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When I try to create Walk-in gates, Couatl crashes...

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DarrianCZE:
And what will exactly the passenger density do, in this case? Extend the queue of the passengers over the longer distance?

virtuali:

--- Quote from: DarrianCZE on February 12, 2022, 01:28:31 pm ---And what will exactly the passenger density do, in this case? Extend the queue of the passengers over the longer distance?
--- End quote ---

There will be less passengers visible on screen at the same time, because the time between each generated passenger will be longer, which also means Boarding/Deboarding will take more time.

Of course, this is explained in the GSX manual, Page 27:


--- Quote ---it’s possible to control the passenger Density, which will affect the number of animated passengers visible on screen at any given time. Setting the slider towards the highest density settings will shorten boarding and deboarding times, but with some cost in performances. Also, on 32 bit simulators ( FSX and P3D 1/2/3 ), there’s a risk that too many passengers visible at the same time might exhaust the limited memory available in 32 bit mode, especially when using GSX with complex airplanes and airport scenery. We suggest to start with the lowest density settings, and eventually rise them up if you are sure there’s enough memory available.

On a 64 bit simulator, like P3D4, the highest passenger density settings won’t risk memory exhaustion, so the GPU will probably be the only factor affecting performances.
--- End quote ---

This was written before P3D V5, because in V4 and DirectX 11, exhausting VRAM would usually just cause an fps drop, more likely because memory handling in DirectX 11 is made in the video driver itself, which is an highly optimized/tested code written by those who made the video card.

Instead, in DirectX 12, lots of memory handling responsibility is given to the application developer ( LM in this case ), which means if their memory handling code is not as robusts in dealing with VRAM exhaustion as nVidia/AMD code is, when you are close to VRAM exhaustion, the sim will usually crash.

That's the cost of getting usually better performances compared to DX11. DX12 is very unstable in MSFS 2020 too, but unfortunately in P3D V5 you don't have a choice to revert to DX11. 

This is nothing new, it's very well know since P3D V5 came out, you must be more careful about VRAM exhaustion and keep your settings reasonable to not risk it.

bozza72:
So this video might explain my ongoing problem, https://youtu.be/-jLOPd9JeXM
When i try and use walk to gate gsx crashes couoti crashes and it disappears from the menu bar. before i got a pop up saying couati had crashed and do i want to see the log, now that does not happen. what is not shown in the video is that i select f12, then select stiars and that's when gsx and couati stop working an di have to reboot my sim

virtuali:

--- Quote from: bozza72 on February 12, 2022, 02:52:22 pm ---i select f12, then select stiars and that's when gsx and couati stop working an di have to reboot my sim
--- End quote ---

As already discussed here:
http://www.fsdreamteam.com/forum/index.php/topic,25938.msg170204.html#msg170204

and here:
http://www.fsdreamteam.com/forum/index.php/topic,25933.msg170186.html#msg170186

The GSX disappearing when operating Stairs should be fixed now, try updating and see if it works for you.

bozza72:
Yes i read that and updated before i did that video. So the update did not work for me

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