Actually found an article that explained it. DLAA does underperform TAA. But I think it should be producing better visuals. I guess it comes down to the glass screens again.
I’ll have to take out an old airplane with DLSS and see how it goes.
Wish I didn’t have the VR bug but I can’t fly without it.
I tried 200% with Quality again and I had much better results. Everything was very sharp but frames were suffering a little for me. But not so much it seemed bad. I was just uncomfortable with 25-27 fps on the ground.
I think the other time was instability from making changes. Sometimes the VR engines get sensitive to changing without a full restart.
I can actually have OK performance on VR and make the world look nice and without shimmering, using both DLSS or TAA with scaling of course. However, the screens will be a blurry mess whereas the instruments look great.
One solution I can think of, is to be able to tune the resolution of the screens independently from the global resolution.
Genius! … absolutely impossible but nice idea. As far as I can see there’s two possibles, a masking solution or a rewrite of the glass instrument plug ins themselves which IMO would be the ideal solution going forward.
I really did not know it was impossible, I am no developer. However, DCS has options to tune the MFS and screens resolution although I think it only works for the PIP images and mirrors. It is very usual to have games that render certain parts of the scene at different resolutions so I guess it is possible but maybe not with the current implementation.
But yeah, they should address this because reconstruction techniques are really common right now and we specially need them for VR. Screens should behave better.
Of course for pop outs to another screen it’s possible but what I meant is your main monitor can not display different resolutions for just parts of the screen. There is of course nothing to stop glass instrument devs from catering for DLSS resolutions in their coding.
Guys I fear that it won’t be fixable, at least by Asobo. This looks like a DLSS limitation and I’ve the exact same behavior in Cyberpunk 2077 when looking at the speedometer inside a car.
Lucky I found this thread. Just purchased an RTX3060 and came to the same issue the minute I turned DLSS on. Sad we can not take advange of that feature.
For those with large 16:9 1080p screens (e.g. 32") rather than TAA try editing the UserCfg fullscreen resolution to 2880 x 1620 and then use the DLSS quality setting, this will then be downscaled to 1080p. I find it a much nicer render and tbh I’m not seeing any significant blurring. Performance should be about the same as 1080p TAA depending on your gpu. Take screenshots before and after
DLSS + DLAA does much the same thing but I really don’t like the grainy filtering.
PS. 3840 x 2160 with DLSS performance mode also scales nicely to 1080p.
Ok so here are my specs :
Win 11
i7 8700
RTX3070ti Master
32GB RAM
2TB SSD
and settings have literally been optimized my Nvidia Geforce.. (minus DirectX12) I am on DX11
DLSS Super Res
(I have been fighting with it for days but finally just let it do its thing and added a few tricks from researching yt)
Within the Nvdia control panel > 3D Settings > Adjust image settings with preview > I have enabled “use the advanced 3D image settings”.
I loaded up in LAX, using FSLTL injector and was amazed. Great performance and almost no stutters. Yes the glass panels are blurry but with this major boost i;ll just keep waiting for them to optimize.
I suspect there is and will be no real solution except play at a higher initial resolution or renderscale. I don’t know about widescreen or VR but at least for 16:9 Nvidia Image Scaling (NIS) can really improve larger than native desktop resolutions.
Supersampling (larger than native rendering) would “help” with initial bluriness (not ghosting) but would remove all the GPU-performance benefits of using DLSS in the first place.