I have considerably more stuttering than in previous builds
I finally had the opportunity to do a flight in .21: KSBP (Just Flight) > KOAK (BMW) in the F28 (Just Flight) w/ BATC & FSLTL models.
My usual settings with Traffic/Parked/Services/Characters/Fauna Off. Frame Rate locked at 30 + FSR3 FG, Dynamic On @ 30, etc., etc.
The flight was, as they have all been for a number of builds, exceptional from departure to final. Today, I saw an improvement on final with a single mild stutter. Turning off the runway resulted in the usual stutters, however taxi to parking seemed smooth ā again, an improvement.
Overall, I would rate this an improvement over the previous builds in terms of the frequency of stutters and when they occur. Big caveat being I have only had this one flight, but it is a far more load-heavy flight (complex airliner into Intāl airport with airliner models injected, etc.) than my usual GA.
Get rid of these stutters and we have a winner.
![]()
So initially I posted about poor performance n .21
I have redacted my post and re-voted.
Whatever the issue was that I had cleared up on its own, I didnāt change anything.
(I always do cache wipes between updates)
Anyways , performance is excellent.
I havenāt been deleting my 128GB cache (I have slow broadband so I really donāt want to start from scratch each time unless I really have to) and I donāt see performance drop issues between the last few beta builds. Maybe at least some of the performance related issues people see are caused by the cache being rebuilt, then once it is, performance recovers.![]()
Sorry to disagree with you, but you can definitely see clear differences between specific builds when it comes to FPS, CPU usage and spikes, GPU usage, VRAM usage, input lag, and other things.
Itās pretty obvious that the rendering engine behaves completely differently.
This isnāt something that can be explained by the rolling cache, DirectX cache, or any other empty or filled caches.
I can rationalise that, but all Iām saying is for me not deleting the rolling cache doesnāt affect performance between builds. I may clear it when we get a final SU4 release though. My issue is slow broadband so I donāt clear it a lot.
I totally agree with you on that.
Deleting the rolling cache is way overrated as a fix for stuttering. After five years of experience with the rolling cache, I fully trust that the devs have the rotation of it under control. And it absolutely makes sense not to delete it when your internet connection makes streaming more difficult.
I just wanted to point out that the performance differences between the builds are real and measurable theyāre not imagined, nor caused by whether or not someone cleared any caches.
Different things are being tested in the rendering engine. Some builds create race conditions that work well for certain hardware combos and poorly for others.
The devs are probably trying to find a sweet spot here. Thatās why we have this thread and a voting system for each build.
Very big freeze (2-3sec) during take of and approach, except that I have great performance
Itās the first build on SU4 I experience this kind of freeze
For me the biggest problem right now are the freezes when panning my head left and right. Sometimes itās so bad I think the sim has crashed.
Yeah, Iām on xbox series x and have left my rolling cache alone for over a week and Iām getting pretty good performance on small and large planes.
I have my fps locked at 30 and the x2 on frame gen. I should get no stutters, but I do when panning my view or changing to exterior. I turned the fps limiter off and was checking performance. There is a constant build up and then release of vram that just keeps looping. I had stutters at cruise without changing my view.
I largely do locking of FPS too. But I donāt trust in game lock or FSR FG for that matter (performance wise). I run with a refesh rate of 120Hz, frames locked at 30FPS in NVidia app and then I use an external app for frame gen (lossless scaling app from steam), and use it in āadaptive modeā to target a solid 60FPS. Adaptive mode varies the x1āx4 FG multiplier to specifically target a steady 60FPS, even if your base frames drop below 30FPS. Using the 120/60/30 combination seems very smooth to me in FS2024 with recent/current builds. I also have VSYNC set to OFF.
I do still see the odd stutter when turning while taxing.
(5950/3090/64GB/DLSS perf/4k output)