I am there now. With those settings my GPU tanks at that airport.
I generally have my settings at 4K, TAA, No FG, 100% render scaling, 150 OLOD, 150 TLOD, Traffic airport quality off and air traffic medium. Vsync limiting to 30FPS. With those settings I am getting 28FPS sitting in the cockpit and my GPU is using 13gb.
This has me wondering if the problem airports were not optimized for FS2024? I think there is more to this than just a Vram bug but I could be wrong.
LSZR is a nice airport. I like it and when I have time I will give it a go in MSFS2020.
EDIT TO ADD: Tested LSZR in MSFS2020. The difference in Vram usage was surprising using only a little over 9gb as opposed to 13gb in MSFS2024. Whatever is causing the difference is definitely not a hardware limitation problem. My RAM usage was much lower as well.
TAA, rendering is manually set to lower. DLSS is a foggy mess with similar rendering resolution and performance isn’t better. But it’s pretty close to “quality” DLSS settings in terms of rendering resolution.
Well maybe I cannot overcommit physical VRAM, but the sim engine can. Or how would you call it when it shows VRAM usage above the amount available physically?
Thank you I know how VRAM cache works and how it uses RAM (usually about maximum 50% is committed if needed from RAM to VRAM caching) but our issue is not that simple.
Just check my comment above. It can even happen without overcommiting the physical VRAM and even if you quit to the main menu (where literally nothing happens) this issue stays on for minutes.
So if it would be good code (sim or driver, or both) the high latency should disappear immediately. Like with the speed of RAM and VRAM even if there’s a lot in the cache (usually not, VRAM cache hardly gets over the 3-4Gbyte that it commits as a starting space) how long would it take to reorganize the VRAM, dump the useless data and recover from this state? I’d not go into bandwidth and memory speeds/management technics but not several minutes for sure.
If this memory dump doesn’t happen for any reason it shows a possible coding issue. And with such coding issue it’s also possible that in-sim appearance of the issue could also be mitigated or even totally cancelled.
Thanks again, I know what latency is but watched the video - unfortunately nothing new.
What I’m speaking about is a non-described performance loss of the GPU that doesn’t correlate to other GPU component performance like the GPU compute load and sometimes not even with the VRAM usage. I log all the available parameters of the GPU (physical and logical too) but I saw no indicator that would 100% tell you’re in this low performance state other than the FPS. It can be a sign of bad coding too just I mentioned above.
Basic, straightforward performance issues can be detected this way by analyzing loads, temps, power consumption, frequencies, etc. For some reason this one “hides” and the only effect of it has is showing the FPS falling to 1 digits, mostly below 5. From one second to another from well over 20.
Performance issues happen gradually, this doesn’t. There’s more and more to draw as you are getting close to a complex environment. It’s not something like 30FPS normally then bumm, it gets to 3 or 0 in the next second.
I’m glad buying a lot more powerful than needed GPU solved this issue for you (not for everyone still) but it’s not the way forward. If settings need to be lowered there should be a guide with suggestions. Lowering texture quality by itself has minimal effect on the VRAM usage and doesn’t really mitigate the issue. I see less difference than 10% from ultra to medium. On the other hand on medium there are other serious issues, like planes instruments not working so it cannot be lowered to the minimums.
Reducing rendering also helps a bit but by itself doesn’t solve the issue - and the strange bit is that a 4080’s performance is about only 130-150% of a 3080 so by itself it should work the same quality with rendering down to 60-70 percent on a 3080 - and it doesn’t work.
The sim generally (apart from the bugs) works like a charm compared to 2020 in many aspects. Stuttering feels to be gone, 30 FPS in 2024 feels lot better than 45 in 2020, other traffic affects performance lot less (usually minimally noticable if at all), etc. When it works my GPU load is usually well below 60% with the current settings. It’s the “handmade” airports especially around large photogrammetry areas where this issue happens usually and without meaningful signs forecasting it.
I noticed this last week in the custom EETN airport from the marketplace. In my 4070 I got 14fps. My friend on his 3060 got normal fps (I think between 30-40).
My experience is that some 3d party airport developers has bad optimization of there graphics and therefore lower performance. To much irrelevant small items or textures that kill fps.
This is so crazy. Sometimes at the same airport (3rd party and vanilla)… I have smooth 30 fps … sometimes at the same airport… same stand… same time… 10 fps or less and VRAM is exceeded.
