Anybody notice that a 2nd rendering display doesn't hurt but 3rd kills main thread

Hi guys,

Not sure if anybody else has this issue, but on my 7900X3D & 4090 I can add a second rendering disply via the experimental option and I get a near zero main thread hit. Really its nothing, in either full screen on window’d mode. If however I add a third (to create, you know a proper triple monitor setup) my main thread times doubles. My primary display is 4k. It doesn’t matter what I add for the second and third (either 4k or 2k) the 2nd doesn’t hurt it, the 3rd kills it.

I can create a 2nd and move them around - it doesn’t matter whats in focus or view, near zero. The third kills it.

Does anybody else get this on their setup? Its such a shame to see my main thread time with 1 display is 11ms, the 2nd is 12ms and the 3rd takes it to 30ms!

Cheers

Hi !

I think it’s unfortunately a normal situation. You ask to the system to multiply by 3 the 4k resolution. With x2 screen it’s ok for RTX4090 so it’s around 8k resolution but it’s the maximum.

I use a RTX4080 and I run x3 4k TV and I have to set resolution as :
x2 sides TV set both at 1440p + main central view TV set to 2160p downscaled TAA 75% = 1620p

I do not find other tips to get better FPS…

What you can try is in usercfg.opt is lowering secondary scaling at around 0.700000 or 0.800000
This in taa allow you in game to set taa above 100 or more.
This give me smooth sim experience in surround mode and windowed screens i use 7 screen setup to one computer driven by 2 3060 ti also have set textureresolution to medium and all others to high
Trees to low and grass off.
Take note that if texture resolution change a restart of the sim it is nessecery to take effect

Thanks for the advice, I’m happy to try anything to improve multi screen performance.

Can you tell me what “secondary scaling” does or changes? Does it set the second and third monitors to scale to 70% or 80% of the resolution of the main display?

Would that be any different to me setting the second and third displays to a lower resolution, like 1440p? I havn’t noticed much of a performance difference when doing that - its the main thread that is being killed by multi monitor, not the GPU :frowning:

I think the mainthread is killed by x3 screen is a normal situation too. The sim have to show x3 lod because x3 view… instead of 1… the sim was clearly not developped for this, you can see strange textures and building forms… as Asobo do not something to fix it, i guess it will be the same garbage for now…

Thanks but lowering the LOD like this, is maybe the same tips if you set on graphic lower settings directly on the SIM no ?

The secondary scaling takes care of the post rendering proces and predefined get upscaled by primary rendering
For example: if set to 24 inch monitor same brand in surround mode with together resolution of
3840x 1200 desktop than the sim sees this resolution the same
if i now set secondary scale to 0.800000 than post render reads 3072x960
Now i have set primary render to 200 or as is in usercfg.opt 2.000000 than
It renders at a resolution of 6144x1920
For this setting, resolution is incredible high.
To get the 3840x1200 i would have set primary to 125, or 1.250000 in usercfg.opt
I guess this shows a balance point imo because to the minor secondary setting of 1.000000 you can up your primary above 100 in taa which imo is good (sharpns the image and creates overhead
On the other hand if your system is a beast you can up secondairy let say 1.200000 and you will find to set taa primary lower around 80 for it ups secondary and lower primary and image will stutter, while first option smoothens. Also notice the use of memory use.

Airbumps mentions
Can you tell me what “secondary scaling” does or changes? Does it set the second and third monitors to scale to 70% or 80% of the resolution of the main display?

I would say no but it leaves more timing to synchronicing between the differrent screens on alignment.

Tarik youve asks
Thanks but lowering the LOD like this, is maybe the same tips if you set on graphic lower settings directly on the SIM no ?

This what i describe about primary and secondary is not directly related
About lod terrain or detail i use 400 by 200, but if i reduce this lod (whether it is level of detail or load on distance) (i think for Tlod it means level of detail, and Olod means load on distance) this create more space to up things like houses and trees and other while they are all related to texture resolution.

