Ryzen9 7950X3D + RTX 4090 = internittent scenery stutters!

My conclusion too. If CPU load is over 13% and there is enough overhead, wobbles are very minimal and I can leave with them.

Thanks, it does. I also thought for a moment that no DLSS lock when OXR 1/3 lock is engaged is a tad smoother, but wasn’t sure. What are your MSFS settings in more detail, if you don’t mind? Clouds, LOD, TLOD etc.?

That’s exactly what I did, tune until CPU load was below 11 always and then balance GPU load to get it as low as possible with the high resolution that I use, not quite 11 but it hovers around 15-18.

I have a different set up to you but will post some images of my settings tomorrow for you to look at.

I found that, apart from Intelligent Standby List Cleaner, none of the other ‘tweaks’ have any effect on performance on my system. Once I have it balanced, I can throw pretty much anything at it and it stays smooth (with MR). I just tested with AI FSLTL and FSTraffic at Los Angeles and it was as smooth as could be, it’s astonishing how smooth it was and how little artifacts there were. So yes, it’s all about tuning your system so that it hums, using the settings you have, and not looking for that elusive tweak that will solve it for you, I don’t believe it exists.

If you are going to use MR, you want to be sure your frame times never drop below the target. So, if the target is 30fps, you want to be sure the frame times stay below 33ms. If you are happy with your graphic settings, the best way to stay below the target is to drop the OpenXR resolution down a bit. For example, with my settings I get a solid 36fps around the pacific northwest including Vancouver and Seattle. If I drop OpenXR down to 50%, I get 59fps. This is a bit too fuzzy for me, but you need to find what’s right for you. I run no MR, OpenXR 100%, TAA 100%, and a sensible mix of game settings. I don’t use any OpenXR Toolkit settings except the FPS counter. I know if I look sideways there’s good chance I’m going to see rubber bands below 3000ft. So, until I get up that high I focus ahead. Same thing on the way down. Otherwise, I know it’s working as good as I can get it for now.

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I just realized that this is not a VR video but a 2D. So stupid of me to miss that. So is it similar in smoothness to what you actually saw on the monitor?

This video one constant stutter lol, although they are highly regular/equidistant. The rubber band stutters I get in the G2 are much more irregular and “bigger”, more pronounced.

Excuse the long post in advance…

@RomanDesign Here are my settings. These provide me with the smoothest flight with my set-up in all situations. I’m using Motion Reprojection currently as I fly GA and prefer the smoothness when looking out of the side windows and down at the ground.

My system
Ryzen 5800X3D, 64GB RAM DDR-4 3200MHz, RTX 4090, Windows 10, HP Reverb G2
Nvidia Driver 531.29

Windows Settings > Mixed Reality

Low
720p
Optimise for Performance
4320x2160 (best quality)
Frame Rate 90 Hz

OpenXR Tools for Windows Mixed Reality

Use latest preview On
Customised render scale 220%
Motion Reprojection Limit to 1/3 frame rate

OpenXR Toolkit Companion app

Disable the OpenXR Toolkit checked (unless using to monitor performance)

Riva Tuner Statistics Server

No framerate cap for MSFS (0)

RTX 4090 TUF Gaming OC undervolt

2595 MHz at 925v

Nvidia Control Panel

(Dell S3222DGM G-Sync compatible monitor at 165Hz)
Enable G-Sync, G_SYNC Compatible checked
Enable for windows and full screen checked

Nvidia Control Panel > Program Settings

Anisotropic filtering 16x
Texture filtering - Anisotropic sample optimisation On
Texture filtering - Negative LOD bias Clamp
Texture filtering - Trilinear optimisation On

Intelligent Standby List Cleaner

FSUIPC

[General]
UpdatedByVersion=7320
(added) NumberOfPumps=0

FSLTL

Pioritising FS Traffic models and liveries

PC Settings (some settings from PC affect VR mode)

VR Settings

Hope this helps you achieve flight sim nirvana, YMMV :sunglasses:

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Yes, in VR at 200% resolution. Although I compared these only during a discovery flight at NY. Performance gave me more shimmering on edges and other lines and tiny texts on G1000 displays was slightly worse. Of course it’s not huge difference and perhaps it’s not as clear in other sceneries so I’m not completely ignoring Performance.

Just to note that despite being able to fly smoothly in most situations with my settings, if I fly a figure of 8 over Heathrow at 100 feet, I can force ‘rubber banding’ constantly.

It’s not the AI aircraft, it’s not the screen resolution, it’s not my settings, it’s something else inside the MSFS engine that I can’t put my finger on but it doesn’t seem to be affected by changes to any settings that I have tried (all of them).

It can be super smooth and then all of a sudden a big stutter, as if it was struggling to load something in for a split second. My guess is something is not being switched off completely i.e. internal MSFS AI calculations near airports, or there is an unoptimised 3d model being used repeatedly in the autogen - I suspect a building as I don’t get these stutters over forests, or it might just be the way the sim is coded.

I don’t know but my advice would be to avoid flying figure of 8’s over Heathrow or indeed London as that also triggers these stutters.

