Watch this video from 4:30 onwards. Series X uses Temporal upscaling from 1440p to output at 4K. It’s been known about for ages.
I am using AIG models with BATC in SU4b and have all lights on traffic.
Hey, is anyone else having issues with FSTL on the SU4 beta? It’s not working for me—anyone tested it to see why?
I jumped out of the beta recently to be able to fly my beloved Citation X. But while in the SU4 beta, FSLTL was working as expected - with the known issue of aircraft doing go-arounds instead of landing (same as in SU3).
I also did not do a whole lot of flying while on SU4, because of the Max Frame rate issue, but FSLTL did appear to be working for me as well.
I installed this mod and everything seems fine, no errors or anything, but the aircraft models don’t show up at the airport.
not sure what causing it.
https://flightsim.to/file/91493/downgrade-textures-for-fsltl-fps-booster
Correction from my previously deleted post. I tried the downgrading of the textures with version 1.4 but decided to go back to the 4K as I didn’t see much of a performance gain. Disbaling ReBar and HAGS gave me more of a gain in reducing my VRAM than lowering the textures in FSLTL.
When can we expect a new SU4 build?
You never know, but every day the likelihood increases
Now going almost an entire month with broken WASM, VR stuff, and jetways. Rather odd. It only took one beta cycle to bring back WASM during SU3 Beta. What gives Asobo?
It is partially working for me on the most recent beta. Aircraft are being injected on the ground, but nothing, in the air.
i7-9700 64GB RAM 4070S 12GB VRAM 40” 4K TV/monitor. I am having no trouble maintaining steady 60FPS with DLSS/quality or performance, no Frame Generation. VRAM usage is generally 7 out of 11.2 GB available. Mostly high settings with a couple ultra. The glass panels are crisp and clear with only slight blurring of the altitude tape. Mostly flying the Cessna 208B in the Pacific Northwest. I’m very happy with this Beta right now.
Greater demands on Asobo to get a handle on all the performacne issues might be coming.
Could be good news for all of us…
Please continue night lighting progress
So, I’ve been trying to get a better understanding of what the meaning of swapfile in the new FPS counter is and I believe this is not actually a file but a portion of physical memory. If you look at the following screen shots you will see this.
In the Resource Monitor I highlighted the 3 values, Installed Memory (65536), Hardware Reserved (355) and Total (65151) which equals the installed minus the reserved. That is what would be available to applications.
In the screen shot of the FPS counter you will notice that the total allocated memory 65181 matches the total available from resource monitor. You may also notice that the PhysicalMem (14036) added to the SwapFile(11934) equals the Allocated Mem (25971), well in this case it’s 1 off. To me this is a clear indication that what Asobo is referring to as a SwapFile is actually in Physical memory.
If you watch those values yourself, you should notice the same. That the Physical Memory + SwapFile = AllocatedMem and the total AllocatedMem = The Total Physical memory - Hardware Reserved from Resource Monitor.
I got some remarkable improvements after trying the following:
- Ultra Low Latency to ON (not Ultra)
- Forcing all legacy AA settings to OFF
- AF to 16x at driver level
- CUDA - Force P2 State to OFF
- CUDA - Sysmem Fallback Policy - Prefer no sysmem fallback (this prevents running out of VRAM)
- rBAR Disabled
- Smooth Motion Disabled
- Threaded Optimization to ON
Smooth Motion is awful and unnecessary to have if MSFS 2024 already supports DLSS.
I have DLSS to DLAA.
2560 x 1440
FPS pegged to 71.25 FPS (95% of 75Hz refresh rate) via RTSS (Nvidia reflex limiter). Vsync off.
VRAM usage pretty much fell to half, from 15.6 GB to 9 GB on a 5070 ti.
EDIT:
Here are the settings from Profile Inspector:
[2 - Sync and Refresh]
Ultra Low Latency - CPL State On
Ultra Low Latency - Enabled On
[3 - Antialiasing]
Antialiasing - FXAA Enabled (predefined by NVIDIA) Disallowed
Antialiasing - Gamma Correction Off
Antialiasing - Line Gamma Disabled
[4 - Texture Filtering]
Anisotropic Filtering - Mode User-defined / Off
Anisotropic Filtering - Setting 16x
Texture Filtering - LOD Bias Auto-Adjust (for SGSSAA) Off
Texture Filtering - Negative LOD bias Clamp
[5 - Common]
Ansel - Enabled Off
CUDA - Force P2 State Off
CUDA - Sysmem Fallback Policy Prefer no sysmem fallback
rBAR - Enable Disabled
rBAR - Size Limit 0x0000000020000000
Shader Cache - Cache Size 100GB
Smooth Motion - Enabled APIs 0x00000000 None
Threaded Optimization On
[Other]
Platform Boost 0x00000001
(this last setting, “Platform Boost”, allegedly increases the power distribution to the CPU based on the GPU power draw to balance out computation load)
Can you elaborate more ? I see it the other way round. Resources are focusing on ps5.
Simply said: more funding, more stable base. Less chance the plug will be pulled…
Not really, it was just something that I noticed when looking at all the values. Asobo would have to explain what the SwapFile value is all about but it does look like it’s in RAM
Well maybe a potential deadline for SU4 release would be just before the PlayStation launch in early December. Hopefully it’s before then but that PS launch date would seem like an important deadline to get the next release out on all 3 platforms.