Aerofly FS 4 September Update Now Available

  • Aerofly FS 4 is a multi-threaded application with very high optimization...

    OK, I'll check this out again. Last time I looked it was only multi-thread when loading but generally only 1 or 2 cores mainly processing. I'll have anothe look and report back. Thanks.

    i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 5200 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro w/Air Link, Vive Pro

    • Official Post

    OK, I'll check this out again. Last time I looked it was only multi-thread when loading but generally only 1 or 2 cores mainly processing. I'll have anothe look and report back. Thanks.

    Yes that would be the physics and graphics thread most likely. Still doesn't mean that an i9 would be a bottleneck in the rendering pipeline. There is a lot more happening which you can't observe by just looking at CPU usage.

  • Yes that would be the physics and graphics thread most likely. Still doesn't mean that an i9 would be a bottleneck in the rendering pipeline. There is a lot more happening which you can't observe by just looking at CPU usage.

    Ok, checked out my core temp app with both FS2 and FS4. I found that FS2 did spread core %'s around more cpu cores (4-6 cores, of my 8 core cpu, hyperthreading disabled), FS4 seems mainly uses 2-3 cores, So the difference in performance that I'm seeing with FS4 is maybe because FS4 has not been as well multi thread optimised yet. I can accept that if this is the case and I better understand why my FS2 VR performance is much better.

    i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 5200 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro w/Air Link, Vive Pro

    • Official Post

    @TomC RLG: As Jan already said, FS 4 is not really CPU limited, even if using a fast graphic card. The reason for a better FS 2 performance is simply that FS 4 is doing a lot more stuff compared to FS 2. It has nothing to do with optimizations and it has nothing to do with the utilization of the CPU cores and the temperatures. Those values are misleading.

  • @TomC RLG: As Jan already said, FS 4 is not really CPU limited, even if using a fast graphic card. The reason for a better FS 2 performance is simply that FS 4 is doing a lot more stuff compared to FS 2. It has nothing to do with optimizations and it has nothing to do with the utilization of the CPU cores and the temperatures. Those values are misleading.

    OK, I'll just leave that alone for now. Main thing imho is that FS4 has tanked VR performance over the last couple of updates (3.9/5.1) and the landing lights now do not work properly. Why this can't be fixed asap is beyond me. This is not the end of the world since I do have other flight sims to fall back to, including FS2.


    I am pretty disappointed that FS4 development did not include being able to bring over FS2 dlc's and user scenery. While it's nice that street lights are now included, I would have expected a bit more animation, and better water. Also missing a lot of areas in the US like Chicago. I'm really not sure where FS4 is heading now but I guess we'll all find out in due course. Thanks and cheers.

    i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 5200 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro w/Air Link, Vive Pro

  • The most lack of the September Update is this runway:

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    Best regards

    I fly, therefore I am

    Aeroflyer of the Airbus A320

    Aerofly FS 4 / MacBook Pro / M1 Pro / Thrustmaster Captain Airbus Edition

  • Look at the tree trunks for a vertical reference, the runway had a very steep uphill slope. The pilot got the plane on immediately with no float in a short field uphill landing with a perfect three point touchdown on a sloping runway. Beat that!

  • Just in case, it was just a video from my randomly web surfing (nothing is random with YouTube).

    Yes, it is out of the subject of this thread.

    Between joke and humour. ;)

    I fly, therefore I am

    Aeroflyer of the Airbus A320

    Aerofly FS 4 / MacBook Pro / M1 Pro / Thrustmaster Captain Airbus Edition

  • The visibility distance of buildings has not changed between the different updates, however the lights are rendered in a much larger distance this might give you the impression that something has changed.

    I suddenly now know what you mean. I remember that I had noticed that before the September Update the distant buildings were rendered by transparency fading or something. Which made them appearing by fading so my eyes couldn’t catch the drawing.

    I’m ok to retrieve this option even if it compromises street lights.

    Best regards.

    I fly, therefore I am

    Aeroflyer of the Airbus A320

    Aerofly FS 4 / MacBook Pro / M1 Pro / Thrustmaster Captain Airbus Edition