Prepar3D v 3.2 is a bit of compromise... and is
VERY sensitive to sliders settings. I have a similar system to the OP i7 2600k OC to only 4.0 ghz, with the latest NVidia Titan X purchased direct from Nvidia. Running triple 1080 monitors in NVidia surround 6100 x 1080, I see frames rates a high of 120 and a low of say 40, depending on where I fly, and my settings are NOWHERE NEAR max! Add on scenery and add-on realtime weather are two major culprits. I run almost EVERY Orbx product, my true love is Orbx SoCal (Southern California), NorCal, and all of the other stuff they offer for the USA, along with FTX Global, Mesh and Vector. For weather, I run the brand-new Hi-Fi Technologies Active Sky 2016, but with cloud textures from REX. When conditions are completely overcast, frames are the worst. I think this is caused by the cloud textures being redrawn several times per frame, and 'averaged'.
I am NOT running 4000 line monitors, I think that would CRUSH frames, why? SO MANY MORE PIXELS! Even with my triple display 1920x1080 HD monitors x 3 that is STILL a lot of pixels to render (Over 6 MILLION pixels per frame compared with around 2 MILLION for SINGLE monitor per frame) , and then you add in the MSAA anti-aliasing, which oft times is rendering a given frames 4 times (or more) then 'averaging' them to reduce the jaggies and sharpen object edges. Even Nvidia recommends SLI for surround view on 4K monitors! That's $2400 USD (plus applicable tax) for a pair of Titan X cards (plus $40 more for new high-bandwidth sli bridge connector, and no guarantee of increased frame rates! BASIC NVidia surround view (all by itself) is NOT ideal for the 'best' field of view. Xplane can easily drive 3 monitors (1080) on 3 PCs with 180-degree field-of-view. In P3D you don't get that sweet offset on the left and right windows at 60 degrees each. What this means is you cannot see properly when trying to turn base or turn final. Some folks use Infra Red Camera on their head (TRACK IR) to see 'around the corner', but it may cause motion sickness issues for you. UPDATE: Two new pieces of FREE software solved the camera distortion problem using NVidia Surround! LCD Designer Pro by Fly Elise, combined with their Immersive Display Pro product will create and export the needed setup files for distortion-corrected side views within P3D v. 3.3.5! Step-by-Step instructions are INCLUDED! You STILL USE NVidia Surround or Matrox Triple-Head-to-go to create ONE "virtual" super-wide display (6100x1080 in my case).
The frames hit for this solution was minimal, say 0 to maybe 10 frames depending on location, but flying
WITHOUT distorted views across triple monitors at 45-degree offsets (you can choose higher or lower offsets) is
PRICELESS! I am still getting 120 fps 'most of the time' with my (newest model) Titan Pascal card on an older i7 2600k system (NO HYPERTHREADING).
I think NVidia did a bad thing not allowing the aftermarket vendors (such as EVGA) access to the
newest Pascal-chip Titan X. Also they confused people by retaining the same ending name "Titan X" as their prior product
GTX Titan X. Their new model is 11 Terraflop, 12GB DDRX5 VRAM, 7 billion transistors, over 3000 cuda cores (oddly,
cuda cores are great for physics and certain other apps, but NOT of any help that I can see in Direct X. Translation: a marketing ploy, unless you do
Folding@Home, or HD video rendering such as
Sony Vegas 13).
For what they charge for the card, it is NOT for the faint of heart! 120 fps is more than decent, but when you get into a lot of clouds and a high-density area such as Orbx SoCal LAX terminal at dusk or at nightfall, frames can plunge, and performance can begin to suffer. That said, the newest Titan-X (Pascal) is a true graphics BEAST of a card!
