Severe stutter when switching between instrument views within cockpit

ISSUE DESCRIPTION

When switching instrument views there is a severe stutter

FREQUENCY OF ISSUE

All the time on multiple aircraft both default and 3rd party

Please list clear steps you took in order to help our test team reproduce the same issue:

  1. Select Citation CJ4 and spawn to any runway

  2. On the keyboard press ‘Shift+7’ then ‘Shift+6’ and alternate between the two.

  3. I attached a video and CapFrameX screenshot showing the stutter while switching views

YOUR SETTINGS

Community folder empty

Ryzen 9800X3D, RX9070XT, Asus Rog Stric X670e-a, 64GB DDR4 6000

Graphics settings mainly set to high, TLOD = 200, OLOD = 200

Video of the stutter while switching the views

CapFrameX screenshot during the same video

Now, before anyone suggest lowering my LOD, take a look at the FPS counter in the video. The frame rate 119.6 FPS is right at my monitors refresh rate af 120Hz. This is a natural FR, meaning I am not using FG. The MT and graphics queue are in the 6 and 7 ms range and the VRAM has over 3GBs free so there is no stress being placed on the graphics. Most important these are just simple views from within the cockpit so there should be no rendering issues here.

Furthermore it is not likely that this is a hardware issue. The issue was first brought to my attention by @TenPatrol who runs on a Ryzen 9850X3D and RTX 5090. Both are as good as it gets and he experienced the same issue in a different aircraft.

This issue does appear to be a regression since I don’t believe it existed in SU4 but I can’t be certain of that since there’s no way for me to go back and test.

I urge Asobo to acknowledge and resolve this issue ASAP.

I confirm the problem and it’s quite annoying because it completely ruins the fluidity of the sim. In the su5 beta there was a release in which something was improved, although the problem wasn’t solved at all, but in the final su5 release it seems to me that things have even worsened. I use FS2024 on PC, 13900k, 64GB RAM, RTX 5090, Win 11 and sim on SSD.

@RogueNaught1 Thank you for taking the time to report this bug.

As you correctly pointed out, I also experience stuttering when switching camera views. In my case, it is most noticeable when I keep the camera on the OVHD for a short moment to adjust something and then try to smoothly move the camera down toward the MCDU to make changes there. At some point the stutter becomes so severe that, instead of the camera ending up on the MCDU, it may suddenly stop to the left, to the right, or basically anywhere else due to the hitching during the movement.

As @gianluk81 mentioned, there was an SU5 beta version (1.7.6.0 and 1.7.7.0) where this issue was almost unnoticeable, which strongly suggests this may indeed be a regression introduced in later updates rather than a hardware-related limitation.

I remember that when rotating the camera or switching views, for example from overhead to the MCDU, I had zero stutters. The performance in SU5 beta builds 1.7.6.0 and 1.7.7.0 was almost perfect.
Unfortunately, something along the way to the final version didn’t quite work out. Could it be that the lack of autogen building windows in versions 1.7.6.0 and 1.7.7.0 had a significant impact on performance? They added windows in 1.7.9.0.

I tested this on Fenix aircraft as well as on the default Airbus A310-300 and the stuttering was present in both cases.
So this definitely does not appear to be limited to a specific third-party aircraft or a default aircraft, since the issue can be reproduced across different aircraft types. This is further confirmed by the OP testing it on CJ4 as well.

Below default Microsoft/Inibuilds Airbus A310-300

On the screenshot you can see a stutter around the 25 second mark - that’s when I switched the view from OVHD to MCDU.

YBHI

In the screenshot above, we can see stuttering between the 10th and 11th second. At that moment, I used the mouse to switch the view from OVHD to MCDU.

The stuttering during camera switching from OVHD to MCDU occurs across different aircraft and at different airports.

The tests and screenshots below were taken with an empty Community folder, meaning a clean MSFS 2024 without any addons.

