DX12 Issues - Weird Graphics Glitches, Stutters in Panning

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:

Are you using DX12?

Yes

Are you using DLSS?

Yes

If relevant, provide additional screenshots/video:

I have lots of blind spots where the map is just broken, at least around Kingston/Jamaika to the East. Anyone else? Already had the famous mega tree at JFK too.

But overall Performance with DX12 and DLSS Quality has improved significantly for me, much smoother frames f.e. over NY with Samscene + Bridge Mod still consistent 35-40 fps (locked).

Ryzen 7 5800x3d
3080 Ti Founders Edition
16 GB DDR4

4k Ultra/High, Multiplayer All, AI disabled

1 Like

This issue has ne completely stumped for reproduction.

I bought PilotPlus EGKB today, installed it and also found a recommendation to delete the rolling cache, delete content.xml and the scenery *.dat files. So I did.

The first flight had no artifacts, decent frames (limited to 30 in game), but occasionally dropping to between 7-17 fps with a corresponding dive in GPU response time. The VRAM was not fully utilised at this time.

On landing, the frames didn’t recover and parked athe the terminal, I can only describe the GPU as ‘spasming’. The total frame response time was in the 40ms range, but the CPU and GPU response times were both around 20ms…no graph indicated anything causing the 40ms delay. The total frame and GPU graphs were both purple, with tiny regular spikes.

Exited the sim (which did so back to Windows, but the exe hung in the background).

Next flight with no changed…perfect circuit at 30fps and none of the previous issues! VRAM usage maxed out and overused to the tune of 12GB of 9GB.

So something really strange and unpredictable is going on here.

Hi, all was starting like a charm :smiley:

Even with some custom scenery and mods :

But after a while it all went wrong :

Regards,

DX12, TAA (GTX1660Ti)

2 Likes

Thank you Asobo, I cant even launch the game now :

EDIT : Yes, community is empty

Community is not the only place that can contain 3rd party content.

1 Like

exactly these glitches here,

2 days ago it seemed my video card was faulty because of these problems,

back to DX11 & all is good:)

seems like a VRAM memory management issue…

1 Like

Back to DX11 too :pray:

1 Like

I had to drop most of my settings to High and my TLOD to 100 to get DX12 stable and smooth for me on my 3080 Ti (I haven’t had Elden Ring trees since). Generally VRAM runs at about 8.5GB out of 10.5 available. The only times I’ve seen significant stutters and oddities is when committed VRAM goes over the budget and presumably is using main memory as a swap. That’s when weird stuff happens. But since I tweaked it it’s 99.9% smooth and that’s with 3 pop-outs and vsync at 30Hz.

Quite honestly it looks like the take-away is going to be if you want to run Ultra with DX12 you’re going to need a 24GB card. Maybe the 4000 series will have 32GB at the high-end…

2 Likes

We don´t need 24Gb of VRAM. Game is not storing such an insame amount of data even in the most dense areas. 10Gb are more than enough with current settings and status, and that´s only for the heaviest areas. In regular areas no more than 6Gb are normally used.

What we need is that VRAM is cleared properly and data is streamed in accordance to the active LODs only. Now it seems as if game stored even the higher detail LODs when they are not yet visible (or at least some of them), which has no sense as the streaming is quite fast even to reload a full area after a teleport (it was like that in the past). That kills performance and hammers the main thread without being really needed in dense areas.

On the other hand we don´t need the data from 10 minutes ago to be still kept in VRAM if we already passed over that area and is not in the viewdistance. Again, only the active LODs should, in any case, still kept until they are still visible and then removed completely. You can see that even with low viewdistance settings the VRAM usage is always high in dense areas, and is not released after you decrease the setting from higher values to lowest. When using mainly autogen buildings without photogrametry that has no sense either in such areas and should not be like that (it wasn´t like that in the past).

Cheers

7 Likes

The DX12 implementation still has a long way to go. In the end, it should work on all mainstream cards. We are a very small minority of enthusiasts with 3080’s and 90’s. Buying an expensive 40 series card should not be the solution.

I actually own a 2070 Super (8GB VRAM) and after some tweaking (most settings at high) I’m having an extremely smooth experience with DX12, even in VR (35 - 45 FPS with no rapid fluctuations), so I’m not convinced that the problem is in the raw amount of VRAM, but rather how it’s managed.

4 Likes

You make good points. I remember when P3D went over to DX12 (and it wasn’t an optional mode, it was DX12 or nothing) there were constant problems with VRAM running out on 8GB cards with usually a CTD following. Over the next couple of versions Lockheed Martin improved things until VRAM was no longer an issue as long as you had at least 6GB.

Edit: I just completed a 3 hour flight in the WT CJ4 on DX12 and it was smooth as glass the whole way through. Just one visible stutter when a lot of scenery loaded at one point. VRAM <10GB the whole way, settings on high with a couple turned up to ultra. Got some glitching on objects right at the end (boats in the water by Nice airport turning into balls of fuzz) but that’s it.

I think there´s something else is hidding there and it´s not VRAM only. It´s clear that below ~300ft the performance drops like hell all the way up to ground level. And this is not caused by airports stuff because you can see the same effect on an average city in the middle of nowhere with no custom addons nor airports nearby and with buildings photogrametry off.