Lockheed has not been in any hurry to migrate to 64-bits (although unofficial rumors abound), but that aside, P3D is light years prettier (IMHO) than XPlane 10, sad to say. Orbx Palm Springs, Telluride, and Monterey (to name a few) airports are drop-dead gorgeous. Add-on planes (think "PMDG") add more overhead to the experience, I beat that by running Sim-Avionics on a separate PC to handle the aircraft instruments. Thus I do not add a 'virtual cockpit' overhead to my sim, and the avionics on a different (networked) PC helps boost frames considerably.
One of the huge problems is that P3D v3 is still not optimized for the latest versions of Direct X (Direct X 12), and does not allocate workload to extra threads. In plain language, the coding is at best, still fairly primitive, as contrasted with full-on video games such as Fallout 4, GT Auto, and so on. Trying to make a simulation backwards-compatible with primitive hardware is a huge part of the problem. In fact, LM has recently re-introduced "Networking" (called "Multi-Channel") to Prepar3D (only in their highest-cost license level "PROFESSIONAL PLUS", in which they require GPUS with frame lock (think $6k Quadro Video Cards with BNC connectors) so all displays will wait until the other monitors and their accompanying PCs are ready to render the next frame). In plain language, non-ideal, and difficult to implement, plus COSTLY as heck. Early word on this setup: NOT GOOD. Fortunately, the new products I mentioned earlier in this post have finally solved the huge problem of getting HD images across triple monitors!
My rendering settings: (NOTE my slider settings are NOWHERE NEAR MAXIMUM,
even with the most powerful GPU currently on market)
Display: NVIDIA TITAN X (Pascal) 6100x1080x32
black out desktop Y Auto-fill main view Y
FXAA: OFF MSAA: 4 Samples < This is a biggie, higher settings slay frames
Texture Filtering : Anisotropic 8x < NOT 16! Texture resolution HIGH 2048x2048
FRAME RATE CONTROLS: Vsync ON Triple Buffering Y Target Frame Rate UNLIMITED
HARDWARE TESSELATION: Y
View and Panel Settings Wide-View Aspect Ratio (Wider field of view for triple monitors) Y
Mipmap VC Panels N (I don't use VC panels at all)
Terrain Level of Detail Radius High
Tessellation factor: High
Mesh Resolution 19m
Texture resolution 1m
Land Detail Textures Y
SCENERY OBJECTS
Scenery Complexity DENSE
Autogen Vegatation Density DENSE
Autogen building density DENSE
WATER AND BATHYMETRY
Water Detail MEDIUM
Bathymetry N
Reflections Clouds Y User Vehicle Y all others NO
Special Effects Details MEDIUM
Special Effects Distance MEDIUM
LIGHTING
HDR Lighting Y
Brightness 0.80
Bloom 0.99
Saturation 0.80
Dynamic Reflections OFF
Landing Lights Illuminate Ground Y
Lens Flare Y
Shadows
Shadow Quality MEDIUM
Enable Terrain to Receive Shadows Y
Terrain Shadow Cast Distance 0
Cloud Shadow Cast Distance 0
Object Shadow Cast Distance 6,000 m
Object Type Internal Vehicle Cast Y Receive Y
External Vehicle Cast Y Receive Y
Buildings Cast Y Receive N
all others in this section N N
VISUAL SETTINGS
Cloud Draw Distance 90 m
Cloud Coverage density Maximum * Try lowering this will help frames!
Volumetric Fog Y
DETAILED CLOUDS Y
Simulation Settings
Disable turbulence and thermal effects on aircraft N
(handled by Active Sky 2016)
Rate at which weather changes over time NO CHANGE
(handled by Active Sky 2016)
TRAFFIC Other than clouds, traffic is a MAJOR frames killer!
Airline traffic density 0
General Aviation traffic 0
Airport vehicle density MINIMUM
Vehicle labels
Show vehicle labels N
Land and Sea Traffic
Road Vehicles 0
Ships and Ferries 0
Leisure Boats 0
Credit for some of the foregoing settings to Rob Ainscough.
post edited by rsm2000e - Wednesday, August 17, 2016 3:13 PM