MSFS 2024 VR performance investigation on a high-end PC – multi-monitor, SSW and VRAM observations

I would like to share some observations from several weeks of testing MSFS 2024 in VR.

This is not intended as a performance guide or a definitive solution. These results come from a single system, and several variables may still be interacting. However, some of the behaviour may be useful to other users or provide additional clues for the developers.

System and VR configuration

AMD Ryzen 9 9950X3D
NVIDIA RTX 5080 16 GB
64 GB RAM
Meta Quest 3
Virtual Desktop using AV1 10-bit
Tested at 80 Hz and 70 Hz
Triple-monitor desktop configuration
MSFS graphics generally set to Ultra

My objective is not to obtain the highest possible FPS figure. I prioritise stable frame pacing, acceptable image quality and a smooth VR experience.

Initial behaviour

During previous tests, MSFS 2024 could become almost unusable in VR, sometimes dropping to approximately 18–20 FPS.

The main symptoms included:

very low and inconsistent performance;
high or irregular Game latency;
VRAM usage approaching the 16 GB limit;
occasional “lack of resources” warnings;
texture quality degradation;
poor performance despite the GPU not always appearing to be used efficiently;
substantial differences between flights that appeared to have similar conditions.

The behaviour was not always fully reproducible, which made identifying a single cause difficult.

Variables tested

During the investigation I tested, among other things:

Virtual Desktop at 80 Hz and 70 Hz;
SSW enabled and disabled;
frame-rate limits matching the headset refresh rate;
no external FPS limit;
NVIDIA application and profile settings;
ReBAR enabled and disabled through NVIDIA Profile Inspector;
different MSFS graphics and LOD settings;
different aircraft, from general aviation to complex airliners;
large airports and less demanding areas;
native MSFS traffic and SayIntentions traffic;
disabling the two side monitors before starting the VR session.

No individual setting initially explained all the performance problems.

Traffic does not appear to be the main cause

The severe performance loss occurred both when using native MSFS traffic and when using SayIntentions traffic.

For that reason, I do not currently consider traffic injection to be the main explanation for the previous 18–20 FPS behaviour.

It may still affect performance, but it does not appear to explain the fundamental problem in my case.

Recent test results

After disabling the two side monitors, the simulator began behaving considerably better.

I have not yet completed a fully controlled A/B comparison in which the side monitors are the only changed variable. Therefore, I cannot confirm that the multi-monitor configuration is the sole cause.

However, the improvement coincided clearly enough with disabling them that I believe desktop composition, monitor capture or some related overhead may be worth investigating.

Aerostar near Granada

With the same Ultra graphics settings:

SSW disabled: approximately 40–50 native FPS;
smooth experience without significant visible stuttering;
SSW enabled: approximately 80 displayed FPS;
Game latency during the better tests was around 20–21 ms.

The 80 FPS result was clearly not native performance. SSW was generating intermediate frames from a native frame rate of approximately 40 FPS.

This confirms that SSW can be very effective under certain conditions, although it does not solve the underlying simulator limitation.

Fenix A320 at Barcelona

I also tested a more demanding scenario using the Fenix A320 at Barcelona, including taxi and take-off.

Results with SSW disabled:

approximately 30–40 FPS;
no major or persistent stutters;
subjectively smooth and usable despite the relatively low FPS;
some visible texture degradation;
the “lack of resources” warning still appeared.

This is still poor performance relative to the hardware being used, but it represents a major improvement over the previous 18–20 FPS behaviour.

Virtual Desktop latency observations

During these tests, Virtual Desktop network, encoding and decoding values did not generally appear to be the main limitation.

Total latency could fluctuate between approximately 60 and 80 ms, but the largest persistent limitation appeared to be the Game value.

This suggests that, at least in these scenarios, the main restriction is inside the simulator rendering pipeline rather than the wireless streaming chain.

Current interpretation

My current interpretation is that several bottlenecks may be involved simultaneously.

  1. Main thread or simulator core limitation

Even with a Ryzen 9 9950X3D, complex aircraft and airports appear to remain heavily limited by the simulator Game Thread.

Reducing graphics settings may provide some relief, but it does not appear to remove the fundamental CPU-side limitation.

  1. VRAM and texture-streaming behaviour

The RTX 5080 has 16 GB of VRAM, but MSFS frequently approaches that limit.

When this happens, the simulator may display the resource warning and reduce texture quality. The result may remain playable, but image quality becomes less consistent.

  1. Possible multi-monitor or desktop-composition overhead

Disabling the two side monitors coincided with a substantial performance improvement.

This still requires a strict A/B test before it can be considered confirmed. Nevertheless, it may indicate that desktop composition, monitor capture or the handling of multiple displays has an unexpectedly large impact during VR operation.

  1. SSW can be useful, but it is not native performance

SSW can convert an approximately 40 FPS native experience into an 80 FPS presentation that appears considerably smoother.

That can be very useful, but it should not be interpreted as the simulator actually rendering 80 FPS.

In my case, I currently prefer 40–50 native FPS with SSW disabled whenever the experience remains smooth. SSW remains a useful fallback for more demanding situations.

Conclusion

MSFS 2024 has gone from being practically unusable in VR on my system to providing a reasonably smooth and enjoyable experience.

However, the current results remain disappointing for a Ryzen 9 9950X3D and an RTX 5080:

30–40 FPS at Barcelona with the Fenix A320;
texture degradation;
resource warnings;
persistent Game Thread limitations;
little remaining hardware headroom in complex scenarios.

