

It's a dead engine. Nothing recent will help for the simple reason it was not designed to. Microsoft sure as hell isn't going to bother. DTG can only apply some fixes that have nothing to do with DX12.


Chock 1.1: "The only thing that whines louder than a jet engine is a flight simmer."

 

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The real question is; what will it do for P3D?

 

Ed Farley

 

Good question, but since the ESP engine only has about 2K calls per frame at the highest sliders, which is really light compared to today's games, I wouldn't hold my breath that the DX12 drawcall optimizations will help P3D all that much.

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DX10 is barely supported

 

As originally released, I agree, but after Steve's DX10 Fixer, you can hardly say "barely supported" anymore.


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Tom

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As originally released, I agree, but after Steve's DX10 Fixer, you can hardly say "barely supported" anymore.

 

Please read my whole post. It wasn't just about Steve DX10 Fixer.


Chock 1.1: "The only thing that whines louder than a jet engine is a flight simmer."

 

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Please read my whole post. It wasn't just about Steve DX10 Fixer.

 As long as it is being supported by the 3rd party developers, which I see no sign of abating , and DTG, add to that that most addons for P3D will most likely also be compatible at least for the foreseeable future. The FSX engine is far from dead. While you are right DTG only has permission distribute and make minor updates to FSX as it is now, they have stated more then once their intention on using this engine to develop their own home grown sim, My guess though is that sim will be more game based then FSX is, probably another Flight type sim.  P3D (Also FSX based) and XP will be the primary hard core sims. That I think based on the demographic data still will be a couple of years off, maybe longer. It will probably follow what happened with FS2004, which still had strong 3rd party support until the last 2 or 3 years. FSX will continue with strong support the same way until dwindling to the point 3rd parties will be forced to move on. I don't see that happening soon though.


Thanks

Tom

My Youtube Videos!

http://www.youtube.com/user/tf51d

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The engine was built on the concept that CPU was "the" component to handle everything.

 

I wouldn't say the CPU does all the work and the GPU does hardly anything. The GPU handles things like water shaders, HDR lighting (DX10), bloom (DX9), shadows, the scenery on the screen is prepped by the CPU before being sent to the GPU for it to be drawn.

 

Kind of like this.

 

I'm flying over a forest. I need some tree models, their textures (for the specific tree), a forest-like landclass texture, where exactly on the planet I need to draw this, in addition to anything else.

 

CPU: Decides what models, textures, landclass textures for the specific area as well as where on Earth the GPU needs to draw it, etc. Grabs everything from the hard drive. 

CPU: I've got all your things. Sending it to you now.

PCIe bus: [sending data from CPU to GPU]

GPU: Thanks, I've received your data and am drawing your forest landclass and trees now. 

 

Something along those lines. The RAM comes into play as well. 

 

Actually, depending on the game, FSX uses the GPU more than some recent games I play. 

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I seriously seriously doubt it.

The focus in the last years have always been on moving a good chunk of all the work on the gpu.

FSX is still something that was developed in 2006, far from that concept. And how cpu intensive it is is pretty much known to everyone.


Chock 1.1: "The only thing that whines louder than a jet engine is a flight simmer."

 

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My screenshot says otherwise. The 99% GPU usage and 96% bus usage says it does use it. Under DX10 I typically get around 30-40% GPU  usage or so. My AA settings aren't very high (only use the default FSX AA setting). 

 

Phil Taylor from Microsoft states the main reason autogen chokes your framerate is not because of the CPU, but rather the bus bandwidth. Others have proven that by simply allowing more bus bandwidth and not touching the CPU speed, you can receive an increase in performance

 

I would believe that FSX RTM was CPU limited, but since SP2 was released, it's becoming less and less so. Today it's probably around a 60/40 split of CPU to GPU, rather than in 2006 where it was 80/20.

 

Other guides like Nick's bible have suggested to pair a high end CPU with a high end GPU (eg. 4770K with a GTX 980). If FSX didn't use the GPU that much, then the guide would have suggested a cheap onboard chip like the Intel's HD 5000 instead. 

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