Please use this thread to provide general feedback and impressions about the latest Microsoft Flight Simulator 2024 Sim Update 5 Beta build. Do not post bug reports in this thread.
If you would like to report a bug, please create a new topic (or upvote an existing topic) in the appropriate sub category of the Sim Update 5 Beta | MSFS 2024 section of the forums. Please use the full bug report template when creating a new bug report.
On a scale of 1-10 (with 10 being smoothest), how do you rate the Performance of Microsoft Flight Simulator 2024 in this build in Virtual Reality mode?
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On a scale of 1-10 (with 10 being most stable), how do you rate the Stability of Microsoft Flight Simulator 2024 in this build in Virtual Reality mode?
Yep . I think this last su5 beta has inproved the VR stability and Performance a bit.mainly using Fenix a320 as test.
The main problem comes out when using Airports like Inibuilds EGLL Heathrow and Vatsim … then the Frames drops down from an stable 40fps to 20-25 Fps and it is a totally mesh to use the VR and have to revert to 2d screen mode.
On air ,after take off and cruising, no problem at all
I use firefox on PC and that’s working fine, but there must be something different going on with the android version as, even after clearing cache, cookies and signing out/in, I still don’t see the voting options.
Very nice build and in my opinion could be the SU5 official release! Performance in VR is stunning. I had one issue with stability; No CTD but the sim freezed when I closed it, and I had to kill it using Task Manager. Not a big issue though, if it does not repeat often.
FSR3 frame generation no longer works in a three-monitor multi-screen setup.
FG no longer works on the left and right monitors.
(It only works with the center monitor.)
SU4 works with three monitors.
DLSS FG still only enables frame generation on the center monitor.
Frame generation is essential for such demanding games. Please fix this.
Flew my longest flight so far in MSFS 2024 - 1,939 NM from Mataveri (SCIP) to Carriel Sur Intl (SCIE). Flight time was 4.5 hours (flown in real time with no sim rate increase). Performance was excellent - mostly at 120 FPS - but the flight was over the Pacific at 37,000 ft, so not a lot to render. No stutters, landing was nice & smooth at ~ 90 FPS.
Low-level GA flying, such as around the Chatham & Pitt Islands was equally good, though with slightly lower framerates at times (ranged from mid 80’s to 120), depending on the view, terrain & clouds.
Stutters, lags, crashes to CTD on occasion, hardly ever able to change aircraft without it freezing. It’s been this way for the all but the first two SU5 betas and is fine in SU4 release so whatever is changed is not great. I’ve tried with various addons off to eliminate causal effects. If they do release this then there needs to be a way to run older versions.
So Microsoft achieved their goal. Lower the customers expectation to a point that “barely any stutters” is already considered ”works really well”
The bugs we have taken the time to document and properly report, which are acknowledged as “bug-logged” for over a month, are not mentioned or fixed.
The specifc issue of FSR3 Frame Generation not working on multiple monitors - it did work up until SU5 - effectively makes my significant investment in triple screens and a heafty PC to drive them, not very enjoyable.
I’m not very happy with the MSFS bug reporting process, or bug fixing track record, or communication in SU5 beta testing at the moment.
I’m finding that I have a fair amount of “micro stutters” when I turn my head as I am flying the pattern.
I’ve been noting this with this build, and I don’t believe I’d noted it in prior builds.
The stutters are super micro, but there is an easily detectable string of stutters and then a stabilizing. I’m wondering if this is scenery loading-related.
I see this at auto-gen, 3rd party, PG, non-PG, rural, semi-rural and densely populated areas here in California.
I’m flying the Carenado 172 – so a real basic aircraft – in VFR traffic patterns doing repeated Touch & Gos, so one would expect the Rolling Cache to be provided its most optimum use.
I didn’t used to see this sort of thing with SU4 and prior.