Please be aware that the settings published here are specifically for my PC setup.
If you copy these, you might not get the same results.

Presently I have the following, general configuraton:

  • Hyperthreading ON
  • CPU Intel 9900K - Overclocked to 4.8 GHz
  • No Affinity Mask Setting in P3D Config File
  • GPU NVidia GeForce GTX 2080Ti - not overclocked!
  • No changes through NVidia Inspector


In REX Skyforce please go to the corresponding tabs and install the following items.

REX Skyforce

REX Skyforce

REX Skyforce

REX Skyforce

The following pictures shows my settings in the NVIDIA Display Settings (right-click on a free spot on your desktop and select NVIDIA Settings) .

P3D Config (p3d.cfg)

The following entries have to be made in the p3d.cfg file.








Here you can find the entries I have done in my p3d.cfg. Please be aware that these settings do something a bit different as the standard-P3D does. I cannot be sure how this turns out for others without multiple views setup and all the various system-configurations out there.

Please note this piece of info on the Lockheed Martin P3D Learning Center about "UseGlobalTerrainView":

"By default, every camera has its own terrain view which requests texture and dem tiles near the camera to ensure that all cameras get a quality view of terrain. When tessellation is enabled, it is possible for cameras to share data and avoid the extra work required to manage multiple terrain views. For multi-view scenarios in which all views are near each other, it may be desirable to have views simply render the terrain tiles loaded by the default view. Setting this option to True will prevent all camera from creating a terrain view except for the default 3d view. This can help avoid texture flashing and terrain spikes that occur on some systems with multiple views and/or multiple video cards. This value can be overridden by the UseGlobalTerrainView entry in a given CameraDefinition allowing each camera to determine whether or not to create a terrain view. This setting will be engorged if Tessellation is not enabled."

The next tweak would be "TEXTURE_BANDWIDTH_MULT". Also this is a bit special and outcomings can vary greatly. Please also see this of a Lockheed Martin Developer:

"The texture bandwidth mult value is used but only takes effect when framerate limiter is enabled. It is set up to define the underlying framerate used to calculate texture load and allocation limits. If you lock to a lower framerate than the value of the texture bandwidth mult, then the texture load allowance will be increased to accommodate for the longer than necessary GPU frames.

The algorithm is basically this:
TextureMaxLoad = max(TextureMaxLoad, TextureMaxLoad*TextureBandwidthMult/LimitedFramerate)."

Please google for the other entries and the meanings, each one of them does something different and some have to be used in combination with others to have any effect.