In UserCfg.opt, there is line SecondaryScalingVR 1.000000. This is actually standard upscaling method for VR. It can be used with DLSS to have great results in performance. It basicly upscaling factor. Here is little bit info about these.
DLSS version
both version of MSFS still uses old version of DLSS (not frame generation, it is the newest).
There is huge lift in performance and visual with latest 3.8.10
Ultra Performance - 33% (1/3) per axis, 11% resolution.
DLSS is designed to work more efficient with lower resolutions.
Here is DLSS presets
Preset A: Intended for Performance/Balanced/Quality modes. An older variant best suited to combat ghosting for elements with missing inputs, such as motion vectors.
Preset B: Intended for Ultra Performance mode. Similar to Preset A but for Ultra Performance mode.
Preset C (most preferred): Intended for Performance/Balanced/Quality modes. Generally favors current frame information; well suited for fast-paced game content.
Preset D (2nd preferred): Default preset for Performance/Balanced/Quality modes; generally favors image stability.
Preset E: Slightly sharper image, improved fine detail stability, reduced ghosting and better temporal stability
Preset F: Default preset for Ultra Performance and DLAA modes.
Latest nvidia driver and DLSS 3.8.10 only supports presets E and F!
You can select presets and modify downscale prosent with DLSStweaks and nividia profile inspector softwares.
Here is example:
you put SecondaryScalingVR 1.200000 and it will upscale your resolution by 20%
you select DLSS Balanced in MSFS/MSFS24. It will downscale your resolution by 58% but uses DLSS magic to make image sharper and better.
Simple mathematic example.
I have Pico 4 used with Virtual desktop God like mode (3120x3120).
I put SecondaryScalingVR 1.50000, so Post rendering resolution is 4680x4680.
DLSS balanced downscales it to final rendering resolution 3042x3042.
Performance is far better than you would use TAA, but it looks pretty good. There is offcourse artifacts from DLSS as general there is allways.
if you do benchmark with only DLSS Ultra quality mode, to match final render resolution as with SecondaryScalingVR+DLSS balanced, you wont see the diffrence and performance is way more better with SecondaryScalingVR+DLSS balanced.
Changing DLSS modes
You can change DLSS modes downscale prosent with DLSS tweaks or Nvidia profile inspector. Guides are all over the place (youtube, avsim)
I use DLSS balanced with 65% downscale and SecondaryScalingVR 1.120000 and im having constant 72fps with 72hz mode, WITHOUT MOTION SMOOTHING/ASW/SSW/MOTION REPROJECTION!
OXR Toolkit
OXR toolkit´s override resolution does same thing that SecondaryScalingVR does.
Here is comparison about those two methods (same final render resolution):
This is DLSS Balanced 0.6 (VD Godlike 3120x3120). So final rendering 2028x2028
This is DLSS Balanced 0.6 + SecondaryScalingVR 1.50000 (VD Godlike 3120x3120). So final rendering 3042x3042. Post rendering 4680x4680 from wich DLSS downscales to 3042x3042.
This is DLSS Balanced 0.6 + OXR Toolkit resolution override (VD Godlike 3120x3120). So final rendering 3042x3042. Resolution override to 4680x4680 from wich DLSS downscales to 3042x3042.
C0rsten,
Excellent writeup! Lots of info!! One real question is how do you get your MainThread render time down to 10.9 msec for Photo#1? Mine is mostly at 20 msec or so and I am thankful for that (I just have an older CPU@5Ghz). You have an amazingly balanced system - no one else has reported such performance. I do notice that with this 72Hz performance that the render is just 2020x2020 which seems that it might not be as clear - especially for airliners.
The second Photo setup is more “normal” - the render is 3042x3042 and the main thread is at 18msec and I assume you use SSW there if you want a smooth sidelook capability at 36FPS.
If I don’t want to use DLSSTweaks, can I simply use, for example, DLSS Balanced at 58% and then SecondaryScalingVR = 1.200000 maybe or should I just use OXRTK to override res. I don’t really understand the interplay of settings.
According to a video I watched about SecondaryScalingVR, it’s best to set it to 2 for minimal impact on performance. You can really notice the difference. Before, in ultra-performance mode, it was impossible to read the panel, but now it’s legible. Now the balanced mode (which significantly improves performance) is quite similar to the quality mode, which in turn offers slightly better quality.
The OP keeps referring to DLSS downscaling the rendered image. That isn’t how it works.
The percentage factors quoted for the various DLSS options are how much the initial render resolution is reduced, which DLSS then upscales. That’s the whole principle by which DLSS improves performance.
Increasing the secondary scaling just renders the initial image at higher resolution, but that obviously has an impact on performance. I don’t see where anything particularly special is happening here.
First of all, i didnt include DLSS version swapping to original post. It is now added. I recodemn to add newest version of DLSS to MSFS2020 and MSFS2024, because both are Still using old 2.4.12. Instruction updated in first post.
@richter74 SecondaryScalingVR 2.00000 will double you final rendering resolution, so it will do your system too sharp with bad fps. I suggest 1.2-1.3 for start with DLSS balanced. If your are happu with the result and there is room for more, put it 1.4-1.5.
@SearBreak225638 my MSFS2024 settings are pretty optimized in VR, because i need the 72fps (lots of LOW and OFF, using propeller mod, flying in clear skies etc). I dont use SSW (frame generation in VR), so i need the FPS. The 2028x2028 is DLSS balanced from the 3120x3120 (Basic rendering resolution with virtual dekstop´s God like mode). And yes, i cannot be used with glass cockpits but can be used with steam gauges. But i dont use that without SecondaryScalingVR for sure. I did use earlier DLSS quality with 85%, but fps was only 67-70. With Balanced+SecondaryScalingVR 1.15 it looks same but with constant 72fps and 90% GPU load so there is headroom. My pc is 4090, 7800x3d, 64gb ram. Yes you can try DLSS Balanced at 58% and then SecondaryScalingVR = 1.20000 or even 1.30000. No need to use OXR toolkit´s override resolution. Maeby 10-20% CAS sharpening there as a bonus. Tell me how it is working with you.
@Mayc7672 SecondaryScalingVR 2.00000 Works only with ultra-performance mode yes, there are you right. But maeby you should try also balanced with 1.3000 or 1.4000 with 10-20% CAS sharpening from OXR toolkit. Tell me how it looks.
@Majorlag9496 i did uninstall MSFS2020 before tried this secondaryscaling method. But yes, try DLSS balanced with 1.3000 - 1.4000 secondaryScaling and tell me the Performance and looks.
@BeardyBrun yes there might be some kind a missunderstanding about the terminology. I wanted to explain it kind a easy way, that users would understand.
That SharpenAmount 1.50000 is the AMD Fidelityfx sharpening in MSFS settings. That you can edit during gameplay. You have primaryscaling enabled too. I suggest to put it 1.0000. I dont know what that actually does.