Yeah, can you can produce the same result but simply putting MSFS into windowed mode and dragging the edges of the windows out. Problem is that in either solution the stretch and distortion on the side monitors is just too much for me to deal with
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:
Not only does the frame gen not work on other monitors running the game, it also stops working if you click off the active game window into another application. What is worse is when you click back onto MSFS the frame gen picks back up with a stuttered frame.
If relevant, provide additional screenshots/video: https://youtu.be/JvTuOk3YUoM
This is what happens when you click off the main MSFS window into another application. The frame gen stops, then restarts with a flickered frame when returning to the game. A real immersion breaker after spending over $5000 dollars on a new computer to enjoy the frame generation I feel like I threw my money away.
I posted aboutt this bug here: Monitor Glitches When Bringing Mouse Back To Game From Second Monitor
I believe this bug is also tied to something MSFS is doing incorrectly inside of Windows which is also mentioned on this thread: Scrolling outside MSFS window still zooms within MSFS
The game has never handled window switching the way Windows 10 or 11 was designed for from day one. It’s really a shame and I’m wondering if they’re going to have the same issues with MSFS2024.
From NVIDIA Team:
This is not a limitation of the GPU itself as it is an internal scaling filter, using AI tensors, but each game applies it differently.
There are games that apply it natively and the graphics engine uses it for all aspects of the game, so in situations with multiple screens it is complete. But there are games that use it at the internal level of textures, resolution, or graphic pixels and it only applies in real time to the game’s main rendering, and other secondary aspects are adjusted by effects of Motion Blur, Filtering, or the same graphics engine, modifying textures and resolution that are not in the field of vision.
In the case of MFS, they use DLSS 3 at the level of the main camera, like VRRR Shading, and since their main monitor is the main camera for the game, it only applies in that visual field and the other visual gamut remains in the normal rendering of the graphics engine.
There are more games that use this type of use such as Red Dead Redemption 2, Elder Scrolls Online, or Forza 5.
This is because the implementation is designed for the graphics engine first and for the main camera, so setups with 2 or 3 monitors are not taken into account, since it is extra performance and very rarely used, to optimize in these types of configurations.
Therefore, it depends on each game and developer how they implement it and it is not necessary to return your GPU if it is something that does not matter too much to you in this case since we cannot control the way or implementation of DLSS 2, 3 or Ray Tracing and each developer adjusts it based on their desires, optimization or performance for the general public.
Good update and well found. Do you happen to have a link?
In any case given this it appears to be on Asobo to fix (or introduce) FG accross multiple monitors. Please Asobo…PLEASE!!
Adding my voice to this one too. It’s very distracting to have the center screen run at 50-60 FPS while the side screens go 25-30. I’m using the Nvidia FrameView app and it clearly reports the FPS difference too.
Surround / stretched window is not really an option until Asobol implements proper field-of-view customization. I don’t need my main instrument panel stretched across the screens, I want to use the side screens to get the lateral views
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:
X3 4TV
DLSS and FRAME GÉNÉRATION only work on main screen
If relevant, provide additional screenshots/video:
Does anybody know if there has been any acknowledgement or further update to this issue from either Asobo or NVIDIA?
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:
Frame generation works only on main monitor
If relevant, provide additional screenshots/video:
I’ve always had this problem. Since the first day I installed an RTX4090 and activated FRAMES GENERATION. I guess the solution must come from Nvidia.
Im experiencing this as well, combined with the fact that when i have DLSS FG ON, the world map / home menu is EXTREMELY laggy and for some reason, no one else talks about this. Also sometimes with FG on, FPS will tank in half or become really choppy even though its reporting 80+ FPS. Im not sure what the issue is but its extremely frustrating.
Frame generation only works on the main screen when using multiple monitors. Would be nice to have a consistent framerate across all screens.
Moved topic to Wishlist
If you use FRS3 Frame Gen in the SU2b you have FG in all windows