It seems as if viewdistance was increased or something like that while you are below that threshold (in terms of performance impact I mean). You see the same effects as when viewdistance is increased: mainthread latency increases and fps drop. No other setting causes such effect. Indeed with all settings maxed viewdistance is the only real performance killer as soon as you go above 100. Even more: when setting slew view to freeze aircraft at a position to ensure that the same distance to objects is kept for a given viewdistance setting and just moving aircraft up or down triggers the issue always around that threshold. It´s even happening with less complex aircraft or when aircraft is cold and dark (to remove the extra workload of systems being active). What´s the reason for that is still a mystery but something is happening there.

On the other hand photogrametry is another real performance killer as it loads lots of custom objects instead of the autogen ones. That clearly increases memory usage (VRAM and RAM). But now, even with it disabled, the performance is still horrible in urban areas, when it shouldn´t be the case. I think something is wrong there, either in LODs management, in photogrametry data handling or in both. Months ago simulator handled much better the urban areas and specially the photogrametry ones.

Cheers

VRAM is consumed quickly at higher resolutions, so any resolution at 4K will consume VRAM rather quickly. If you’re having VRAM issues, I’d suggest using a lower render resolution unless you want to turn down other settings.

That being said, there are some much-needed VRAM optimizations needed from Asobo for DX12 to avoid VRAM overrun. I know 10 GB of VRAM is generally the minimum needed for 4K gaming on most modern game titles, but this varies. Hinestly I blame Nvidia for pushing their flagship 3080s with only 10/12 GB of VRAM - even the 3080Ti was rumored to have 20 GB of VRAM before Nvidia decided to strip it down to 12 GB, likely to give a price justification for the 3090’s significantly higher VRAM capacity. The 16 GB on the 6900XT is marginally better, but hard for an apples to apples comparison given it’s using the slower GDDR6 vs GDDR6x on the Nvidia 3000s.

Long story short, 10 - 12 GB of VRAM for flagships are marginally cutting it.

1 Like

Yeap but there are areas which for some reason are creating bottlenecks when they shouldn´t, even with buildings photogrametry off and even with viewdistance below 150. San Francisco is one (while Los Angeles is more dense but it works much better). Other is Wuppertal, which is far from any international airports (is one of the nicer areas for VFR in Germany in my opinion). There, no matter what you do, you can´t get above 30fps even at 3000ft, and VRAM usage is normal in both cases.

Cheers

But why does DX12 need so much more VRAM than DX11?

No idea. Ask Asobo. I just think they decided to use more for the streaming cache purposes because either it´s better handled that in DX11 or is faster for the engine to work that way than allocate cache at RAM or disk. If you are not using VRAM for cache you would not need such massive amount of it because game is not using photoreal textures for objects nor for aircraft, that is the other type of scenario where you could expect a high amount of memory used.

Cheers

I agree wholeheartedly that Asobo needs to investigate this more, hopefully they have.

I will say the past 2 days, I’ve put everything on HIGH (vs ULTRA) and set my LOD to 100 (which was painful, since I usually keep it on 400 on DX11) and I haven’t seen a single artifact. And DX12 runs so much smoother than DX11 – it’s been great these last 2 days.

Is this a perm fix though? No. Setting LOD at 100 on a 3080 Ti, i9-12900k just seems silly – now I have popping in/out of objects at this mid-level range of LOD. :frowning:

2 Likes

DX12 has always had higher VRAM requirements than DX11. This is nothing new - you can find many posts on Google detailing DX11 vs DX12 VRAM usage. I would guess the higher usage is due to the lower-level hardware acces DX12 allows over DX11.

I think LODs and viewdistance are the key here and they are having a severe impact on performance when they shouldn´t. Some objects, like POIs and airports still render even if they are outside the configured view range and many of them may not have a proper LOD (with enough low quality) for such long distance and therefore load with higher details than they should using the lowest quality LOD available. See what happens at Düsseldorf next, while photogrametry is still OFF and just using DX11.

With all settings maxed and a 150 viewdistance I spawn at EDUX, a small airfield around 20km SE of the city. This is what you see just after spawning: an average detail area with some generic buildings, trees and not so much elevation detail. Nothing too hard to render for such viewdistance. However system still has problems to be above 40fps for such a situation, even at 2000ft.

Then, a closer look increasing zoom reveals two key structures barely visible but still processed: the Merkur Spiel-Arena POI on the left and the EDDL airport on the right. They are clearly outside the viewdistance limit as you don´t see buildings nor trees nearby and ground texture is completely blurry and low quality, but both are still displayed.

The POI (a stadium) is indeed a quite detailed object with many polys and the airport, as all big airports, has a lot of objects, including the parked AI, which are already managed by game (even if maybe they are not displayed) as seen in the next map view, because there you can see the parked icons and the labels for each of them.

And what happens when I´m already flying over the airport and the POI area, so both are at a closer distance and with higher details? I have exactly the same FPS and performance figures on the threads and VRAM didn´t go above 7Gb in all those situations. Is that a matter of magic? I don´t know :laughing: :rofl:

Cheers

2 Likes