Dramatic FPS loss after update 1.10.7.0

I have a 2060/6GB and most things set to medium except terrain mesh fidelity (on mobile so not not sure of setting’s name). 45-50 on average, but does drop to 18 or so worst case. This system was also for a server originally so 64GB and the—can’t remember the code name—but top i9 multicore as of about 12 months ago.

So my block is the GPU, but I don’t know what part the CPU play. MSFS uses less than half of that typically.

Do you think it might be a RAM or CPU bottleneck?

And yet…

Where and went did they state that the sim runs 60fps at 4K ?

Ignoring your base insults, I’m curious where you think MSFS specs claimed 60fps/4k. They showed a video they said was filmed at that video spec, but nowhere did they “advertise” it, put it in a spec sheet, and claim it would be everyone’s performance. That would be idiotic.

EDIT: Changed to remove any personally targeted content. My apologies for slipping up there and engaging on that level.

I’m sure it’s a bottleneck somewhere. The system has 64 GB RAM and it never utilizes more than 50%. With CPU as well, never goes to more than 75% utilization.

Wonder if it’s some esoteric CPU threading issue with code blocks being unable to efficiently distribute workloads across multiple threads/cores, instead clogging up one particular channel. <— a notorious problem in game programming IIRC, not an expert by any means though.

For reference, the same rig easily achieves 65-70 FPS on Read Dead Redemption 2 @ 1440p with ultra graphics settings, so the problem seems to be localized to MSFS. Can’t shake the feeling that a setting somewhere might be screwing with things.

I think you are right re just a setting somewhere. Multi-threading optimization doesn’t seem to have been a priority. All of the cockpit displays and gauges run on a single thread. The core engine seems very similar to the previous FSX given the simvar in simconnect are the same but not all implemented. It’s like a new version not quite complete, just due to time and advances in technology a massively significant one using new tech for much of the scenery.

Have you tried going to the most rudimentary graphics level and building up from there? One of the big ones I’ve found is the render scaling. That scale is actually a square, so 200 is 4x the work, and 50 is 1/4.

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Of course it has been. In a program like this though it’s simply not possible to utilize all the cores. The mainthread is responsible for keeping all the other tasks that have been outsourced to other threads in sync (which costs resources in itself). Therefor the mainthread will always be the limiting factor.
Of course they’re still optimizing, and will move other tasks to other threads in the future, but it will never load all cores / threads optimally.

This in contrast with for instance a tile-based renderer (like the Cinebench benchmarks you might have seen). There it doesn’t matter if one tile is done sooner than the others, so all threads can be loaded to the max. This is simply not possible in a simulator (or the vast majority of any other games).

I don’t recommend their in game Graphics settings (too conservative), but their check list of hardware/software settings greatly improved my fps. It is free but you need to make an account. There are settings in Nvidia, Windows 10, etc. all of which can add fps and cost you nothing in picture quality. Most of these are well known, but I had overlooked something because after going through them all my framerates went back to what they used to be. I’m not sure what I had set wrong before.
https://secure.simmarket.com/sofly-ltd-maximise-performance-in-flight-simulator-free.phtml

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Fantastic guide! I wish I could upvote this more. Thank you so much for posting. I’m sure it will many others.

Oh, sure. Fair enough. But re the example of the gauges and screens in game, they’re all accessing the same source data so multi-threaded would work just fine. One display doesn’t depend on another. I saw a dev say they are limited by another vendor for the system behind those displays, and that they have no need to update. I don’t think this is right as much of the sim as documented right ow comes from 2008, but I haven’t really looked. I kind of love, on the one hand, that all the cockpit displays are js, html, and css, with xml ingested for the data, and on the other hand why is all of that single threaded?

FWIW… my fps is stable or has seen a slight increase.

Yep…yesterday night, I could fire up MSFS and fly. This afternoon, after the CTD patch went live…the first time I clicked on the MSFS start icon…I got a blue box message that my installation could not be found…after 20 times trying to download…I had to fully un-install and am right now, in the slow-grind of a 94 GB re-do… I am so *issed off!.. One thing after another since the day I bought it…

94GB sounds not to bad. Flight Sim has grabbed 173GB of my SSD!

This same problem. FPS 5-12 - before update to 1.10.7.0 I had 25-42. After update FS2020 crashed and I had to reinstall it. I demand action !

I have never experience major FPS problems before this latest update. I am running the sim on a decent specs (i9 9900k @ 5GHz - 32G Corsair Dominator platinum 3200MHz - GTX1080ti, Samsung 970 EVO Plus NVMe M.2 SSD 1TB).

After digging quite a bit into the issue I realized that, according to the dev fps console tool, I am limited by the Main Thread (CPU bounded). However, none of the cores reached a load peak greater than 40%. It doesn’t make any sense because my CPU can’t be a bottleneck while running a GTX1080TI at 1440p resolution.

Before the update I was “GPU limited” and I had a smooth frame rate 45 - 65 on high/ultra (GA planes).

I don’t know what have gone wrong with this update but clearly there is a major performance issue…

I’d like to point out that I deleted everything on my community folder and deleted the rolling cache before the update (still not running any mod at all).

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No change in frame rate here, and if anything, fewer microstutters when viewing the passing terrain out the side window in flight.

I have a 1080Ti GPU, with frames externally limited to 30 at 1/2 refresh rate via NVCP. Monitor is a 60 Hz 4K. Most settings on High or Ultra.

Many reports that if FXAA is enabled in conjunction with TAA, it will cause a substantial performance reduction. I have FXAA forced to OFF in NVCP. I suspect that merely relying on the default “Let the application decide” setting may not be enough to insure it does not become active. I have all settings relating to AA forced OFF in my NVCP MSFS profile.

I do not use GeForce Experience, PhysX or any other Nvidia software other than the driver.

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make sure MFAA is off too

Thanks very much appreciated! I disabled FXAA in the Nvidia Control Panel and reset other options as per the following thread and now I got back same performance!

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Hello, Its work ! Thanks

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I’m running lower end hardware and definitely noticed fps loss in latest patch along with grainy clouds and over sharpened textures.

I will add that people need to remember that there is a massive difference between running 60fps for a FPS/action game vs a sim. You don’t need 60fps, things happen much slower in a sim. 30fps is fine as long as no stutters…