DLAA - How does it work?

So, I’ve read that using DLSS+DLAA should give the visual benefits of DLSS, just without the upscaling. Why is then that I still get blurry screens /ghosting using this combination? The “interesting” thing is - If im all the way zoomed in on a display, like the PFD, it’s super crisp and nice. However, if I’m in the normal seating position, so a bit further back, it’s blurry and I get ghosting. So why is this? Am I supposed to use the DLAA anti aliasing setting instead of DLSS+DLAA? Somebody care to explain? Thanks!

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DLSS+DLAA is AI enhanced DLAA, but it gets the same ghosting issues as DLSS.

DLAA alone is traditional DLAA so it doesn’t get the ghosting.

The ghosting seems to be caused by whatever the DLSS AI is doing. I use DLSS+DLAA for ‘Steam Guage’ aircraft and swap to normal DLAA for ‘Glass Cockpit’ aircraft :slight_smile:

Right, but what I don’t understand is why DLSS+DLAA renders at a lower resolution? From what I read it’s not supposed to do that? It’s the AI upscaling that’s causing the ghosting, not DLAA itself.

DLSS+DLAA doesn’t render at a lower resolution, the ghosting is caused by whatever optimisations/process the AI uses to apply the DLAA (rather than the upscaling specifically).

(Disclaimer: all of the above is what I read a while ago so the information could now be incorrect/out of date)

@MartinM6199 I found the article :sunglasses:

Summary referring to DLSS+DLAA:

When engaged, it renders the game at 100% display resolution, without upscaling, but applies much of the AI image reconstruction features of DLSS.

It is the AI image reconsruction that causes the ghosting.

Specifically, the ghosting is from the temporal part of the DLSS/DLAA system. Like TAA, DLSS (whether upscaled or not) combines pixel data from past frames with the latest frame, and this can result in “ghosting” problems on fast-moving objects and patterns.

For most 3d objects this is reduced by the way it knows a little geometry (I think from having a depth buffer in the rendering?) and can identify edges; however for glass avionics screens this doesn’t seem to “just work” and the AI algorithm, however it works exactly, handles this particular case poorly: flashing or suddenly changing numbers fade in/out instead of being immediate, and moving 2d symbols can “ghost” their movement on screen without the algorithm “realizing” there’s an edge.

IMO if you’re doing glass cockpits, TAA provides a better experience than DLSS/DLAA if you don’t need the upscaling.

Works great on most steam gauges though!

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Thing I’ve noticed is - It works fine on glass cockpit displays if you zoom in on them, or get up close to the screens. So hopefully that’s something they can work around and fix up ahead.

Did a quick test and as you can see there’s no ghosting when zoomed in:

Microsoft Flight Simulator 2024 01 07 12 34 07 01 (youtube.com)

Hm, maybe it’s less ghosty, maybe it’s just a higher frame rate because fewer screens are on screen so the ghosting is faster and takes fewer frames in the recording. Hard to tell. :smiley:



Anyway I’m not sure if the autopilot’s number displays work the same way as avionics glass screens or not to begin with (drawn as flat textures? or some kind of geometry?)

It’s the same when looking at the PFD for example. No problems up close or zoomed in, but at a distance they’re blurry.

Microsoft Flight Simulator 2024.01.07 - 13.27.03.03 (streamable.com)

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Hello,

Someone can correct me if wrong but I’m pretty sure DLAA is totally separate from DLSS. It is basically just the anti-aliasing part of DLSS and it uses your native resolution. There’s the ‘DLAA’ option within the DLSS settings which if I remember correctly is the one you want selected.

DLAA should provide great AA at your chosen resolution. I use it at 1440p. Not sure if there’s much benefit higher than that but my image quality looks fine.

Another thing that could be worth checking out, is if your monitor has an ‘Overdrive’ mode? If this is set to higher than ‘Normal’ (might be named differently) then that can cause ghosting in some cases. I went through a similar issue with a previous monitor.

Not anymore!

See the article I posted in my earlier post:

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