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I think they are very frequent, but not exactly regular. Regular stutters are exactly the same beat. Here it’s more or less random, just a lot of them. Take-off is more frequent than later, some points are much less frequent. I’d say my stutters are not “bigger”, but they are much more noticeable because everything around them is smooth. “Rubberbanding” is just a term I see people describing the scenery stutter (delay and snap back), I’m not married to it. Just calling is stutter is good for me.

Thanks for the details! It’s not clear how the GPU undervolting is done. Did you go with auto curve OC or manually dropped the voltage somewhere? Where?

In other words, and this is my conclusion so far, incredibly, with the latest top-of-the-line hardware that can push the FPS to a comfortably high range (or huge spare overhead with MR in VR) it’s impossible to get rid of the stutters. So the best strategy is to find a most optimal settings that generate minimum stutters for a particular system, but hoping to get rid of them entirely is a lost cause.

I suspect that a few people who say they don’t have them either don’t push the MSFS to challenging enough situations, or their brain is not sensitive to the stutters, or rather it creates a “motion smoothing” effect and they perceive it as smooth when others would see stuttering.

My sentiments exactly.
The undervolting is only done to reduce power consumption and lower GPU temperature under load.
This is the guide that I used.

Do you also see stutters in the following videos?

It’s smooth out of the front window and shows stutters out of the side windows. That’s what I see too. Sometimes more, sometimes less, not necessarily in a busy environment either, I just saw them flying over farmland near Salem on the West Coast, no idea why.

2D performance is wonderful with a 4090, even at 4K, I average over 100fps in 2D at 4K with Frame Generation on. It’s when you’re trying to render 8k for VR without frame generation and maintain 45 fps that it starts to become difficult.

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This might be completely unrelated, but I have found that increasing my render scale (resolution?? Whatever the slider is near the top of the VR Graphics screen) to 125 or 130% actually HELPS my overall smoothness.

I suppose that exposes an imbalance I’m “fixing” by taxing whatever handles resolution, be it CPU or GPU.

13900k + 4090 + Valve Index

I’m also seeing this stuttering, even in un-complex scenery areas, with all traffic turned off, etc. It’s as if frames are being rendered out of sequency, with a jump forward then back.

I found an immediate solution for my setup - I turned HAGS off. Sadly that also means I can’t make use of the “Frame Generation” functionality on my RTX4070 card.

Oh yes, looking sideways, on my 4K monitor running at 60Hz I can definitely see the stutters, and I tried the larger ones several times and they are happening at the same time, so I don’t think it’s my monitor. May be the video capture though. But there are definite and frequent stutters on take-off (rubberband, as they are not large but as if scenery or the runway speeding up and down all the time), and then less frequent but present stutters on the side views.

On that sync test, on “perfect” setting I see perfect sync but both strips stutter regularly every 2 seconds. Like there is a twitch very precisely at the same interval on my 4K monitor. This is not like MSFS stutter which is irregular, this is very precise and regular. I think it’s connected with how the browser loads next picture in the infinite strip, or something… Are you seeing the stutter ever 2s there?

For rubber banding I suggest trying the different latency settings available including in MSFS

Try this to find your ideal settings for 2D flight in DX11 mode first.
DX12 is not the same and does not load the CPU/GPU in the same way as DX11.

The goal is to find your ideal settings for as close to 30 or 45 fps as possible, so that you can lock this in with Motion Reprojection in VR at 1/3 or 1/2 to match the HP Reverb G2 native refresh rate.

  1. Set your screen refresh rate to 120Hz
  2. Turn V-Sync on in game, and only in game and select DLSS and DLAA
  3. Use MSFS to limit to 33% monitor refresh rate (or 50% if your monitor is 60Hz)
  4. Activate MSFS Developer mode > Debug > ’ Display fps’ option
  5. Adjust your MSFS Graphics settings as desired.
  6. The goal is to keep adjusting your PC Graphic settings in 2D mode until you see the MSFS OSD switching constantly between Limited by GPU and Limited by Main Thread. The higher the locked framerate, the lower the frame timing. At 40fps, I see 25ms frame timing for example.

Then start tuning for VR…

  1. Use OpenXR Runtime to set Customised render scale 220% and Motion Reprojection - Limit to 1/2 or 1/3 frame rate, whichever works best for your situation
  2. Copy your settings to VR mode and select DLSS and Performance
  3. Test your settings, they should be smoother now that you have found your sweetspot

N.B.

  • RTSS and OpenXR Toolkit are NOT used.
  • Nvidia Control Panel all set to default except
    Power management = Prefer maximum performance
    Texture filtering - Quality to High quality


This is what gives me the smoothest flight, in 2D and in VR. Smoother in VR than locking with RTSS without Motion Reprojection and with less artifacts with Motion Reprojection, which I suspect this is down to the optimised frame timings.

Using too ambitious settings with FSLTL AI in VR can cause a significant drop in performance and trigger stutters. The settings below work well for me in VR, I can double them in 2D.