However CPU load is still a lot higher than normal. I am averiging 85% on all cores.
I bet you use OrbX Vector. If yes, it's normal.
The main reason why we couldn't initially replicate the blurries, is because with the default scenery, the CPU load is about 30% average, with the 1st core used at 100% and the rest very low. Thanks to a tester that lend his system fully stuffed with OrbX, we finally were able to replicate it, because there was no way for it to show up, if the system wasn't already under high stress.
Even with NO FSDT software installed, the average CPU utilization went from 30% to 80-85%, just after enabling OrbX. This is entirely normal: the vastly improved vector detail (roads, rivers, coastlines, lakes, etc.) DOES have a cost in performance, because the simulator must create way more *different* textures compared to the monotonous default scenery.
Vector data is not separated from textures, it's "baked in" by projecting all the vector polygons over the base landclass textures to create new combined textures on the fly. The more detailed the vector data is, the higher the cost on CPU. HOWEVER, this is one of the FEW things the simulator does in true multi-threading, that's why you see more core utilization and, as long you don't exceed 100% in total, it's a GOOD thing: it means the simulator is making good usage of all the cores. It's only if you go *over* 100%, that blurries might start and/or fps might go down.
So for me the problem is not 100% solved.
Yes, the part of the problem which was *caused* by our software IS fixed, and you confirmed it yourself. We cannot obviously fix EVERY other problem related to blurries (which were a problem very well known for *years*), or any other problem of high CPU utilization.