For some ?? reason the capture file was only twice the size of my usual stuttery captures, at 630mb instead of ~ 300mb. That's fine, I can live with that. But - HD and no stuttering. So the workflow changes again... I'll do the preflight - map - drone footage in OBS, do the inflight with the Xbox game capture, and splice them together post flight in Windows 'Photos' app.
Patch 22.214.171.124 Frame Rate test --/o\-- Microsoft Flight Simulator 2020 --/o\--
Unfortunately I haven't yet optimised my OBS recording pipeline. OBS is running on a second PC and is introducing it's own lag and stutters.
Anyway the FPS counter tallies with what I saw - a smooth experience hovering around 50fps.
After a couple of days research, asking questions on the Prepar3D forum and reading/watching some of
the resources I've linked to here, I came up with a solution which satisfied my requirement of a convincing representation of the fast jet terrain hugging flight profile.
I enjoy flying the F-16 fast and at treetop level... who wouldn't! But at all levels I was getting stuttering and slowdowns. The stuttering being much more immersion breaking that any slowdown. Anyway, cutting to the chase after hours and hours and hours over many nights, I worked out the single most important graphic setting (for my rig). And it's one I would NEVER have guessed.
Reflections of light and colour, often subtle, are one of our strongest cues to visual reality, a subject which was explored with a vengeance by the Impressionist painters. Modern graphics hardware does a great job of rendering reflections in real time.
WineD3D For Windows is a DirectX 1-11 to OpenGL wrapper based on WineD3D, which is an almost full implementation of DirectX used in Wine.
Even if Windows supports DirectX natively, using WineD3D can enhance backwards compatiblity with older games, especially on Windows 8 and newer that don't support 16 bit screen modes. Another possible use is to emulate unsupported versions of DirectX, or porting DirectX applications to OpenGL without having to rewrite the rendering code. Please note that WineD3D is far from perfect, and many games will not work.