Thanks for the info Umberto, also I thought that I did have the traffic, the leisure boats & such @ 20 % but when I just went on checked I forgot I guess I had turned them all off already so non of them were on of course
That's precisely the reason why I started my explanation about road traffic with "For example". I never meant that I thought the road traffic was contributing to the problem in YOUR case. I only indicated it as an example of a slider setting that doesn't tell much, unless you don't take into account what add-ons are running in your area.
Another EXAMPLE: discussing the Autogen density, if you don't take into account what Landclass you have installed, doesn't tell much, because the memory used WILL change, depending on all these factors:
- Which Landclasses are displayed ( I hope you don't expect that a desert class will affect the sim like a forest or a city )
- How many different types are displayed in an area, the more varied areas will require more memory than one with less variations.
- How the autogen files are made for those Landclasses. Addon products might come with more detailed/dense autogen files, so the number of autogen trees/houses, etc. can change quite a bit. That's affects memory, of course.
- What vector product you use. The more roads, coastlines, lakes, shores, etc, are featured, the more *different* textures FSX will have to generate, because FSX creates textures on the fly, by combining the landclass texture with the vector data so, the more detailed the vector data is, the less chances FSX has to reuse a texture it just made for that area, which will result, of course, in more memory taken.
That was JUST the Landclass/Autogen part, to indicate that things are not so simple, and how the popular myth that "Landclasses don't impact performances", is very misleading. Yes, you might not see a big fps impact (except when playing with the autogen slider), because once textures are created and uploaded on the video card, they are rendered very fast. But the act of creating them, made by FSX with the CPU, WILL use different amount of memory, depending how the underlying scenery is made.
I won't even go into AI settings and how their different schedules, combined with the airport used and the variety of liveries loaded at any single moment, will affect memory usage. Yes, of course, nobody thinks about this, but an airport that is visited by lots of different airlines ( like...KLAX... ) WILL attract many DIFFERENT AI liveries, while an an airport which is not an international hub, but rather the hub of a specific company like AA, United, Delta, etc, will result in AI traffic taking different memory, even on the same Traffic settings, and even on the same actual number of airplanes displayed. Even the different number of airplane *models* will affect this. If you have 20 737s parked, maybe all of the same airline, it's NOT the same has having 20 different models for 20 different airlines. And it won't even the same at all time of day and days of the week, because of their schedule!
This is of course even worse in DX9, because the more textures are being created, the more VRAM is copied into RAM first, increasing the chances for OOMs, THAT'S why using DX10 is effective when trying to save RAM.
Those were just EXAMPLES, to show how complex the matter is, and how it's IMPOSSIBLE to say something like this post subject, which you title "Is KLAX mode stable ?", as if KLAX has something specific to this. The correct way of seeing things, should have been "Will my installation will be more stable in the Los Angeles area under P3D ?"
I'll repeat it again:
I already pointed you out the result of my measurements about how much memory KLAX really requires, clearly demonstrating it's not the single biggest contributor on a typical setup. If you heard the FSUIPC sound alert, it means you were well past the 3.5GB total allocation, and that's a LOT more than I measured in my test, which means your setting are just too high, for combination of add-ons YOU use.
Also just so you know, as of yet I do not own the power hungry PMDG as of yet..
That's precisely the reason why I haven't specifically indicated it as being the one and only cause of high memory usage. Sure there are many others memory-hungry airplanes. What makes an airplane "memory-hungry" is not really the airplane code for system simulation ( unless is very badly programmed ), the most memory consuming items in an airplane, it's the number or animations in the external model or in the VC, so any airplane with lots of them will take lots of memory.