Scenery Editor Maxing Out CPU When Editing

Version: 1.5.21.0
SDK Version: 1.4.4
Frequency: Consistently

Severity: Blocker

Similar MSFS 2020 issue: not an issue in 2020

Bug description: Whenever a vertex from a polygon or apron is being moved, CPU usage maxes out at 100% and stays there until you let go of the vertex again. This subsequently drives up CPU temps to an undesireable level as moving a single vertex is quit literally the same as running a Cinebench run or any other CPU stress test for that matter. This is not acceptable. First of all it’s a noise issue because obviously every time I move a vertex my PC is about to take off bc the fans have to ramp up. Secondly it can’t be good for the longevity or my Hardware if it’s being maxed out for what? Months? when working on a big project, and thirdly, it’s not nearly as bad in 2020. So something is majorly wrong here in this game’s editor. Please look into it and/or let me know if you can reproduce it or if it’s something on my end.

But I doubt that because this is a fresh sim and SDK install and a freshly set-up PC with a new windows install too.

I am running a 7950X3D. So, as you might know, not exactly a bad CPU. Having this max out by just moving a single vertex in an empty project with nothing in it apart form 1 apron is, quite frankly, ridiculous.

Would appreciate any help or suggestions / fixes

Repro steps: Open a project and edit an apro and look at the CPU usage and temps.

Attachments: Please have a look at this video demonstrating the issue: https://www.youtube.com/watch?v=8QFPJo6s1-M

Hi @MichaelWimma-RWProfiles

  • I don’t think the “unacceptable” and “frankly ridiculous” statements bring anything to your otherwise clear & detailed bug report.
  • I seriously doubt you’ll be moving single vertices continuously “for months” - so I wouldn’t worry too much about the impact on your hardware.
  • Can you let us know if you run with VSync ON or OFF?
  • We will try to repro and let you know about our findings.

Best regards,

Eric / Asobo

1 Like

Dear Eric,
please excuse my lack of warmth in tone here. Trust me, I don#t mean it in a disrespectful way. But you have to understand that I am getting more and more frustrated with 2024 by the day. Don’t get me wrong, what you and the team have done in recent months is more than appreciated, especially listening to the feedback regarding the LOD situation. I cannot give you enough praise for that. But when you come from developing for a stable plattform to this, it is really frustrating sometimes. I opened and tried to use the 2024 SDK for the first time ever today, and this is the very first thing I am greeted with. PLease understand my frustration, but also not that it wasn’t meant to be disrespectful. I am sorry, but this was how infuriated I was when I wrote the report.

I doubt it too, but never say never. The last 2 Groundpoly I did took about 5 months combined and mostly consited of moving vertices for hours up on end. So whilst it is not months on end, my CPU would be stress tested for a considerable amount of time. Let alone how insanely daunting it is sitting next to a PC with fans running on max speed all day long. Trust me, I would go insane.

Anyways, with that out of the way, I hope we will be able to find a solution for this together and, as always, I am willing to help wherever I can. I have VSYNC turned OFF

Here are all my other settings. Might be useful for you to replicate it if needed:



For reference, I am running at:
7950X3D - cooled with 360mm AiO
4080 FE
64GB RAM @ 6000MT/s CL30

but I doubt anything other than the CPU is relevant here since it is purely down to the sim hammering all my cores when moving a vertex as seen here:

Surely this is not normal or intended.

Best,
Michael.

1 Like

No problem at all :wink:

Can you do a quick check on the issue with VSYNC ON?
I suspect live edition is recalculating many things on each frame, which would mean a lot of additional work with no VSYNC because of the additional frames (especially if you’re reaching 2-3x the typical monitor refresh rate).

To be honest it depends how you see it: people run with VSYNC off to have more frames, and sometimes reach 400fps on a monitor whose refresh rate is capped to 60Hz anyway - there’s very little advantage in doing this (hence the “Cap to monitor refresh rate” option - or whatever we named it).

The Scenery Editor does not check or cap how often it triggers world/terrain calculations - it does it as often as needed (every frame if required) so that the feedback to the user is quick enough when vertices or objects are moved. If you combine those two factors, you can reach situations such as that you describe in this post: you are asking for as many frames as possible, and the sim is calculating as fast as possible so that you have immediate feedback when editing.

I am not too sure what the right change is here: maybe capping to your monitor refresh rate when you are perfoming an edit. In the meantime, I guess activating VSYNC should help with the issue - if it doesn’t, then we have a more serious problem.

Best regards,

Eric / Asobo

1 Like

The thing is, I am not really. I have my FPS capped at 60 (half my monitor’s refresh rate) with the new built-in FPS cap.

Like I said, already capped at 60 FPS.