Also crazy… once you fell into the VRAM trap… you cannot escape anymore… even jumping back to the main menu does not help… the issue persists until you restart the sim.
By the way: We just have reached 500 votes for a bug which is simply called „hardware limitation“ by asobo.
Please asobo, fix this bug, so we can finally use this flightsim!
I afraid nothing will be fixed anymore, fingers crossed. I hope they fix… 5000 series soon will be here with Multi Frame Generation… Both Msfs2020 and Msfs2024 are on the list it seems but not sure.
Haha I knew it. The future of GPUs and graphics is just adding more AI voodo and fake frames to achieve more fps.
More fps, of course, which is all that matters - and not silly things like the quality of the frames or being able to read moving text on screen and such, or not having the screen full of ghosting and smearing. pfft.
More… more… more fps!
I can imagine the 60-series will insert 10 fake frames for each real one, so we will have roughly 600 fps. A bunch of the frames will be blank because most people wont even notice a blank frame here and there.
after meditating staring at an empty wall for hours on end, i have become convinced this is a memory fragmentation issue,
in 2020, the dx11 api possibly took care of this transparently to both the user and the devs
i have no doubt this is true, but in my view, the underlying sim engine should anticipate this
if a given scenery is absurdly complex because the 3d artist used 5 trillion polygons for a door knob, the sim should cap things somehow, and prioritize a bare minimum of performance
we have something along those lines with the dynamic lod option
except its no help to us because if the vram is overcommited and the shared space is being used, the fps will be low no matter what the dynamic lod does
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:
• FPS in the air is around 50. On the approach it dips below 10 and only recovers minutes after the plane has landed, or never recovers, usually not even in the game menu.
Playing on low to medium details, QHD.
If relevant, provide additional screenshots/video:
•
This is absolutely unacceptable. Asobo, you told me that my rig (R5 5600X/RTX 3070/32 GB) is in the “Recommended.” How the hell do I have to play on low details to not have below 10 FPS on the ground?
Asobo has to optimize the way the sim engine handles graphics.
You may aspect that with “recommended hardware” the sim is playable on high settings with at least 30 fps performance.
“Ideal hardware” has to have a performance of 30 fps on ultra settings.
If not so then they tell us lies.
What can we do to get MSFS2024 running because the top card are so close together in performance that there is not much performance to find.
Asobo has to do something otherwise the new sim will not be comfortably playable for a long time.
So I have a 4090 and simply sitting around at any small regional airports (Switzerland/Austria) doing nothing in a C172 uses about 22GB of my 24GB. FPS also drops to around 40-45 and stutter badly, Frametime is all over the place.
Resolution is 3840x1600, Ultra Graphic Preset.
FPS goes back up to 90-100 while flying and memory usage goes back down to 12GB and stuttering stops.
Data point:
At Rio DeJanario in a Diamond DV-20 with video presets set to (mostly) high, Vsync set to “off”, ray tracing set to “off”, and the sliders set to 100/150 as preset by the game at initial startup:
I replaced my motherboard due to a stupid mistake on my part that damaged the original MoBo and I tried some relatively aggressive tweaks. The result was an unusable game as it stuttered very badly as if the frame-rate was essentially nil. I returned to the MoBo settings, cleared everything to default, and set the usual “low-hanging fruit” settings I used on the prior MoBo.
Allow the system to access the full 16gb of my VRAM rather than only the first 256mb.
Set the ram timings to the XMP settings rather that the very conservative “default” settings.
Turn off the ability for things like PCI and RAM to “idle to sleep”.
Disabled virtualization, hyper-threading, and all hardware encryption.
Allowed automatic overclocking.
And maybe a couple of others I don’t remember.
The result of this was a much smoother game that had respectable frame-rates.
Seeing that the new 5070 has 12GB VRAM and 5080 16GB VRAM I wonder if Asobo and MS will also claim hardware limitation seeing that those cards will also be VRAM limited in this sim
If you have a video card with 12GB, like i have.
Switch off “Frame generation” first and if that not solving your VRam problems then look at a video card with 16GB.
Frame Generation is a big VRam killer in my opinion and experience.
I think the new 5070 or 5080 with multi frame generation will not solve VRam overkill.