Frame Pacing Broken on Triple-Monitor Setups in SU4

Description:
After updating to SU4, enabling FSR3 Frame Generation ×2 on triple 4K monitors causes severe stuttering despite high FPS and no spikes.

  • Average FPS remained high (~60–80) when FSR3 ×2 was enabled.

  • Center and side monitors experience severe frame pacing issues, making the sim effectively unplayable.

  • Disabling FSR3 removes the stutter but eliminates frame generation benefits.

  • In SU3, FSR3 ×2 ran smoothly across all three monitors with similar FPS.

Steps to Reproduce:

  1. Configure three 4K monitors , DLSS or TAA

  2. Launch MSFS 2024 SU4.

  3. Enable FSR3 Frame Generation ×2 globally.

  4. Observe severe stuttering and micro-hitches, despite FPS averaging 60–70.

Expected Behavior:

  • FSR3 ×2 should function across all three monitors, providing smooth frame rates and stable frame pacing as in SU3.

Actual Behavior:

  • Triple-monitor FSR3 ×2 produces severe stutter despite high FPS.

System Specs:

  • GPU: NVIDIA RTX 4090

  • CPU: AMD Ryzen 9 9800X3D

  • RAM: 64 GB DDR5-6000

  • Monitors: 3× 4K

  • SU4 Release

Performance Metrics (triple 4K, FSR3 ×2 enabled):

  • Main thread: 6 ms

  • Render thread: 10–12 ms

  • GPU: 16–17 ms

Severity: High — triple-monitor FSR3 ×2 is unplayable at high visual fidelity despite high FPS.

Suggested Investigation:

  • Restore proper FSR3 multi-monitor scheduling as in SU3.

DETAILED REPORT

Detailed Report. SU4 Performance Regression on Triple 4K (9800X3D + 4090)

System Specs:

  • CPU: Ryzen 9 9800X3D
  • GPU: RTX 4090
  • Motherboard: X870E
  • RAM: 64GB DDR5‑6000
  • Displays: Triple 4K TVs

Steps to Reproduce

  1. Launch MSFS 2024 SU4 on a triple‑4K setup.
  2. Set Anti‑Aliasing = DLSS Quality.
  3. Enable FSR3 Frame Generation.
  4. Run with dynamic target = 60fps baseline (no FPS lock).
  5. Fly in moderately dense areas (e.g., Washington DC, New York, London).
  6. Observe native FPS swings and thread frametime graphs.

Expected Behavior (SU3 Baseline)

  • Terrain LOD stable at 100 minimum, often scaled to 200–300 without issue.
  • Objects LOD stable at 150 baseline, often higher.
  • Native FPS held close to 60 baseline target, with swings manageable.
  • Frame pacing smooth across triple screens, only occasional stutters in extreme density (Tokyo, Manhattan).
  • DLSS Quality + FSR FG produced consistent results, with FG doubling perceived FPS smoothly.

Actual Behavior (SU4 Regression)

  • Main + render thread pacing jitter introduced, visible across all scenarios.
  • Running unlocked with a dynamic 60fps target produces constant stutters and large picture jumps, even in moderately dense areas.
  • Terrain LOD above 150–180 and Objects LOD above 120–150 exacerbate the issue.
  • Native FPS swings between 45–70, FG doubles to 90–140 perceived, but pacing is unstable and immersion breaks.
  • The simulator is unflyable in this state — stutters are constant and severe.
  • The only way to achieve tolerable smoothness is to lock FPS at 30 with FG enabled while using TAA, eliminating swings but sacrificing responsiveness, fluidity and higher TLOD values regularly.

Impact

  • SU3 allowed high LOD values and smooth triple‑screen immersion at a dynamic 60fps baseline, with only occasional stutters in extreme density.
  • SU4 forces users into rescued settings everywhere, with degraded clarity and immersion.
  • Frame Generation (FSR/DLSS) masks some stutter but cannot overcome the underlying thread pacing issues.
  • Overall experience is unflyable bad and constantly stuttering, even on top‑end hardware.

Key Point for Developers
SU4 introduced a main‑thread pacing regression that makes previously stable LOD values unusable on triple‑screen setups. Running unlocked at a dynamic 60fps baseline now produces constant stutters and large picture jumps, forcing users to lock at 30fps with FG to maintain playability. This is a clear regression from SU3, where dynamic 60fps was smooth and stable across most environments

I am having the same issue.
FSR3 is unusable at the moment (it was working fine on SU4 Beta), as soon as I switch to Frame Gen FSR3, the game freezes.

RTX5090 driver 591.44
AMD 9950X3D on the latest chipset 7.11.26.2142

I too have this problem and it started just this week with SU4. For now, my workaround is to use TAA (and not DLSS quality) and FSR3 frame generation which for me solves the stuttering problem. So perhaps it’s something to do with the combination of DLSS anti-aliasing with FSR 3 frame generation. This may point towards a problem with the nvidia driver or the sim, not sure. 5090 GPU and 9950x3d and the latest graphics drivers. Win 11.

