As I mentioned, I always use an ground texture enhancement product in my flight sim game, (usually Ground Environment Pro), which brings the load on with the FSDT sceneries, rather than the default ones. GEP has options to lower the complexity, but if your purchasing a $60.00 add on, why bring the complexity down at all?
Ground texture enhancement product are not affected in any way by the Mesh settings, mesh is ONLY the resolution of altitude points, the impact on fps of the Mesh setting is always the same, regardless which ground textures are used.
Didn't really run into any issues with this, as the WOAI traffic 99% of the time would land right in the middle of the runway, even on your FSDT product addons.
I wasn't referring to landing capabilities, that's depend only by the AFCAD of the scenery and the AI flight models.
The issue is entirely different: if you don't turn Airplane Shadows OFF when using FS9 AI models over a scenery that has custom runway textures+lights, they will disappear. Not ALL our sceneries requires this, but some of them do. And not just *our* sceneries, but ANY scenery that use that kind of custom runway commands.
Without mentioning the impact of FS9 models in FSX, which is slower than running native FSX models.
We also work with the Qualitywings guys, and when they upgraded their 757 to have a native FSX model (the first release was an FS9 model that ran in FSX), they gained something like 8-10 fps JUST because of that. Now, multiply that for so many AI you might see around you, and you'll understand why using FS9 AI traffic in FSX is not a good idea.
The Flight Sim Autogen is meant to give an illusion and shades of roads, meant to look real from up in the sky, but when you fly close to ground, it just looks like colored cardboard with a few houses plopped on top of it.
Road/rivers, etc, it's not Autogen, it's VTP Terrain and it's generated from a (hopefully real-world based) database, not from an automatic algorithm.
From my understanding, increasing the "Autogen" just increases the rate of houses and trees, but does absolutely nothing about the illusion that FS9 produced.
Exactly, autogen does ONLY that. And there's not much difference about the "illusion" between FS9 and FSX, except FSX can be up to 10x denser at high settings and has more variety.
Eh, I am leery on this one. Some water enhancing products will completely override everything, but still have options to increase, or decrease the shader, and same goes with reflection. It's all a painting.
If they have entirely overridden the default Shader, and offer options to control its resolution, then the concept it's he same: lowering the reflection resolution will benefit fps, regardless which setting you use to control it, either the FSX default, or the corresponding custom setting made by a 3rd party.
But from my experience, it's still the same when I run FSX with no addons, choppy, and very slow, and graphics are dramatically decreased. But, that probably lies on Computer Hardware.
FSX with no addons runs just fine on any decent and properly set modern (less than 2 year) system.
What is wrong from the start? the FPS?
The fixation with the FPS counter, without understanding what it means. When graphic game developers talks about how good/bad an engine is, they never discuss FRAMES per second but rather POLYGONS per second.
And yes, FPS still doesn't mean anything if we don't know the variance: a system that generated 60 frames during the first half of a second and then it *stopped* for the 2nd half, IS running at 30 fps, but that would be an horribly unflyable jerky motion. Another system running at 30 fps, with EVERY frame perfectly spaced 1/30th of a second from the next one, will be silk smooth. Both will show 30 fps on their fps counter...
Well that all depends on add-ons, the load you put on everything, you can increase the polygons by spanning to a FSDT airport just as much as in any FS game.
Which is exactly what I've said: it's no use looking at the fps alone, without knowing WHAT is being drawn.