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翻訳の問題を報告
Generally speaking, reduce details to low-medium. There will always be some case where there are many units that will reduce framerate due to more rendering required. Try to reduce visual effects until normally you get something better so that once there is more difficult cases it won't drop as much.
So upgrade PC: SLI/Crossfire, double the RAM and so on.
Choice is yours really.
There are limits to how much something can be optimized.
Your PC just is not powerful enough to run it on HIGH - you have to accept that fact.
Games often use various tricks to make it look pretty: dumb AI, less polygons and more textures, faked lighting and so on.
Simulations can't use same tricks and running simulation of all those systems in flight requires a LOT of CPU power as well. Games don't do that so they can get off much easier.
So upgrading CPU should be first step in simulations like DCS which need a lot more CPU power than games which depend on mostly just GPU.
The problem is that if you have a lot of high detailed objects in a mission, like a full parking ramp at an Airbase with lot's of very high detail 3D models and lots of AI it taxes your CPU and takes up a lot of RAM. I often see more than 8GB RAM total usage in large scale missions, even on the Black Sea Terrain with DCS taking 6-8GB alone. 4.2GHz should be sufficient to achieve 60fps in a small SP mission but the 8GB of RAM might become a problem. However, in large scale missions even 4.2GHz will probably not be enough for 60fps.
On an empty map you should have no problems achieving +60fps on the Black Sea map. I can easily do it with an i7 920 @4GHz, 12GB RAM and a GTX680 2GB. Of course some modules perform better than other but it should be possible, even with just 8GB RAM
Edit: Yes, I think your CPU is good enough for 60fps, however you do not have enough RAM for 60fps on high settings.
Do not blame a 64-Bit application with a lot of very high res textures for needing a lot of RAM.
We can certainly discuss multicore support for the CPU although ED hasn't said anything specific about that. They probably looked into it but there will be reasons for why they haven't done it yet - be it lack of ressources, the difficulty of having the simulation split to different cores or whatever, but the fact is that this game needs a lot of RAM to run at high settings.
No it's far from enough. The frequency isn't a problem but the amount is. I wouldn't recommend anyone playing DCS with less than 16GB of RAM even if it will work of course.
Problem here isn't poor optmization. DCS is probably one the most demanding "games" available since the simulation level is so deep. You can't compare it to anything else a normal customer can buy because there isn't anything like it.
Key to having a good framerate is tweaking the game. I run on a i5 3570K @4.2 GHz, 16GB Corsair Vengeance DDR3 RAM and a overclocked MSI GTX 680 Ligthning GPU in 1920x1080 on a 144Hz monitor and of course I am using a SSD (I don't use HDD's for any game these days). I get 40-60 fps on the ground and 80-120 in the air depending on situation. Frame rate is also highly dependant on how MP mission builders put things together. If they throw all 'cool stuff' into the mix it will affect performance. That is why me and my buddies play on private servers where this is taken into consideration. Therefore my framerate in SP and MP aren't that different.
I run with textures set to HIGH and draw distance set to ULTRA (which makes the game look beatutiful (especially in DCS 2.0) but I have turned off depth-of-field and I use flat terrain shadows. Pre-load radius is maxed but clutter/bushes are set to half. On thing that eats frames besides depth-of-field and not using flattened terrain shadows is setting anti-aliasing and anisotropic filtering to high: I use MSAA 4x and anisotropic filtering is set to 8x.