KORD 28R - B747-8 Working Title

KMCO RWY36R - 737 Max Asobo

MSFS 2024 partial settings





NVIDIA Control Panel

Global settings - default


MSFS 2024 profile



Gaming Rig
  • PC Case Be Quiet Light Base 900 FX
  • MSI MPG X870E Carbon WIFI - BIOS 1A8
  • Virtualization - disabled
  • Re-size bar - enabled
  • PSU ASRock Phantom Gaming 1600W
  • Ryzen 7 9850X3D
  • AIO Arctic Liquid Freezer III 420
  • 64GB Ram CL26 DDR5 6000 2x32GB G.Skill
  • AOC Agon Pro AG326UD
  • MSI MAG 271QPX E2
  • ASUS ROG Astral RTX 5090 OC / 581.94 / 596.36
  • USB HUB
  • Logitech X56 H.O.T.A.S
  • VKB Gladiator NXT Evo Space Combat Edition
  • Honeycomb Alpha Flight Controls XPC Yoke
  • Logitech Flight Rudder Pedals
  • Airbus EFIS Winwing
  • Airbus FCU Winwing
  • Airbus MCDU Winwing
  • Boeing 737 MCP Core Flight
  • Boeing 737 EFIS Panel Core Flight
  • Boeing FMC/PFP 3N Winwing
  • Thrustmaster T300 RS racing wheel
  • Sound Blaster X5
  • Sound Blaster Katana v2
  • 4xNVMe // 4TB for MSFS2022/2024
  • 1xSSD
  • 1xHDD
  • Windows 11 PRO 25H2

I’ve voted as my RTX5090 normally has over 16GB of free VRAM and I still see this stutter :frowning:

Similarly when selecting the external camera for a few mins before returning to the cockpit I see a very definite redraw of the cockpit instruments (starts blurred but very quickly (to be fair) redraws in more detail). Why does the sim so aggressively discard assets when there is plenty of storage available?

I never see more than 32GB of my 64GB DRAM being used either. It’s as if the sim doesn’t want to use more of my system resources to hold assets in memory and prevent unnecessary reloading from disk/server :man_shrugging:

9800x3D/RTX5090/64GB/1GbLAN

That’s interesting. I actually got a flight in yesterday PMDG 837-8 Edinburgh to Stansted it was a pleasure smooth graphics no issues at all. I am now sitting at my machine (PC) 5060ti wondering what is going on exactly the same everything and now it’s a stutter fest. I’ve literally done nothing. What’s going on?

This issue was reported numerous times during the Beta as well. All under different titles but it was referring to the same issue.

For your and Asobos reference the previous reports:

https://forums.flightsimulator.com/t/precache-memory-bug-still-occuring/757833/67

Lets hope this issue gets the attention it needs.

I can confirm that I have this issue when panning cameras, especially when viewing from overhead to landing or moving around for a while.

I can say that this issue has been discussed for weeks on Avsim forum too. All I know is that I have not have this issue ever in fs2024. I use DLSS for anti alias, never TAA. 4070 12 GB gpu, 5800X3D cpu. My Rebar is OFF in Bios. I am using multiple monitors and Nvidia Surround. And also VR with Pimax Crystal light. Don’t have this issue. Never did in 2020 nor 2024 for years.

Nvidia control panel, the settings/options icon at the lower left. Click it and it will tell you if Rebar is on or off on your computer.

Resizable Bar: Yes or No

RBAR is off in my case, TAA antialiasing

I am very surprised to hear that you have not experienced this issue as I believe it to be an issue with the underlying code, which would affect all users. It may be that you graphics settings are set very low and as a result you may not notice the effect visually.

As an example, I repeated my original test but this time using a TLOD of only 50. Visually the stutters were not that noticeable but as you can see in the CapFrameX screen shot, the spikes when changing the view is still present. In this case I switched between the upper lighting switches to the lower engine starter panel 6 times.

It is unreasonable to have to lower graphics settings so low in order to avoid these stutters, and not make use of the hardware’s capabilities, simply to mask rendering issues.

If, on the other hand, you are not compromising you graphics quality and remain stutter free, would you mind sharing your configuration and graphics settings with us. If there is a way to resolve the issue that some of us may have missed it would be greatly appreciated.

Cheers

Hi, yes, if you remember, we talked during the beta testing period on Su5 and there was a period in which you had practically no slowdowns, or at least something let’s say “acceptable,” and I definitely had less than now, probably due to the fact that I have higher settings than you. But, going back to now, the situation has significantly worsened because now the slowdown it causes, especially when looking down or vice versa, is truly noticeable and annoying and it happens practically everywhere, it doesn’t matter if you’re in EGLL (whether paid or default) or at the airport lost in the forest. Among other things, the thing that bothers me is that the sim would then have a really high and constant FPS, but these constant micro slowdowns or slowdowns ruin everything. What I’ve noticed, which didn’t happen before and I’m 1000% sure of, is that now I get these stutters even in “light” situations where before practically nothing happened. The only way to avoid these slowdowns, at least in my case, is to set the graphics settings to medium or low (I don’t remember exactly now). This prevents any slowdowns, but the settings are completely unsuitable for my hardware configuration. I’m glad this issue has been resolved, and I hope Asobo takes action. I think they have the resources and the ability to fix it if they want to.

Unfortunately, whether or not you use the resizable bar doesn’t change anything.

