In the settings the Anti-Aliasing method gets set back to “DLSS” all the time!
I already changed this to “TAA” at least 10 times, if not more.
But after restarting the sim it’s set back to DLSS every time!
One of the most annoying things about this sim is that all of our AA options are Temporal types and are thus subject to ghosting.
Because of how these behave with displays ( and also in faded/dark conditions ) - I would prefer to also have some more legacy AA options.
With Supersampling/Downscaling available, we can just combine lagacy AA with 1.5x or even 2x render scaling with downsample for a crisp - not ghosting - result.
Since it’s unlikely this sim uses forward rendering - MSAA isn’t likely an option.
But there are deferred renderer ( post ) AA solutions which some people prefer over temporal types such as TAA or DLSS.
Supersampling ( for higher end GPUs ) - crisp linear downscale (SSAA/FSAA)
SMAA
FXAA/MLAA ( is generally good, can be combined with scaling nicely )
or some other a non-temporal Post Process MSAA equivalent.
Ghosting - especially in conditions when frame rate starts to get low - is very bad - breaks immersion - and pretty much just ruins moving objects on the MFDs/PFDs when contrast is high.
It would be nice if Microsobo can give us a little more variety in our AA choices instead of removing some of these which existed in 2020.
The problem was already found and solved.
It was Nvidia gforce experience or the Nvidia app.
This had a setting to automatically “optimize” settings for specific games.
And it’s opinion was obviously that DLSS antialiasing is a good idea. Which isn’t in msfs.
I found this setting, switched it off and it never happens again since then.
This is not an MSFS error, nor is it an issue caused by the MSFS developers. That’s how Nvidia game optimization works.
If you’re not familiar with how this works, it might appear as though something is off.
The hard truth is that users themselves choose to enable game optimization in Nvidia app or GeForce Experience so this is an issue resulting from the user choice, not a mistake by the game developers.