Ryzen9 7950X3D + RTX 4090 = internittent scenery stutters!

In VR, I have not found a way to completely remove CPU related stutters, I think that’s what you mean by rubber banding?.

When I say ‘wobbles’, I mean the artifacts caused by using MR, wobbly lines and ‘vibrating’ wing edges and window frames, wobbly mountains on the horizon, that kind of thing.

With MR, I can look to the left or right and the scenery moves by smoothly. Without MR, the scenery can judder during taxi / take-off / landing. Once I’m above 1000ft, it’s 99% smooth to the left and right as well without MR.

In VR, running at 200% resolution (8992x4388), it’s a fine balancing act to achieve a constant 45 fps.

It would be great if we had more control over the LOD distance of objects as I feel that that also causes stuttering during taxi / take-off/ final approach / landing.

Loading in all of the departure airport and the destination airport data 10 miles out could really help.

I don’t remember the LOD ever being so agressive as it currently is. AI aircraft appear to hover without wheels until the last second or the cars that pop into view in airport car parks as I land/ take-off. It’s very distracting and I hope that we will be given more control over these settings one day to help us tune and balance our own set-ups.

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Motion Reprojection

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There definitely are stutters when capping to 45fps without MR, that’s the whole reason I got a Quest Pro. But the 45fps cap stutters were very variable - sometimes every few minutes, sometimes every few seconds, seemingly completely unrelated to scenery load, resolution, cache or any other factors.

But when it wasn’t stuttering, it’s extremely smooth (when using Rivatuner), not 72fps smooth but much smoother than one would expect from 45fps in VR. More and more people are trying and confirming this. And sometimes you had flights with almost no stutters. But it’s the unpredictability that really got on my nerves.

And they don’t show up in the fps graphs/frametimes.

At least that was my experience.

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@RomanDesign I am sure that you have tried this but just in case you have been ‘stuck on QUALITY’ mode, you can significantly reduce the stuttering and, as a result, have a much smoother flight in VR by setting Nvidia DLSS Super Resolution to Performance for very little perceivable difference in visual quality (for me) at 200% OpenXR Runtime resolution with Sharpening applied.

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Is there a compatibility issue with AMD and NVIDIA?

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What do you mean? What post are you replying to?

And no, I don’t think there is.

Yes, some people call them that because the scenery seems to lag and then snap back, as it snagged by a rubberband.

Yes, we all are familiar with that. I feel that the wobbles are not as bad as a scenery judder without MR, but it’s a matter of personal preference.

I tried no-MR 45FPS locked, and it is almost smooth indeed, but not quite as nice as with MR enabled. Because of a small scenery judder things look a bit blurry without MR, when moving.

I’ll try that again. I did try it before, but overall it didn’t cures stutters, however it could maybe reduce them a bit…

Some interesting thoughts here around how MSFS uses DLSS and how it shouldn’t but does affect CPU load.

Quoting “While Nvidia recommends that everyone who implements DLSS sets their mip bias so that LOD’s are set based on the output resolution, many game devs do not. Without doing that, the LOD’s are instead based on the initial render resolution before upscaling, which decreases as you go from DLSS Quality to DLSS Ultra Performance. If I had to guess, this one aspect is uniquely having much more impact in MSFS compared to other games.”

  • so it’s possible that LOD’s are contributing towards stutters in MSFS, especially at higher resolutions on powerful systems, and that’s why Asobo have ‘downgraded’ them over the last few updates - well that’s how I understand it…
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The specs were very similar to the system I am using, so I shot the video at 60 fps to get the conditions as close as possible.

Do you see any problems in this video, such as “rubberband” stutters?

The specs of the system I am using are in my profile.
The settings used in this video are as follows

Setting




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If you turn on Frame Generation, you will get double the FPS :slight_smile: unless you’re using VR mainly and this was just an example.

I think there’s just enough difference between ”performance” and ”quality” to prefer using quality.

It certainly is annoying to look at because you are seeing double image when on movement. It’s very noticeable especially when looking instruments.