Hi all, I have solved the problem but it is still bugged. Reverted Nvidia driver to a prior stable release. Cleared caches. Toggled both the DLSS to off and then back on toggled FSR FG off then on. Now both DLSS and TAA are working without frame jumps. I still feel it is not as stable as su3 but it’s much better.

Oof… I’m now having this issue. I’m so frustrated at the moment.

First, the issue: I have 3 TVs, and with FSR3 Frame Gen, the center main MSFS window will effectively freeze, and the 2 side windows will move at about 1 frame every 2-4 seconds. MSFS doesn’t crash, there is no indication of a crash, but it won’t recover, and I have to force quit. I did a full wipe of everything: Windows, MSFS, started with 1 screen with FSR3 - no problem. Added a 2nd screen with FSR3, and it locks up.

My Specs:

  • Motherboard: MSI X870E Carbon Wifi
  • CPU: 9800X3D
  • GPU: RTX 5090 (latest NVIDIA 591.86 driver new install)
  • RAM: G.Skill 6000 CL28
  • Screens: Samsung S90D 48" with HDMI 2.1 inputs
  • Main MSFS window at 4K, the side windows at 2K
  • Max Frame Rate 30
  • FSR3 Frame Gen x2
  • Tried with TVs at 120 and 60 Hz

FSR3 was working on my 3 screens until recently. DLSS Frame Gen only works on 1 screen, so FSR3 is really the only viable option. I had the first incident of this lockup about a month ago but didn’t know the cause. I did a clean install and it was fine until yesterday. I did a clean install again yesterday, and it’s locking up now with FSR3 and just 2 screens.

I’m really saddened by this. I’ve spent SOOO much money on equipment, and still can’t get MSFS to work as intended on 3 screens. I can turn off Frame Generation, but honestly… not sure what to do at this point. I’m open to ideas.

I will try this now… I found with the current NVIDIA driver 591.86 that DLAA and DLSS actually looked better than TAA on scenery, especially thin objects like light poles, towers, etc., and I had switched from TAA to DLAA… didn’t think of that. So maybe this is the issue: DLSS Anti-aliasing with FSR3 combo doesn’t work on more than 1 screen?

What version?

I just tried switching back to TAA and FSR3, and no luck. Here’s what I’ve observed - once it locks up once, it doesn’t matter what settings I change, MSFS never runs correctly again unless I completely wipe my disk and reinstall windows and MSFS. Something gets corrupted and can’t be fixed with settings - but I don’t know where to look. SO not happy at the moment.

I’m on 581.80, I’d suggest DDU before installing, delete your rolling cache and shader cache as well, then give it a go.

I’m currently flying with three monitors or VR. (13600k + RTX4070ti / MSFS2024 SU4)

FSR3 FG + TAA has minimal stuttering.
FSR FG + DLSS causes stuttering.
MSFS2024 SU4 improves FPS on one monitor, but not so much on three monitors or in VR.

When MSI Afterburner (Riva tuner) is running in the background, it crashes when using three monitors.

OK, thanks. This isn’t about stuttering - it’s a complete lock up. FPS goes to 1 frame per second on the sides, and the center is frozen - but the sim hasn’t crashed.

The issue is definitely software, not a raw power limit. I had been using GPU Tweak on my GPU, but If I have the energy, I may try to figure out what exactly causes the crash with a complete system wipe, and fresh install of Windows and MSFS, and the lowest settings, and one by one see step up to see how it behaves.

I have built a home simulator set up based on 3 screens, and I want it to work with the best visual clarity I can get. I have seen it work really well with 2K-4K-2K and FSR3 frame gen. And I don’t really want to have to give up on the frame generation, but I suppose I might have to.

What does the in game frame time graph tell you? Does it show decent consistent fps or a choking bottleneck?

The times when it happened with the FPS overlay, the FPS was fine up to the moment the screen freezes - but once the screen freezes, it’s frozen, including the FPS graph. I managed to have HWInfo open, with PresentMon showing MSFS frame stats, and it had dropped to 3 fps. But gain, not crashed.

The symptoms really sound like a GPU driver problem. I second the view above to do a DDU (run it 2x) and go back a few driver versions. Maybe then try a stress test of the GPU to make sure that is stable (run it stock and without any OC or undervolt). That might help narrow down and exclude the GPU or drivers as the cause. I also agree with the idea of clearing all the caches including the rolling cache (use one of the freeware tools as there are a lot of files to clear from the sim). Good luck. So frustrating when it was running well and then out of nowhere has this problem. I got my dlss back working by doing a “repair” of win 11 and msfs sent down a repair version of windows. No idea why it happened but I have had to do a windows repair 2x now in the last 6 months to keep dlss working.

You guys keep recommending that I use DDU - but when I test, I do a clean install of WIndows itself, and a new install of the graphics driver, new install of MSFS with cloud settings wiped, so it’s all “new” install. DDU is only if you are trying to avoid clean installs.

Regardless, I think I’ve found the main causes of this issue: GSync and VRR.

