Benchmarking MSFS 2024 on PC - Artificial RAM & VRAM caps?

And yet in the 18 months since MSFS 2024 was released I’ve never seen my system use more than 36Gb (12 + 24). My settings are Ultra, TLOD 300, real time AI and real time weather. Doesn’t matter if I’m flying over New York or English countryside that’s the most I’ve seen.

Now I don’t use PG nor any 3rd party “study level” aircraft so this may bring my usage lower than some but it certainly seems to ‘brick wall’ at 36Gb. I would accept that this may be because all needed resources are loaded and so no more RAM is actually required but that hypothesis breaks with the two examples I gave in my previous post. I don’t for one minute think Asobo have a set limit (yet to be proven of course) to deliberately annoy high end PC owners; I’m merely sharing my observations from 18 months of use,

I do get fantastic performance and enjoyment out of the sim but my wish would be for more of my system being used. It’s like spending your life savings on a Ferrari and finding it’ll only let you go 30mph :wink:

But it is possible Microsoft set a limit - not to annoy, but because they want to keep things accessible and somewhat consistent across platforms, perhaps. I also think they didn’t give much consideration to driving triple screens. They look at the stats for PC gaming and focus on the largest demographics.

The bug was regarding VRAM, not RAM.

And the other screenshots are from other threads and also far beyond 36 GB. Believe me, there is no limit.

I think I have figured out how to measure Stutters directly.

Here is a screenshot of 3x 4K, A330-300 (TAA, Max 30, FSR FG, High + TLOD 300, in MSFS SU5.1 v1.7.28.0) landing at EGLL - something I wasn’t sure I’d ever achieve.

The MSFS FPS overlay looks pretty “red”, but in fact, the performance is fine. Not as buttery smooth as at cruise, but also not stuttering - a few minor stutters but I can’t complain. There were stutters approaching the coast of England, and over some random parts of the French countryside. My theory below.

The graphs show some interesting things (at least to me)

GPUMem will turn Yellow then Red over 24GB, which still seems arbitrary to me, I think they programmed it at a time when the RTX 4090 - with 24 GB of VRAM - was the most available. I do see PhysicalMem going above 12 GB on my own system for the first time.

But this is more telling about how MSFS behaves:

As I was flying from LIRF to EGLL, I noticed the CPU would spike everytime a scenery “Tile” would pop in - especially over a city with Photogrammetry and lots of objects to draw, and more especially near an airport for the same reason.

Just as interesting - If I panned my view in the cockpit quickly, it would do the same thing. My interpretation is that it has to load the aircraft textures that were out of view, but is also probably loading the scenery tiles (and their objects) even though they can’t be seen through the plane. This might explain the reports of stutters when changing intsrument views (my guess). My theory is that MSFS is now loading whatever is in line of sight (even if not visible from inside the plane).

This reinforces my belief that the sim is loading Tiles - and the contents - in bursts, and that can really hurt performance if it bumps in to CPU / RAM / GPU limits. The loading needs to be smoothed out.

HWInfo has the PresentMon stats, which show FrameTime, and then how “Busy” the CPU and GPU are during the FrameTime cycle. In my case, with 3 screens, surprisingly it’s the CPU that’s busy and the GPU waiting. I interpret this to be because there are 3x more scenery tiles and their objects for the CPU to process - since the view is now 3x wider.

But what’s really cool is “Animation Error” - which is a mismatch in timing… if the error rate reaches as high as the FrameTime, then you miss a frame - and see a stutter. Anything below that might be percieved as “less smooth” but not enough to be a stutter. So this is a pretty good direct measurement of stutters (I think).

So why do you think, the CPU bursts are aligned with loading tiles? What is with other simulation tasks?

One problem I see, you are always looking on the overall CPU activity. In simulation environments (not only flight simulations), the single task performance is crucial. If one thread is blocking the whole simulation stutters, and during this phase, the overall CPU activity decreases, since other tasks are waiting and can’t operate with their usual cycle time. So a high overall CPU activity is a good sign from simulation point of view - a lot of tasks can operate on a high level.

Don’t you think that the problem is the sphere of the LOD around the user point of view? 360 Degrees divided by 4 or 6 or 8, who knows… By the way, the caching of the off-screen elements doesn’t necessarily seem very effective to me, personally I don’t see any change on the efficiency. A PC setting would be more appropriate because with the XBox and PS5 versions to manage it is bound to get stuck! Yes, it’s always at the first reload of the off-screen shots after a few nautical miles that the stutters appear. The engine of the simu must recharge the very precise LOD’s of the aircraft then the landscapes ect ect…

I believe that adjusting Off Screen Terrain Pre-caching does affect the reported RAM in the MSFS FPS overlay. Since I made this complaint, I have seen the value increase (in more recent SU 5.1 updates).

The intent of my original post was to show how system resources are used comparitively by the entire range of MSFS settings, and across 1 and 3 monitors. I noticed what I percieved as an artificial memory cap - but the behaviour has actually changed since I posted that.

I now believe that Asobo are imposing some “shrinkflation” techniques along with lower resolution base scenery tiles - the amount of distance / detail you would see with any given TLOD value is now less than before. So if you have TLOD 100, you likely see more detail / distance in SU4 than SU5. That’s my subjective feeling, not measured.

Hello RAM & VRAM specialists. would you kindfy explain was is happening on my PC ?

The flight was nice, good perf and when i opened the debug mode to check i saw the allocatedMem was growing since I started the flight 5 hours ago…

Which Addons are you using? Please name all addons, in particular the one connected via SimConnect, and also the ones from the marketplace.

Can you confirm with system monitor tools the Simulator is really occupying the memory?

Thanks for the answer, I use : Rex atmos, GSX, Chase plane, navigraph, simbrief

Current flight, smooth (Frame gen x3, limited fps)

but i see allocatedMem is growing and growing

Update :

My favourites are Rex Atmos and ChasePlane, in this order.

These are really all addons? No Plane, no Airport?

Oh srry yes lots of plane (currently A220) and airports. i already tried desactivating airports via addons linker

Ok, but the other two are more likely the root cause.

Having a closer look, maybe ChasePlane becomes the first place before Rex Atmos. The CoherentGTUI Thread is growing, this is a ChasePlane thing. Try to remove them one by one.

uninstalled Chase Plane and trying again

Update after 30min running without chase plane

And after 55min :