I think this is true. If it is a “workaround” can be discussed, but users of graphic cards below 20 GB VRAM benefit the most of it, that’s for sure.
The next question is, why they do not align the VRAM usage and cleanup routines with the available VRAM instead of heaving static presets. But as I said: Although DX12 seems to be capable of doing this, even 11 years after introduction no implementation is available using it. At least I was not able to find one, and so far no one in this forum was able to show me one. I’m pretty sure there is a reason for this, since if it would be the game changer in terms of VRAM usage, someone would be using it. The MSFS is definitely not the only game facing these kinds of problems.
I can do this in the evening. But as I said: It heavily depends on the used add-ons and their configuration. E.g. for many 3rd party airports you can configure the texture resolution, ground services and complexity in the corresponding installation tool. Using these add-ons with all features enabled causes severe stutters while panning, while deactivating the add-on and using the MSFS internal airport eliminates the stutters completely. They are not noticeable anymore, frame times keep constant while panning. Using the add-ons with reduced settings reduces also the stutters significantly, but they are still visible. The MSFS graphic settings are the same all the time, the user experience is completely different. This was reproducible with certain airports from different vendors. That’s what I meant with “find your sweet spot”.
The panning stutters could be related to nameplates. Nameplates have a two stage action where they are abbreviated until you look straight at them when they appear full. You may toggle nameplates off, but are they really OFF or are they just not visible? Are the stutters occurring when the nameplates are between you and custom scenery? Or do they appear even when the nameplate is above you in the sky? This is just an example, but you see where I’m going.
This kind of testing is useful to the Beta.
Still there in Version .11.
On that note, since this issue remains untagged, I’m left wondering if there is a specific reason why this is being overlooked?
This issue may never be officially bug-logged but not because the test team cannot reproduce it.
The reason, in my opinion, is that it is currently considered “by design”. Asobo intentionally took a step backwards to address the VRAM issue first and the cost of that decision was increased stuttering during camera panning.
That is why it may not be logged as a bug - because from their perspective this behavior is now expected, rather than an unintended issue.
The problem appeared after SU4, actually already during the SU4 beta, so to me it looks like it was an intentional change rather than an accidental bug.
My assumption is that Asobo introduced more aggressive unloading of objects and textures to help users with GPUs that have, for example, only 8GB of VRAM. The downside of this approach is that it can cause more noticeable stuttering when looking around in the cockpit at airports and in aircraft where we never had this issue before.
That is why, in my opinion, this may currently be considered “by design” rather than an actual bug.
But using the base simulator sceneries the issue is not reproducible anymore. Therefore, I think, there is no bug that can be considered as “by design”.
@Frank240374 It absolutely is reproducible with base scenery and aircraft, almost anywhere. I have no scenery addons and I can replicate panning stutters at will with the DA62 and C172 at even remote airports far from cities. The only places it won’t happen, even with aggressively fast panning, is where there are no buildings or objects, such as deserts or in the ocean.
This was an issue in the early days of 2020 after SU5, when the terrain precaching function was first introduced, and it didn’t really start performing well until SU10. Nowadays it’s as good as it was pre-SU5 in that sim, basically flawless panning.
I never had this issue with, for example, the default Cessna 172 or default Asobo scenery, which is obviously much less detailed. There was also no issue with third-party airports.
The stuttering when looking around appeared with SU4.
In my opinion, this step backwards was intentional.
That is why I consider it “by design” for now. This may change once they are ready to make a fix available for public testing.
Because if there was no issue before and it appeared with SU4, then it should be improved so that everyone is satisfied. MSFS 2024 should work properly also with more demanding airports and aircraft, just like it did before SU4.
@Frank240374 Amd 7950x3D (FS locked to vcache ccd), 5090, 128gb ddr5… should eat panning stutters for brekkie.
Something has been broken in the terrain caching since launch.
Using an xbox controller to pan it works fine, zero stutters, but that is a predictable motion. With mouse panning it’s a slideshow due to all the loading and unloading of scenery as it comes into and out of view, exactly the thing terrain caching is supposed to prevent (and does in 2020).
Then something is completely going wrong on your system. My hardware is less powerful, I can easyly reproduce the stutters, but it is also easy to completely switch them off. This should also be possible on your system.
I don’t get why you’re defending an obvious performance regression so rigorously. Frame drops from 60 FPS down to 22 FPS during cockpit panning while over 5 GB of VRAM sits completely empty is an optimization flaw by definition. Fixing it or adding an unconstrained setting benefits literally everyone, including you.
I’m not defending it. Some people here are waiting for a fix that most likely never will come - since there is nothing to fix. But you don’t have to suffer from this regression, since it is easy to switch it off. I think, people should know this.
If you have 1, 5 or 12 GB of free VRAM depends on your settings, but changes nothing for the issue. The behaviour is the same.
Nothing to fix? Cmon mate …
If something worked before SU4 and stopped working after SU4, then yes, we are waiting for a fix.
If you say there is nothing to fix, then I would really think about it this way: if your car’s engine worked fine in January, but now the check engine light is on, something is rattling, knocking and the car uses more fuel, would you say “it still drives, so there is nothing to fix”?
The fact that the car still moves does not mean there is no problem. The same applies to the MSFS 2024.
But the car itself works flawlessly. It starts to rattling if you change components, add parts and overload it. At least the OEM of my car regrets to take the responsibility if I do so.