So here, to test this theory, I made another video and did the following:

  • VSYNC ON and capped to 60 FPS
  • At the end of the video even capped to 20 FPS to reduce produced frames as much as possible.
    https://youtu.be/N5eecTjcXYw

Even at only 20 FPS it maxes out at 100% usage for as long as you hold on to the vertex. I think this is the more serious problem you mentioned, Eric. A 7950X3D should not max out and get all cores hammered in an almost empty project by just moving a single vert.

To be honest my main concern is not even the potential damage this could cause to the hardware in the long run. It’s more the fact that I simply cannot work for 8-10 hours a day next to a PC that’s constantly running on max fan speed. It’s unbareable. And they obvioulsy need to run full speed otherwise the sim would quite literally fry my CPU.

(oh yeah, and is it normal/expected that the terrain becomes completely blurry for a few seconds when you edit an apron/polygon as seen in the video?)

1 Like

Hi @MichaelWimma-RWProfiles
Have you try to use this option ?


It allows to only update the ground when you are releasing the mouse click.
Note that it looks like it is not working with polygons, but it should work with airport components

Regards,
Xavier / Asobo

4 Likes

Good Morning Xavier,

Wow, thank you! Yes, this did fix it. It now only spikes to 100% very briefly after I release the vertex. And this is not long enough for my fans to ramp up (or at least not as badly). I did not know this setting even existed! You learn something new every day huh :smiley:

Thank you so much for your help @EPellissier and @darwikey ! As always greatly appreciated! Have a nice rest of your week :slight_smile:

4 Likes

@darwikey could this be linked to the severe lag that I’m experiencing in my thread?

I’m also experiencing the same symptoms on the latest SDK version in 2024, but I have the Update Game Renders on Mouse Release turned ON. Michael seems to have his problem fixed by turning this on, but I don’t. Any thoughts?

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Well, it‘s not really fixed for me. It‘s still performing poorly and from time to time it‘s still maxing out my CPU. It has just mitigated it a bit to make it bareable. It‘s still far off from what I would consider nice to work with, but at least I am able to somewhat work with it at all now.

At the time I only tested specific things like moving an existing vertex an this only let is spike briefely as described, but when „drawing“ light rows, for example, it still performs extremely poorly and maxes out my cpu constantly. But like I said, at least I am able to work with it at all now with this setting turned on.

I’ve just experimented myself, and as you can see, having this option turned on makes little to no difference to the FPS, nor the immediate 100% spike in CPU usage when using painted lines.

For context I have a Ryzen 7 9800X3D CPU, 64GB 6000MHz DDR5 RAM and an RTX 5090. To have such poor performance in the SDK compared to the buttery smoothness in the actual game seems insane to me.

What frustrates me the most is this wasn’t a problem in FS2020, and I used to work on sceneries wayyy more than I do now, so I can only imagine how frustrating it must be for scenery devs to have such an issue.

See my below video which demonstrates the issue.

https://youtu.be/WU3ywVLaX38

1 Like

I’m getting 3.8 fps attempting to terraform. This is at 30 fps limited, every single setting in the toilet, vsync on and everything suggested here on a 4090. This is
 not hugely usable.

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Couldn’t agree more. It used to be a buttery smooth experience for me making scenery in 2020, now it’s just a bit painful to use.

For me at least, most things are fine. It’s editing high resolution height maps that’s slaying my fps.

64x64 maps are fine. Above that it slows to a crawl.

This is on two completely different computers so I’m not understanding what’s happening.

Hi,
It looks like there is two different issue. The CPU is mostly max out by the tree, grass, rock and plants update and the draw of the ground tiles.
The rendering option have been updated to allow to skip grass, ground and rocks update (it was only grass before)

Another fix to do is to limit the number of ground tiles draw per frame. It has an huge impact on CPU and GPU. But this fix is too risky for SU4, it will be for a futur update (EDIT: I mean SU5 or later)

Regards,
Xavier / Asobo

@MichaelWimma-RWProfiles @morganthomas757 @Superspud Can you please check and let us know if that helps or not?

I am confused. How are we supposed to test it if this setting isn’t even in the sim yet as it will come with a later update as Xavier said?

My apologies, I got confused on this one.
I will update this topic when the build that contains the fix becomes available.

Regards,
Sylvain

1 Like

@MichaelWimma-RWProfiles @morganthomas757 @Superspud SU4 beta 1.6.15.0 contains the fix candidate.
Let’s us know if this makes a noticeable difference for you.

Regards,
Sylvain

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I can confirm that after editing some lightrows my PC fans don’t want to take off anymore. It is definitely better with this setting checked. Thanks for implementing this.

Best,
Michael.

1 Like