Many thing are possible but this is what i noticed since early days of the this version of the sim
and i use dx12 all the time for it.

Hope this helps

I don’t really understand but appreciate the help.

Perhaps you could share your useropt.cfg file so I could have a look at it and see what you mean? I don’t quite understand how lowering one setting only to raise another makes a difference.

Anybody else able to elaborate on this?

@Airbumps2501
Here is my usercfg.opt to edit yours you should check if the file is marked as read only,
If so untick this box and save, than you can edit. Beware!!! Make a backup copy before editting.



MFS 20-6-2023 16_09_20 fpscount
MFS 20-6-2023 16_09_21fpscount
![Microsoft Flight Simulator 20-6-2023 16_09_21|690x215(upload://AsBnimWHDPgS3bq47PayNblo292.jpeg)
MFS 20-6-2023 16_24_02fpscount

MFS 20-6-2023 16_24_04fpscount

MFS 20-6-2023 17_13_48fpscount

MFS 20-6-2023 17_21_06fpscount

As you can see in the fpscounter photo’s the numbers are showing big difference on load

And there is where the profit for fps are which is usefull when setting up multiscreen
And remember why setting surround and merge screens together, this is where u can show the sim 2screens up to 5 to see as one (more screen will profide higher resolution equally devided amongst the screens.

Thanks for the reply.

So you’re seeing a decrease in MAIN THREAD timing? I’ll play around with the settings tonight, but I would have thought adjusting the rendering would just alter the GPU load, not main thread.

My problem with NVIDIA Surround is that it stretches the screen too much, especially on 3 x 50" TVs! If only it didn’t stretch the screen it would be amazing!

Surround stretching i’ve never noticed this perhaps a difference is that i use monitors.
But if surround is used for tv screens is it not possible to select a dfferent resolution in surround options ? I would try to see but i have no tv’s for this to do.

Anyway hope this all can be as of good use for you.

Regards

Sebastiaan

NV Surround has always stretched the display - Its just the way that it works. The level of distrotion depends on how wide the desktop is. But in my case where I’m trying to expand it to 4 x 4k displays the distortion is quite noticeable.

The solution in Flight Sims has always been proper multi monitor support which was very good in P3D with ViewGroups and works in MSFS with the experimental multi views.

Just curious did you play p3d also on the 4 tv screens

I have three screens and yet, used it with P3D as well. The view group setup in P3D is superior than the options we get in msfs. Hopefully they improve it in a future version

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I honestly find it disappointing that they only implemented a simple way to allow for a multi-monitor setup. In the meantime, a year has passed since the introduction of this option and nothing has been optimized or changed. NVIDIA Surround could have been used to achieve a much higher performance. The fact that the picture is stretched in NV Surround could be fixed by programming accordingly. We can see that this is possible in the racing simulation iRacing. Furthermore, the performance could be accelerated by multiprojection/ SMP (Simultaneous Multi-Projection) and every conceivable monitor angle could be adjusted by a reasonable option for setting the field of view.

I don’t know why we haven’t heard a word about this from the developer lately and why there is nothing to be found in the wish lists.

I’m guessing because it doesn’t sell and produce them $$$ its not a priority

It’s probably because they’ve been doing no development of MFS other than updates already announced on the Roadmap. Other than those AAU, World, and City updates, I suspect that all their efforts are going into getting MFS 2024 ready for release. I’d predict that there will never be any further improvement of multimonitor in MFS 2020 but that all the future refinement of it will occur in MFS 2024. It’s even conceivable that it will be much better than the current implementation at 2024’s launch.

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Ah, ok … I have not been able to properly follow the topic on the new FS2024 in recent weeks and did not initially understand that this will be the official successor. Then, of course, we will not be able to expect any innovations in the current MSFS at the technical level.
Remains to hope that Asobo will do better in the new FS2024.