I must say I’m a bit disappointed that this bug report has not yet been tested and/or acknowledged by anybody from Asobo. My understanding was that these bug reports are read by them. Since this is an easy issue to replicate, and testing would only take a minute or two, it would be nice to know whether they can or can’t replicate the issue.

I took the liberty of downloading the video from your original post and went through it frame by frame. It shows exactly the phenomenon I’ve been scratching my head over for a very long time and that, in my opinion, has always existed in the engine to some degree, just with varying severity across different SUs and builds.

When vertically rotating the camera across the horizon, the engine appears to flood VRAM (and possibly system RAM acting as a fast cache) with a large chunk of assets coming from the rolling cache. In your video, VRAM starts at around 9201 MB and total allocated RAM at 17321 MB. During the camera pan, the peak reaches roughly 10165 MB VRAM and 18778 MB total allocated RAM.

So far, nothing too spectacular. But here’s the interesting part:

The rolling cache read-speed peak of ~470 MB/s only happens well after your initial downward camera pan is already over. It lags significantly behind the memory allocation.

That raises a few questions:

Is there some kind of ramp-up latency with the rolling cache? If so, you’d probably never notice it during normal cruise because assets are streamed steadily in smaller chunks into already allocated VRAM.

But what happens during a rapid camera pan, when the assets that should be rendered simply aren’t there yet? Does something fall out of sync and cause the stuttering? Or does the state machine actually block while waiting for assets to finish loading up to some timeout value?
That second would explain why the camera panning sometimes seems to “stick” and then suddenly jump forward again because it still has queued mouse/input event data it needs to catch up on once the timeout expires.

What’s also interesting is that you can manipulate the size of the chunks being pushed into VRAM and with that, the severity and rhythm of the stutters (I’m not saying improve, just change the cadence):

TLOD and OLOD obviously affect it, so I won’t go deeper into those.

ReBAR: When enabled, it removes the 256 MB transfer limit for CPU to VRAM flushes. In theory, that should improve performance. But for the specific issue we’re discussing here, it seems to make things worse. You can clearly see larger chunks being transferred during camera pans, and the stuttering becomes more pronounced.

Off Screen Terrain Pre Caching: In theory, higher settings should keep more assets resident in VRAM and reduce rolling cache access. But during these camera pan scenarios I’m seeing the exact opposite. Chunk sizes increase and so does the severity of the stutters.

Again: ReBAR enabled and Off Screen Terrain Pre Caching set to Ultra may work perfectly when the engine is fully “in sync” during cruise (camera fixed straight ahead, or slow camera rotation), but during rapid camera movement I consistently observe the opposite behavior.

Maybe it would help if the engine treated at least ground scenarios differently when the aircraft is stationary reducing how aggressively assets rotate between cache and VRAM compared to cruise, while also using a larger portion of available system RAM for caching than it currently does.

Or maybe the engine simply shouldn’t even try loading assets for areas the camera is going to skip over anyway during very high-speed camera movement.

On the other hand, after all the ups and downs I’ve seen with this phenomenon across multiple SUs and builds, I’m pretty sure the developers have already tried all kinds of approaches. What we currently have is probably the best compromise they’ve found so far without causing trade-offs somewhere else in the engine. And that’s why I’m not even sure it’ll ever officially get logged as a bug. Although of course I still really hope it eventually gets solved.

You hit the nail on the head. In fact I noticed the same aspects to the stutter you are referring to, even before posting the bug report, but didn’t want to bog down the report with too many details hoping that Asobo would take a look and figure it out on their own.

You beat them to the punch. :slight_smile:

My feelings, for what they’re worth, is it has something to do with how they are pre-caching. They seem to favor horizontal movement over vertical. If you pan the 180 degrees from the left window to the right window there is no issue. When you pan from any top panel to a lower panel, crossing the horizon as you stated, it’s a stutter fest.

Thanks. :blush: And yeah, sorry for all the details and the long post, but this issue has been haunting me for ages and I just had to get it off my chest. :sweat_smile:

Hi, and thanks for the great response! I’m curious about this issue: is it less noticeable in an MSFS with everything installed locally, meaning no external data streaming? I personally have a good internet connection and have never encountered any strange anomalies related to data streaming. In fact, if it weren’t for this ■■■■■■ stuttering when panning, the sim would be almost perfect in terms of FPS and especially fluidity. However, you never know, this streaming thing might be affecting this issue.

Is it possible the reporting of rolling cache (and other stats) is on a polling schedule that itself is periodic, and so the display of the stats lags behind?

…and meanwhile I read that the 5.1 seems to have solved the problem or at least reduced it a lot.