From the beginning of my 3 monitor build, with 3 TVs capable of 120 Hz VRR, I’ve set it up with VRR enabled. The only way to get VRR enabled on a non-G-Sync-native display, is to go in to NVIDIA Control Panel, and turn on G-Sync Compatible. When you do that, you can then enable VRR in Windows > System > Display >Advanced > VRR.

Having tried everything else, I disabled G-Sync Compatible in NVCP, which also disables VRR … and it seems to solve this issue of FSR3 frame gen locking up MSFS.

I did leave Vertical Sync ON in NVCP… in fact, I discovered with G-Sync off, Vertical Sync has an additional option: “Adaptive (half refresh rate)” so I tried that since my screens are 120 Hz, and my goal is 60 FPS (30 native frames x2 FSR3 Frame Generation). And the Monitor Technology is now Fixed Refresh (120 Hz in Windows and NVCP).

Then in MSFS, I have:

  • DLAA
  • Max Frames 30
  • FSR3 Frame Gen on
  • VSync off
  • NVIDIA Reflex off

And, it seems to be working on 3 screens. There is only 1 side effect of no VRR: The main screen is smooth when panning, but the side screens are a bit jittery, as if Frame Gen isn’t applied. Still, it’s working, and in fact I think resource use is down a bit.

Note - I still consider this a bug. MSFS should work on 3 screens, with frame gen, and VRR. It’s a flight simulator, and 3 screens for an advanced setup should work without a lot “gotchas”

Issues with 3-screen multi-monitor setup:

I didn’t notice this issue in MSFS2024 SU5, but with the current SU6, screen stuttering and frame spikes are quite noticeable.
The screen appears to shift or misalign when performing turns or rolls in a fighter jet.
Also, as shown in the video below, the aircraft and vapor trails appear to move erratically when viewed from the external camera.
Aside from the spikes, the frame rate holds steady at 60 FPS with Frame Generation (FG) enabled, and performance is generally very smooth.
The stuttering disappears if I switch from a three-monitor setup to two monitors.
I tried connecting one monitor to the iGPU output, but that did not resolve the issue.

FSR3 FG / TAA or FSR NativeAA / RTX 4070 Ti / V-Sync / 3-Monitor Setup

That feels to me like it has more to do with the scenery tiles (and objects in the tiles) loading in chunks. This is a chronic issue with MSFS - loading tiles and objects seems to hijack smooth running. As a test if you turn your settings down to Medium or Low, does it make a difference?

The same issue occurred even when I lowered the screen resolution to around 1440p.
Since there are no problems with a single- or dual-monitor setup, it doesn’t seem to be an issue with connection speed.
I haven’t tested it in SU7, but I hope the situation improves if FSR4 FG is implemented in the future.

If you open the Dev Mode FPS overlay, can you screenshot when it is happening, I’m going to guess RdrThread limited (which is ironically CPU) but from my own experience the behaviour in your video is symptomatic of LOD loading bottlenecks, and with triple screens there is triple to load.

Also try 2 monitors just to test theory?

I’ve tried various things, but the problem persists.
The different monitor might be the cause of the stutter, though I’ve never noticed this kind of stuttering in MSFS2020 (with everything set to a uniform 60Hz).

I tried it with the SU7 as well, but the same problem occurred.

When those momentary pauses happen, there is a spike in RdrThread and you can see the purple spike in the graph.

So this suggests it is a CPU bottleneck when loading assets (likely from tiles and objects as you move). So it might pay to try the tedious task of 1-by-1 changing some settings

  • Do you have ReBAR enabled? (You have plenty of Ram so I think it should be on)
  • What is your Off Screen Terrain Pre-cache set to? Try changing it, either increase or decrease?
  • Try turning off Displacement mapping?
  • What are your GSync / VRR / Vsync settings… The graph says no VSync.
My settings for triple screens:

3 Samsung TVs

  • Game Mode enabled to unlock features

NVIDIA App > System

  • GSync Compatible is Disabled
  • VRR Disabled
  • PC 3840 x 2160 @ 120 Hz

NVIDIA App > Graphics > Global

  • Monitor Technology = Fixed Refresh
  • VSync = Adaptive Half Monitor Refresh (target 60)

Windows

  • Settings > Display > Advanced > 120 Hz

MSFS

  • TAA
  • Max Frames 30
  • VSync = On, Half
  • Frame Gen = FSR 1.1 (really 3.1) x2
  • NVIDIA Reflex Low Latency On + Boost
  • Dynamic = 25

My monitor is old, so I had been using a DP-to-HDMI adapter cable; however, switching to a direct HDMI connection seems to have eliminated the severe stuttering.
I suspect that the minor stuttering that remains is due to CPU performance limitations.
For now, I plan to keep using this setup and see how it goes.
Thanks for your advice.

I tested it for a few hours after that, and since the severe stuttering was mostly resolved, it seems the DP-to-HDMI adapter was the culprit.
The adapter might have been causing issues with the refresh rate.