SU9: Stuttering at low altitudes over cities/airports

Since SU9, I’ve had overall slightly better FPS and smoothness, ie better frametiming.

However, this only holds true while stationary or at altitudes of around 1000ft+.

Especially in areas with buildings, when im flying at 0-800 feet or so and look out the side, scenery moves past with extreme stutters,while still maintaining my locked-to 45fps. As I climb through 1000 feet, it becomes smoother again. This is NOT just an effect of the decreased perceived speed as I climb, it’s a night and day difference.

Anyone else experiencing something like this?

Specs: 8700k,rtx 3080, SSD, Reverb G2

GPU-limited 99% of the time

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I get a similar effect but only where i have addons etc. Firstly, I use motion reprojection and fix my frame rate to 23 but 22.5 in the OpenXR Toolkit where I am running at 95% resolution so that’s pushing my 3080. This allows me to see amazing detail in my G2 and fly low and fast over the countryside. However, if i try to land at London City, for example, it stutters big time and i have to reset everything. So, i just fly around avoiding areas where i have addons.

I dont use MR so i guess its not really comparable.

Do you mean scenery addons? Or addon planes?

Im talking about normal autogen buildings, not even necessariyl a full-on urban area

Addons such as London City airport or Great Britain Central. You need to try Motion Reprojection plus OpenXR Toolkit. Recently, I’ve been influenced by Crash Test Pilot’s YouTube video. It’s a game changer.

Tried it several times with and without Toolkit and I can’t stand it. Horrible artifacts, wobbliness, and it’s not even 100% smooth still

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Are you using any external fps-limiting software? I have experienced microstuttering with driver fps limiter and other fps limiters. I have switched to using the in-game Vsync/limiter only.

Yes, I usually lock to 45FPS with Rivatuner. I don’t think it makes a difference but will try again, thanks for the tip. Does the ingame vsync even afect VR though? Since it’s in the PC section…

Good question, I don’t know. Flight Simulator is the only game where I’ve noticed this frame-pacing issue caused by external limiters. It might just be my setup.

It does, yes. Even the desktop vsync option will lock the VR fps (at least in previous versions)

I’ve used nvidia max fps setting for a long time and the game was completely fluid (again, previous versions :slight_smile: ) so it at least used to work.

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On my setup the Nvidia setting was almost completely fluid. My frame-time graphs showed smooth lines without any spikes, but there was still visible microstuttering when flying over buildings in photogrammetry area at low altitude.

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OK, hmm. For me, the nvidia frame limiter does nothing to VR, and I don’t think the nvidia vsync does either.

Was your head motion smooth? This is the part I don’t get - even when I get extreme scenery stuttering, the head motion still feels completely smooth, as if only the scenery motion is affected by the stuttering. How is this possible?

I think it’s because the rendering process is reliant on several threads all running at the same time on different processor cores.

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So you think this might be a CPU rather than a GPU limitation?

I’m not sure, but it seems logical in my case, since external FPS limiters insert themselves into the CPU side of the rendering process. Whereas the simulator’s built-in limiter is more on the GPU side, being directly dependent on the display’s refresh rate.

Not too sure about that. When displaying the FPS meter when limited using nvidia, the GPU shows a very solid 33ms render time, while the CPU is around 20ms.

I would have to look into that, but I seem to remember the RivaTuner developer saying the Nvidia driver also used CPU busy wait looping.

Also, the font used in the dev mode FPS meter is terribly unreadable. For example, many people are mistaking “GPU” as “CPU”.

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