Game crashed within 5 min of spawning at high load airport
Spawn point - LFPG (Paris)
Aircraft - A21N
Graphics Setting -
Rendering Quality : low
3D Object Density : low
Rendering Resolution : performance
Anti-Aliasing : on
Frame : 30
Airplane Count : None
Cache was cleared every time I tested
Spawning at low load airports with A21N - device does not crash at same settings
Spawning at LFPG with A350K at High settings except Online Airplane count (None) - device does not crash
Latest Beta Build Update (19308)
A21N - LFPG : At high settings with 3d object density low and airplane count to none - Game didn’t crash, a big improvement.
I think you should try turning off that anti aliasing and graphics to medium or high or something i play on IQOO Z10X And I have everything on High ( no anti aliasing ) with A21N in cockpit I get 30 fps and if i go in outside cam fps drops but then gets around 23 or 24 something in Hubs
I tested with other aircraft models at high settings at LFPG - no crash, also took off without issues. Crashes is persistent with A21N, which as you said causing RAM Outage.
A21N - LFPG : At high settings with 3d object density low and airplane count to none - Game didn’t crash at load and stays playable (in previous build up till parking stage I tested)
In thus build, at pushback game crashed as soon as different engine and aircraft’s sound took more resources
iPad 8th gen IOS 18.4 build 19330, noticing the same performance in the RTM with hidden multiplayer airplane names and dots, airplane count none, all low and performance graphic settings, anti aliasing off; when spawning in solo mode at WSSS it crashes mid pushback, very similar to the RTM, in some cases the RTM survives till initial taxi and first Unicom announcement, this was tested 12 times on each RTM and open beta.
With this release IF uses a bit more memory from the start but then memory usage is a lot more stable, especially in multiplayer and allowed us to enable normal maps on all devices.
That extra memory usage at launch is what is causing devices with only 3GB of memory to crash since the OS only let us use up to 1850MiB before killing the app (which means we should use <1500MiB to be safe)
We will continue improving our memory usage.
Be aware that 3GB devices are not recommended for IF
thank you very much for explaining how it works, I understand how IF is pulling a delicate balancing act with keeping the graphics good while accommodating for lower end devices, thanks for continuing to improve the development of it and I’ll start to look for higher RAM devices for upcoming updates soon.
Thanks for explaining, I am aware of these ram issue. I use system performance metric while testing, got some insight on ram from there, obviously not a full picture. But it helped me setup optimised graphics settings for my device. At these setting much of the game is performing same as 26.3 and even better like in replays but 26.4 left much to desire - mostly A21N.
Right now I am just updating this post to let devs know if there’s work works or not.