Sadly I can’t get good experience with MR (just too much wobbles here and there all the time) so I now try to get used without it.

If you want to go deep down the rabbit hole, check this out. It’s a bit old, but the methodology is sound.

Quote: Every API function call to draw geometry has an associated CPU cost. DLSS Quality has more “stuff” to process, hence more API calls.

There are few tools we as end users can use to troubleshoot. Change the resolution. Change the clock speed of the GPU. Turn off things like shadows, AA, AF, raymarch, bloom, etc. After that it’s up to the dev team.

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But why does increasing the standard resolution also increase CPU load then? I doubt that higher pixel count also causes more API calls…?

More resolution means more LODs means more API calls is the way I read it.

Really appreciate you sharing this link. Fascinating stuff, love learning more about how this all works.

It’s like Oldpond says, it’s not just higher pixel count, you’re rendering more objects in that scene too… At least on a 2D screen.

So much important stuff in that link OldPond and so much ignored by 3rd party developers and freeware developers. Why have 50 8k textures for a model when 5 2k ones do the same job but without crashing the system…

From the link above

Every API function call to draw geometry has an associated CPU cost, so maximizing the number of triangles submitted with every draw call will minimize the CPU work done for a given number of triangles rendered.

In VR at 200% resolution, I don’t see that much of a difference to justify the performance hit. In 2D at 2560x1400, I agree with you that Quality looks better but I have a much higher headroom in 2D as the framerate is that much higher and the screen resolution much lower.

If you ask why one app gets 90fps while another app gets 30fps on the same hardware the answer is either one is doing less “stuff” or it has a more optimized graphics pipeline. I don’t know what it’s like inside Asobo and Microsoft, but I would put my best graphics programmers on optimization until they tell me it’s as good as they can get it. I get the impression that the focus is on adding more stuff which is not the best use of the highly skilled programmers. The business model is driven by more stuff.

Something that might be useful would be to get the programmers from two DirectX sims in the same room for an innovation summit. At the very least, they should be attending all the graphics conferences.

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Just for you, and for my inquisitive mind, I spent the last 45 minutes circling over KSEA in the default C172 at 1000ft trying all sorts of combinations to find, on my set-up with my settings, the smoothest scenario.

Motion Reprojection wins, despite the wiggles and wobbles.

Using OpenXR Runtime at 220% and limiting to 1/3 refresh rate, with no framerate lock in RTSS, also gave me the smoothest performance in this scenario.

My in game settings are not Ultra, they are a mix of what I would like to see and what affects my performance the most. Surprisingly things like Road Traffic and using FSLTL AI with my settings don’t seem to affect the smoothness at all.

What really did affect the performance was when the settings were ‘out of balance’.

Reducing the load on the CPU or the GPU did not remove the mini stutters. I’m still not sure if these are just caused by 3d object e.g. autogen buildings. Gut feeling, nothing scientific.

I used DSLL Performance for AA and no photogrammetry.

Hope this helps you.

OMG, this is constant stutters. Yes, same as I have but much more frequent. If this video is anything close to what you’re seeing online, looking at the left edge of the video, the scenery is stuttering 2-3 times per second, and I don’t think there’s a single full second or two without stutter. FPS is 45 to 60, so frame-to-frame movement should be extremely smooth. Instead it’s “rubberbanding” by delaying and snapping back. Do you not see this in the video? I checked on my laptop too, just to rule out my monitor. I’d say this looks horrible. I hope you’re seeing a smoother picture in VR.

Is the video close to what you see in VR in terms of stuttering/smoothness that you feel? Can you see the stutters in your video? I’m extremely interested if you perceive it differently from me - if you see this as smooth and stutter-free video (except when you open a map, that huge stutter is explainable) it could explain why some people think MSFS is stutter-free for them, while others whine like me :laughing: -). I was never able to capture a smooth video of VR - it’s always more jerky than what I see in VR, so stuttering is harder to see overall. But in yours is very pronounced.