Yeah its odd…Its like the just copy pasted the code from 2020 without so much as opening up the settings and trying to align a monitor. Might make a big report for it…
Nov 29 I did a flight with 3 monitors .Using DLSS swapper . Set My graphics to Low End .
Then adjusted Textures ETC settings from there and i am getting 50FPS or more.
Did this In VR as well Great! Still some Bugs but way better than 4 days ago!
Also set DLSS to Performance!! everything else sucks.
Good info, I found that it seems DLSS Performance is about the only option with 3x 4K running on a 4080. I keep being in denial and trying to run high or ultra settings and tweaking down a few things, but I think I need to try your idea, and start low and work up. I based my settings on the below link, but my 4080 can’t cope with the 3 screens.
Same here running on 1080 1- 90FPS, 2- 20FPS 3-5 fps. 2020 I was 30+ FPS
Internet Download -925
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CPU- Ryzen 7 5800x
GPU- 3080
32gig of ram
I did struggle with DirectX 12 in 2020, perhaps that’s my problem.
P,ease just have the Asobo Graphics Team look into how Forza Horizon 5 team handles triple Monitor Settings. It works seamlessly with NVIDIA and allows you to define your angle and perspective of the main screen, then correctly defines the ultra-wide perspective added by the two outboard monitors. This just works, and delivers a natural perspective, relative to your monitor angles, and the angle prescribed by your distance to the middle of each screen.
Now, just a comment on additional popout screens and fps vs GPU and CPU utilization. I’ve found that using a low-end secondary, internal GPU (AMD R7 240 2GB) with dual HDMI ports to offload the two 15.6" touch screens (popout panels for Air Manager), this takes that additional workload away from my CPU (AMD 7800X3D) as well as my primary GPU ( RTX 4070 Super). This combo is delivering over 130fps in the hanger, as well as 80-100+ fps on the ground, with all my Graphics options maxed out.
Alas, I’d really LOVE to have my outboard monitors to display the correct side view perspective, without having to redefine my NVIDIA Surround settings every time I switch from a road racing game vs MS Flight Sim.
Asobo, please (pretty PLEASE), fix these graphics settings and correct visual perspectives - wether using a singularly presented, Virtual Display space with NVIDIA Surround or configuring individual monitor perspectives (a la, MSFS2020’s current capabilities). The second option that requires THREE separate display configuration settings in MSFS2020 (& now in MSFS2024as well) sucks up precious GPU cycles that none of us have to spare.
Never going to happen as long as xbox can only show one screen.
Just found this post. It really sucks how poorly implemented triple monitor support is!! You can’t even properly align the monitors as the menu changes when you hit ESC to open the settings menu LOL
Asobo, I pre-purchased 2020, on the promise made in one of the early videos, where it was mentioned that the devs had hardcore simmers in mind, and even showed a brief glimpse of the Asobo in-house cockpit featuring a wraparound display with multiple projectors. I took this to imply that support for such a setup would be supported out of the gate. I was very disappointed to find that not only was this NOT the case, but it took a ridiculously long time for any sort of multimonitor support to be made available, and when it finally was, it felt, and still feels, like an absolute minimum-effort job.
At one point, I found that Reshade shaders could be used to perform pixel shader post-processing, so I made a custom shader that performed exactly the planar-to-spherical reprojection that I have discussed in several other posts. Shortly thereafter, these shaders stopped working, only allowing specific pre-curated shaders to function.
The sim already has the capability to perform multi-frustum rendering and image warping, as evidenced by the VR capability. Why is it so hard to open this up to the users who want to use a multi-display setup more complicated than ‘Several identical flat screens’? This is a genuine question, not just a rhetorical ‘Why won’t you do what I want?’ rant. I’m certain that if Asobo were willing to consider opening up an ‘Advanced display configuration’ option, there are those of us who would be more than willing to collaborate on a detailed, well-thought-out, reasonable set of requests to formally present to the developers.
They could fix ultrawide monitors by using cylindrical projection instead of linear.
Seb, all we need is a simple rendering correction for widescreen monitors (21:9 and 32:9).
Nvidia Surround will provide one view, FS only has to correct that view for distortion at the edges.
It will be a great feature for both XBox and PC.
I have seen GE Aerospace (Cheltenham) demo three very large monitors with FS at the local Science Fair attended by schools and public. There is always a long queue of children wanting to fly.
The FS edge distortion is not up to professional standards, especially for a manufacturer of high quality, high reliability jet engines, both civil and military.
If MS is serious about the “digital twin” it needs to use modern techniques. Look at modern cinemas and Imax.