The improvement is significant, but it should not be interpreted as a definitive fix or a recommended universal configuration.

The areas that may deserve further investigation are:

Game Thread and core utilisation;
VRAM allocation and texture streaming;
the effect of multiple active monitors during VR;
desktop composition and capture overhead;
consistency of performance between otherwise similar flights.

I will continue testing the side monitors in a controlled comparison, changing only that variable, to determine whether the improvement is reproducible.

“Ultra” on a 16 GB card is far too high, this will not work, in particular in VR. Reduce your settings and assure VRAM stays below around 14.5 GB all the time. This will reliably prevent FPS drops.

Thanks for the suggestion. I agree that 16 GB of VRAM can become a limiting factor in MSFS 2024 VR at Ultra settings, especially in complex aircraft and large airports. That likely explains the resource warning and the temporary texture degradation I observed.

However, I do not think VRAM usage alone explains the full behaviour.

With the same hardware, the same Ultra settings and very similar test conditions, I went from approximately 18–20 FPS to around 40–50 FPS in the Aerostar, and around 30–40 FPS with the Fenix A320 at Barcelona, while remaining reasonably smooth.

Therefore, I would distinguish between two statements:

  • Ultra settings with 16 GB may leave very little VRAM headroom and can cause texture-streaming issues.
  • Ultra settings with 16 GB are automatically unusable in VR.

My tests show that the second statement is not necessarily true. The simulator can run reasonably well at Ultra on a 16 GB card, although not always with ideal image quality or sufficient memory headroom.

The main purpose of my post is not to recommend Ultra as a universal configuration, but to document a substantial performance change while keeping the graphics settings unchanged. That suggests that another variable, possibly the multi-monitor configuration or desktop-composition overhead, may also be contributing.

I will still test reduced settings and lower VRAM usage, as that will help separate VRAM pressure from the other possible bottlenecks.

Think it this way: use “high” instead of “ultra” setting, as the graphic difference between them is virtually indistinguishable, with the benefit of much smoother experience.

I have the exact same hardware as the Topic Author. I also use VD with 72hz and SWS always enabled. TAA and “High” mode in VD. Only 1 TV screen 4k though in combination with the Quest 3. Flew the same route 18 times, ENBR ENGM Witk RDpresets and Justsim addon airport, in the Fenix A320 with a multitude of different settings. Never, never I once was able to have anything other than Clouds at Ultra, without buckeling under fps wise.

ENBR ENGM
Fenix A320
Live weather
Multiplayer
SI, traffic sliders on 4
Gsx pro seated passengers 90
Fsltl aircraft models
3 tablets for Mcdu, EfB and GSX
4k tv screen, auto switching to same resolution as in VD Quest 3 when in VR
Edge browser open Si brief
Stream Deck +
AAOhs
Whole sim downloaded locally
Wifi 6e
Thrustmaster yoke, throttle, pedals, Rumble seat pad, Xbox controller

A stable result without stuttering was consistantly:

TLOD 150 OlOD 150
VD HIGH and HVEC-10bit
Clouds Ultra, Most other settings where HIGH (windscreen, buildings, Offscreen Pre Caching, Textures) or MEDIUM. The following where OFF: grass, plants, rocks, fauna, sea traffic, or LOW (Terrain shadows, ambient occlusion. lightshafts, aircraft, Road traffic) Airport characters high quality, density low and static.

In Virtual desktop I tried God mode and Ultra in combination with Preset K, Quality mode (all in VR) but only got satisfactorily clarity AND performance for the Fenix A320 with HIGH in VD and TAA in the sim. FPS double locked 36fps in Nvidea App and in the sim.

In the developer mode performance monitor the “limited by” is constantly switching between “main thread limited” and “gpu limited”.

I think pushing everything to Ultra is just impossible with that hardware.

I only fly in VR on 4080 / 7950x3D using VirtualDesktop, TLOD at 200, OLOD at 125, Grass, Rocks, Clouds etc on High. Using H264+ at about 450mbps, latency low enough and consistent.

Difference for me is using a dedicated 6e router as access point for the Quest headset - using Godlike, 72hz, capped at 40, getting 35-40 FPS consistently, drops in high photogrammetry areas and dense cities but otherwise good. With frame generation I really don’t get enough blips or stutters to make a difference.

I would be careful with saying that “Ultra is simply impossible” on this hardware.

My own testing shows that Ultra VR can run on a 16 GB RTX 5080 system, although I agree it may be close to the limit and not always ideal. The important distinction is between “not stable or comfortable enough in a specific scenario” and “technically impossible”.

Your results are very useful, especially because you tested the same route many times, but they also involve a specific aircraft, settings, SSW mode, target framerate and monitor setup. My observations suggest that other variables, such as desktop composition, multi-monitor configuration, VRAM pressure, Virtual Desktop settings and the aircraft/scenery combination, may strongly affect the outcome.

So I would not conclude that Ultra is impossible on this hardware. I would say it is possible, but fragile, scenario-dependent, and likely requires more controlled A/B testing to identify which factor causes the big performance drop.

Me not. Ultra is simply impossible with 16 GB VRAM.

But you are also testing setups below the native Hz of your galsses. This is also completely unacceptable and can’t be “reasonable smooth”. Therefore your tests are worthless for most users, since nobody would accept the resulting quality.

That was “Frank” :sweat_smile:

This proves VRAM is the bottleneck. Switching off 2 monitors saves around 1 GB of VRAM.

If you do not agree, please show screenshots with the FPS display in developer mode.