Is anyone really happy with 30FPS?

Yes, I understand. It was in no way intentional to leave the “maybe” out.

This is exactly imy point, normal flying looking ahead is totally fine at 30fos, then you look around or look down at low altitude and it’s horribly juddery

As long as it’s smooth, 30fps minimum is fine with me.

(sorry for my late reply here, about big screens…)

Depends how far away that big 4K monitor is. When you are close, you see artefacts like flickering… framerate will matter more. This is why anti-aliasing options exist. When your eyes are close and the scenery is moving, you don’t want a low fps. When your 4K monitor gives you issues at 30FpS, move it back, it improves.

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Hi Gandreou - The refresh rate is a factor that affects the frame rate, I found this out in 2014 with the Gold Edition of FSX. I had a different system back then and if I remember correctly the highest refresh rate I had on the GTX 1060 graphics card back then was around 90 HZ and it increased the FPS by about 10, compared to 60 HZ.

I’m happy with 24fps. In fact Even if I could get 60fps I’d still use 24fps for Fight Sim. Us a 4KTV for your display. One with Shudder reduction filter set to Max. (not all Shudder reduction filter Set your refresh rate to 23hz. Set the in sim fps to 30 and turn vsync on. There are some drawbacks to overcome but I’ve been a flight simmer for a few decades and pulled my hair out over bad performance and stutters and tried every technique know to man and this one is hands down the best. If it’s done right, it’s smoother than 60fps. Its so good I use the same technique in Codemasters F1 2019 except at 50hz and that too when experience is perfectly smooth and superior to 60fps in that game. The advantage the Modern 4K TV has over a monitor is that you can set much lower refresh rates and employ the TV’s built in image smoothing features.

I’m happy with 38 fps, but I could live with 30 also.

Framerate doesn’t impact visual quality. What are you talking about? Fps is frames per second, it’s exactly the same on 720p lowest settings or 4 ultra, on both screens 30fps will feel the same.

I’m talking about eye-screen distance. The closer you are to your screen, the larger low FpS impact will be. If you don’t believe me, try it out…

Tried it, couldn’t notice any difference.

My sim is capped at 60, my card is capped at 58 (I read somewhere on these esteemed forums that it was a good idea). Whenever I’ve checked, I always get the 58.

But this thread promted me to go into it a bit more, and at large cities and airports it goes down to 30-ish. But till then I’d never noticed!

So am I happy with 30? You’re darn tootn’!

For a lot of people 30fps is enough, especially with motion blur turned on. For me it’s also enough in most static camera views, but i also use trackIR and quickly looking around the cockpit is too stuttery to fix with motion blur. Also panning (for instance external shots) looks bad.

Kind of the same problems you have when shooting film in traditional frames per second. The difference is a game is interactive so you can’t always set up your shots to look good. So for games i prefer 60FPS.

Here’s another example, now with locked 60fps vs unlimited. Notice how the jittering occurs on both videos. For the 60fps one this is best visible @ 0:15 right after take-off. During final the 60fps seems smoother again then the unlimited. But only till touchdown. After touchdown there’s some jittering aswell in the 60fps version. Both the 60fps and unlimited versions suffer from this jittering troughout the flight. sometimes more visible in 60fps, sometimes in unlimited. The video is rendered in H.264 @ 4k 60fps with a constant bitrate of 9000kbs.

During actual gameplay tough, None of this jittering is present. Both are smooth with only a small stutter once in a while. Above 70 fps though, there’s a clear advantage of the higher refresh rate due to much improved visual smoothness (altough it being only really visible during fast camera movements). anything around 60-65fps feels exactly the same as locked 60fps.

Ofcourse, this is only when you actually have a higher than 60hz panel.

Also g-sync might be another factor in this. (but i barely notice a difference with g-sync off vs on when fps are above 70)

Edit: screen was recorded with nvidia geforce experience with high settings, 60fps and 9000kbs bitrate. So probably after recording both captures are exactly the same in terms of quality. So not sure if this video even makes sense :joy:

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Thanks for going through the effort of doing this.

It would have been great if you flew low, looked down and zoomed in. That’s where the really noticeable jittering occurs and what I was referring to in my original post. If I had the capability I would have published my own demo.

Imagine that! LOL!

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Well the point of the video above was to show that any jiddering in the video was due to video compression and a video not being able to show a variable refresh rate. So 60fps vs unlimited will look the same in a video rendered @ 60fps. Since this effect is not visible in game at 60fps or higher.

Though i think that the higher fps you get, the less noticable difference in frame rate will cause stutters. Say, 40fps with drops to 30fps is a larger difference then 70 with drops to 60.

That’s why stutters are much more noticable at denser areas in an ariliner oposed to a cessna in the middle of nowhere. Also the frame rate is more likely to be stable when there’s less demanding scenery/aircraft to render.

But if i find the time i’ll make a video showing the difference between locked 30fps vs unlimited fps in new york with the a320👍

I bet today you experienced more than 60 fps
Congrats with your first real life log and good luck on your yourney to become a licenced pilot.

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Thanks, @PHSepp796 !

No, we should have had DX12 rather than DX 11 from day one.

P3D and Xplane doubled their frame rates when they dropped the legacy API.

Oh and before the chime in no Xbox is not really using DX 12 it is using it in DX 11 compatibility mode!

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What I read is that, when the development started, they were using DX11 because it was what they had at that time.
And, if I am not wrong, the dev team said in a Q&A that DX12, when implemented, will not bring too much changes

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