‘We’ encompasses more people than yourself, and ‘We’ have collectively been asking Asobo, for four years now, to give us back the multi-display capability we had in FSX/Prepar3d.
I do want to see cylindrical projection for curved monitors, but more than that, I want to see a restored capability to individually define fixed view volumes with definable non-symmetric bounds, and the ability to apply arbitrary image manipulation, preferably pre-overlay, to each resulting viewport. What is so frustrating to me and others is that the software already has the capability to do what we ask. The fact that it is VR-compatible is proof of this. All we ask is that they give us an interface to interact with these parameters. We can come up with the shaders on our own for any variety of reprojections, be that cylindrical, fisheye, panini, what have you. Instead, they give us what feels like a half-done “Here ya go, ya happy now!? Now go away and stop asking!” level of response, and when a new request of this nature comes up, it tends to get closed down or merged with some other existing request and declared complete, if it gets acknowledged at all.
Multiple viewports is definitely the most powerful solution and therefore something to aspire to. However, multiple viewports tends to imply multi-camera which tends to require multiple HDMI ports. That’s quite achievable, even with my slightly old GTX-1080TI with 4 monitor outputs. Some modern GPUs have 5 monitor outputs, which is great.
The elephant in the room is the Xbox, who’s back panel has just one video output. Persuading Seb to authorise multi-monitor development that won’t work on the XBox is a big ask.
If I was running the development team, I would sanction panini-like correction for 21:9 and 32:9 which is probably a one person project. However that person may already be very busy grappling with streaming textures from the cloud to the GPU efficiently, writing more shaders and the finer details of DX12, whilst also trying to make older code thread safe.
So correction for a single wide viewport is perhaps a task that can be justified. The viewport correction code, perhaps C++, can be reused, if in the future multi-viewports can be justified.
I disagree that half-done is the only outcome. Software development often plans carefully for the future, but codes something achievable in the next release cycle.
Have other people seen their GPU usage IE the % take a huge drop when running a second and third monitor? I am using 3x 55" TV’s, everything worked pretty good in MSFS 2020.
With my 4080 on 1 screen I will be hitting 97-98% GPU utilization and pulling 300watts +. As soon as adding the second and third screens GPU utilization drops to 30-40% and only pulling 130-180watts. Playing around with settings, can’t seem to get things working well at all on triple screen setup. And most scenarios it shows limited by the GPU, so the CPU is bottlenecking it. Very frustrating. It seems the second and third screens just screws something up in this game.
Cheers
I’ll have to check my GPU usage. I know when adding a second and then third screen my GPU time went from around 11ms up to 40ms with my 4090. 2020 never had that kind of impact on the GPU
I voted but what about nvidia surround support. I play simracing games and it works perfect and no fps drop. automobilista 2 or ACC for example. Just want to get rid of thosw streched side images and not having to pay 300 euros for the inmersion software.
I agree it would be great if they could adjust the the way 2024 projects its image to accommodate ultra widescreens to remove the stretched and distorted image you get when using NV Surround. The advantage to using surround is that you could get Frame Generation working (since it only works on one (the main) display).
Regrettably. that doesn’t seem to be on Asobos radar either, so in the meantime I simply hope that they can improve the current multi monitor setup. The more votes this thread get the better the visibility to that request!
I literally dont care xbox or whatever.
I dont care if only there are 1000 triple screen users
This is beyond ridiculous. Xplane, A software by 30-50 employee developer has it. Iracing 100+ developer company can do it, but Asobo with 250+ employees cant do it properly. (Or not allowed to prioritize it)
Forget about employees, Assetto Corsa has proper triple support. Please explain me why it is not happening? It is easy to ask 200$ for a game but hard to develop proper triple support.
A software that has the word simulator in it tries to do triple setup with basic angle and zoom in-out fake fov. Unacceptable…
I have to edit. I use triple 48 inch monitors! Looks ridiculous when you zoom to 75 for proper fov.
I agree completely. The best thing that we can do is raise awareness of the issue and get this topic voted up so that it features on the top wishlist list.
Racing Sim’s have been doing this for some time, why can’t they get it right. It’s so easy to set up Triples in iRacing or even AMS2 we need something like this
Multi-screen is a mess. Half the time window 1 is at the wrong zoom level (zoomed out). I have to close the simulator and re-open it to solve the problem.
I cannot use a decimal point to adjust the screens and 1 full point is too much. I cannot see the display on the center screen when I am trying to adjust the right and left screen.
Frame generation would be a huge fps increase for anyone using multi-screens and it does not work.
Please help us solve these problems.