I also see similar main RAM consumption – but only with the stock Asobo aircraft.
However, when I fly in the more complex FlyByWire A320NX then the sim’s committed RAM increases to about 9-10GB when flying it around cities and large airports.
So the main RAM itself does not seem to be limited.
Rather, I think the only reason people say it looks limited (ie. up to the same ballpark as with the XBOX RAM) is because they’re using similar in-game assets as the XBOX version. That seems logical to me.
But when you step outside those bounds (ie by using a complex third-party aircraft like the FlyByWire) then the sim will use more of your available RAM.
Would be interesting if any configuration on PC would go beyond 16 GB of RAM. I doubt it.
Thanks for your work…
Next to LOD, anti-alising (AA) is also part of what I personally consider high graphical fidelity (and as the past week has shown, opinions differ greatly on this to say the least). One or more posters further up noticed the shimmering along straight edges, which is an indication of poor / reduced AA.
Next to resolution (4K vs 2K), AA is one of the main GPU performance drivers and was (most likely) reduced by Asobo to gain performance. I would wish we would have a slider to adjust it so we can make better use of the capabilities of higher-end GPUs (2000er and especially 3000er series). Because if Asobo sets AA back to pre-SU5 settings, I would almost bet the bank, that there will be many people unhappy with the consequent FPS drop (especially the ones with 1000er series and lower).
Same counts (introduce sliders), as already suggested above for VRAM. Why having 8G or more of VRAM in 2000er series and above, when only about half is used.
You can’t really make that equivalence. The XBOX and PC have totally different memory map architectures respectively.
Yes, the Xbox-X has 16GB of total RAM. However, this RAM is all high speed GDDR6 – and it’s contiguous (ie. there’s no separation between system RAM and video RAM.)
With PC it’s totally different. You have slower GDDR4 system RAM; then you have completely separate GDDR6 fast RAM in your GPU.
So we’re talking apples and oranges.
As far as I know TAA anti-aliasing does not get a slider. It’s on or off… you choose the method. For me TAA is the only method that actually works.
Not quite. 6GB of its memory has less bandwidth. Both platforms have differing performance across their memory types.
|Memory|16 GB GDDR6 w/ 320mb bus|
|Memory Bandwidth|10 GB @ 560 GB/s, 6GB @ 336 GB/s|
My guesss is the 6GB is GPU, with the rest being shared.
Which does rather beg the question why they didn’t just go with 32GB instead. It would have solved a whole lot of problems, and the cost at the units they would have to purchase can’t have been that high.
That’s the downside to having the same company involved with the sim you use also being hell bent to shoe horn it on to a console.
I just looked at it. I can see and edit the engines.cfg.
I was referring to the PC only.
Very nice to see this. It means asobo did a good job on optimizing the game. I previously seen it using ~20GB of ram which isn’t normal and shouldn’t happen. GPU 8GB memory was filled too. I’m glad they fixed these issues.
They fixed it by nerfing how much could be loaded at any one time, so those of us with 24GB of VRAM find half of it is doing nothing at all, more often more than 3/4ths. Forthcoming changes in WU6 will hopefully change this for those that can make use of it.
TAA is on for me (always has been on, Nvidia settings are all default), but still shimmering and degraded AA post SU5.
I previously seen it using ~20GB of ram which isn’t normal and shouldn’t happen.
Why should this not happen? If you want to pan 360 degrees with no stutters at high LOD and graphics settings you need a lot of RAM for the CPU and for the GPU.

They fixed it by nerfing how much could be loaded at any one time, so those of us with 24GB of VRAM find half of it is doing nothing at all.
24 Gigs would be ridiculous for one game to use. And if a game does fill it up, then most of that data would be just left-over garbage. Same for the previously high system RAM usage.
I’m glad they’ve cleaned that up.
Are you sure it is anti aliasing that is failing ? when AA does not work you see horizontal lines, the high contrast “whirling pool of buildings” you see sometimes at a larger distance has to do with the slower speed of textures, not with the anti-aliasing. You can’t anti-alias noise.
As I say, sliders should resolve this so everyone is happy.
No honestly I am not 100% sure … I ran the follwing test.
Spawn at EDDF, Parking V 174 (western part) and taxi west towards runway 18. Look at your right side towards the blast deflectors (grate like structure). Even when not moving the lines shimmer.
This screenshot gives some indication (2K, High (but similar on Ultra)).
Any hint is greatly appreciated.
Edit. Sorry wrong attachment, now it is correct.
@SierraHotel2873 you’ll have to explain what you expect from anti-aliasing, because I don’t see any anti-aliasing deviation in above image. There’s a lot of light… blinding light !! you put it in photoshop ?
this ?
Yeah, that’s why Asobo had to downgrade the game to make it run on consoles.
Of course it was not put into photoshop… geez … it simply looks ■■■■■■ because of Asobos overexposure (set Few Clouds or Clear Sky to get the same result, most likely, provided your are on Graphic Default settings, without CFG adaptation).
Anyhow… go as I said, spawn at EDDF V174 and look right towards the blast reflector. The straight lines shimmer… I expect them not to shimmer as before (regardless if this is a function of AA or not).
Roughly look here…
Edit: Time of day ca. 1pm UTC (sun to the left (south)).
Looked at a few places there, very white indeed… but here on my screen it does not look like a hydrogen bomb just went off (check your gamma settings, if you have any)
No time for a video now, but in the first picture, you see these white rigges on black… the propellor effect made these white lines jump. When I switched off the engine, the jumping settled down…
Second place I found anti-aliasing needed was below place… black on white horizontals… worst case… when I approach, I see aliasing issues.
Thanks appreciate it… what time of day did you set it… let me see if I can replicate my previous screenshot with a bit better lighting (as it was taken before hotfix 2 and I believe hotfix 2 changed a bit the “overexposure” affect). And I will focus on the blast deflectors… would be interesting to compare and see what different settings you might use . Are you on default e.g. 4K, Ultra or have you customized your User.CFG.