Blurry glass panel displays under DLSS in cockpit wide view

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While I was hoping for help from the new nvidia driver for the cocpit that became blurry when dlss was active, now a pessimism started. SU10 new driver and blurry image continues. Anyone find a solution? Since I’m already using 1080P, it didn’t have an incredible Fps increase. Need to go back to Taa?

Do you have the same issue if you follow the OP’s steps to reproduce it?

Sort of. I had the same issue last night and basically did the same process as the OP

Provide extra information to complete the original description of the issue:

The issue affects all digital “Screens.” I was flying the FBW A320NX mod last night and couldn’t make heads or tails out of the altitude and other constantly changing measuring items. Changing things manually like frequency and Autopilot heading, altitude etc lagged by 1-2 seconds to show the proper value. I’m back to running normal AA until it’s resolved.

Are you using DX12?

Tried both DX12 and DX11

Are you using DLSS?

Yes until I figured out that I couldn’t read the digital screens.

If relevant, provide additional screenshots/video:

Starting from 1080p will leave you with a very low-resolution base render. I’d recommend against using DLSS for that case.

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I just downloaded the latest nvidia driver, hoping for better resolution on the G1000nxi. As I accelerated down the runway, the airspeed was increasing rapidly and the ones digit on the ASI was very blurry, never seen that before. Switched back to TAA and it was like before, easy to see the digits scrolling. SR22 1440p. Using DLSS Quality.

You won’t likely see DLSS improvements from new drivers; the DLSS .dll ships with Flight Simulator, and gets updated along with Flight Simulator.

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If Asobo/Nvidia can disable DLSS specifically for the glass panel displays it would be great.

We don’t need high gauge refresh rates, we just want the motion blur & general blurriness removed, with crisp text and symbols. Without this DLSS is unusable for me.

If in other games DLSS can be disabled for 2D elements like HUDs and quest markers, maybe it can be done with MSFS and virtual cockpit glass panel displays.

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HUDs and quest markers are usually composited on top of the 3d scene afterwards, like MSFS’s menus, cursors, popup windows, and HUD. I think there’s not really any way to “exclude” something “from” DLSS other than drawing it separately; the claimed “masking” they’ve said they will try likely means a separate, second draw operation where just the avionics screens are drawn at full resolution. For DLSS 3’s frame generation, they’d also need to render it at the new camera position for the intermediate frame. I don’t know if this is “easy” or “really hard”, and I don’t expect it to happen soon though we can all hope.

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Do you have the same issue if you follow the OP’s steps to reproduce it?

RTX2070S, I7-9700 at 3 Ghz

Provide extra information to complete the original description of the issue:

Are you using DX12?

No

Are you using DLSS?

Yes

If relevant, provide additional screenshots/video:

no

Do you have the same issue if you follow the OP’s steps to reproduce it?

yes

Provide extra information to complete the original description of the issue:

same blurry displays

Are you using DX12?

no

Are you using DLSS?

yes

If relevant, provide additional screenshots/video:

FYI back on TAA settings and DX11, works perfect until blur fix is found :slight_smile:

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This may sound a bit strange but I am on the 1080ti and do not have RTX but the DLSS setting is forced in the config file. My sim for some reason reset itself and I lost all my settings and now I have this blur I can’t seem to get rid of no matter what. Since I do not have RTX I do not have an option in the CPL to disable it yet for some reason I am getting a blurry image.

How do I disable DLSS with the config file. I tried OFF AND DISABLED and 0 and nothing seems to work. I thought I was losing my mind until I saw all these pictures but how can it be blurring me without actually having DLSS?

simple write instead AntiAliasing DLSS then AntiAliasing TAA.. and dont be confused with DLSSMode, this entry exist allways. The game not force DLSS and in the config file should be the same setting you see withing the in-game settings dialog, if you not tweaked stuff manualy and set files read-only. I also assume that MSFS revert the option if you wrongly manuall set DLSS.

If you see in-game within the settings dialog e.g. TAA and you get not sharp image, then check the new setting “AMD Fidelityfx Sharpening” : default is 100. ( PS: the topic is is about that only the glass panels become blurry with DLSS )

Do you have the same issue if you follow the OP’s steps to reproduce it?

Yes

Provide extra information to complete the original description of the issue:

Blurry glass cockpit, using NVIDIA RTX 2080 Super

Are you using DX12?

No

Are you using DLSS?

Yes

If relevant, provide additional screenshots/video:

I have a fix or at least it will much improve your graphics with very little or no loss of performance compared to TAA 
 The trick is to find the correct size that DLSS downscales to your native resolution. You can either create a custom desktop resolution in NVCP or input the size directly in the UserCfg.

For 1920 x 1080 native the size you want is 2880 x 1620, don’t forget the DLSS 
 and I see no reason for wide screen or VR not to benefit if the right size is found.

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I don’t imagine that would help with ghosting, would it? That’s a temporal thing, not related to resolution.

I have no ghosting with DLSS rendering at native or otherwise, lettering on gauges would get blurry at low resolutions in my initial SU10 DLSS tests which is why I don’t usually fly at 1080p. Now with my fix it’s a real option. (DL)DSR compatible too.

Is the lack of ghosting new in SU11 beta then? Or are you just not testing anything we’re testing?

I’ve not tested it yet 
 where is it most prevalent?

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Moving items on the avionics screens, most tested with the G1000 NXi and similar Garmins but I’m told it affects many airliners as well. In particular, the altitude and airspeed tapes move/change rapidly during takeoff and landing, and various features may move around while turning or doing aerobatics, etc.

Because DLSS uses multiple past frames to inform its new frames, but has no motion vectors “within” the flat texture of the screen, it doesn’t properly “move” the pixels into their new positions, and you get a “ghosting” effect as things move or change.

The current airspeed and altitude readouts themselves are critical at takeoff and landing, and become more difficult to read in particular.

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