Variable Render Resolution/Dynamic Resolution to eliminate gpu stutters NOW!

That implementation could help immediately dealing with the lack of GPU power on some systems and provide benefits on top of the (CPU) improvements that will come with the DX12 implementation.

I was really surprised how easy and on-the-fly (literally) you can change nearly every settings in MSFS without restart or reloading. Especially to change the render resolution with a click and seeing that transition happening is pretty smooth and the effect on performance is big.

Why don’t use that existing transition technique to avoid gpu related stuttering when flying over demanding areas and while on approach? :blue_heart:

Honestly i don’t like to turn down the rendering slider below 100 because i believe to notice the degradation of grapics. Yet when i have to choose between an flight over Madrid with 12fps with full details (while having a slideshow happening) and a sightseeing trip where i loose 10-20% details while rocking @ 30fps e.g. ? Pretty sure the most people take the temporary degradation of image quality with frames that are maintaining the immersion.

Or take the approaches on demanding airports. Sometimes people are complaining about the lack of the flight model when on approach, not mentioning that they have e.g. 12 fps. Yeah, at this situation your flight model is off by nature of input lag an the gpu may not be able to provide the physics to calculate the flight model in time.

My suggestion is the following simple logic, that should be easy to integrate now and maybe optional to tick off/on for everybody:

If the frame count drops below a critical value (for me that would be 30 fps) → apply autimatically a downstep of resolution -20% and if that’s not enough (within a few seconds) another step -40%. I would avoid too many steps as (at least on my side) sometimes you notice the transition for some fractions of a second…
If the frame count is stabilizing for some seconds above another target (overshoot) value, say 35 fps the render resolution can be reverted in the one or two steps to the originally selected value.

Especially on approach i doubt anyone would mind that the scenery around is melting down a bit for the sake of a good landing experience as you should be mainly focused (tunneled view) to the airport anyway…

I am always annoyed to change the settings manually from flying over citys @render scaling of 100 or below and then flying into the wild where i like the details @ render scale of 120… Would be great if that VRR would always step down from the preferred Render Resolution set (in this example 120 to 100 to 80 and back) - that way everyone can leave their slider where they like them to be.

If possible to integrate i think the user experience especially @ the lower powered setups would benefit permanently with the integration of that automatic.

If you are getting used to automatic, no one wants to revert to manual gear shift, right? :sunglasses:

Thanks to Microsobo :grinning_face_with_smiling_eyes: for their hard work!
Shoutout to Martial! Sorry, potentially even more work for you!
:blue_heart:

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Your idea about flexible and adaptive settings is not bad at all, but reducing render scaling is ineffective if you’re CPU-limited as in many of the most severe FPS drops. But then it could perhaps reduce the LOD or amount of traffic, or whatever the reason(s) for the drop may be.

From a setting’s point of view, all that would be required would be a target frame rate, perhaps supplied with weighted priorities of visual elements to reduce.

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Just FYI you’re describing Dynamic Resolution. VRS stands for Variable Rate Shading and is when different areas of the screen are rendered at different quality levels; more detail where it’s important, less in e.g. shadows and in the background.

Dynamic resolution would be a nice addon, but it wouldn’t help if you’re CPU limited as is extremely common in MSFS. In those cases, changing the resolution doesn’t help. I’ve literally tested and gotten the same framerate at 360p(!) as at 4K.

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As mentioned i am aware that it only helps with gpu bound scenarios. In my case that is quite often the case, as i have a very capable oc’ed cpu and a placeholder gpu as i couldn’t get my hands on a more high end card till now. The performance gains should be even bigger when the CPU usage gets improved by DX12.The approach should be not to hard to implement as the foundation is already there.
Sorry, i mixed that title up, that “VRS” was ment to be short for my own term, didn’t know that this term has already a meaning… changed it to avoid confusion. :blue_heart:

Dynamic render scaling would be nice, but would generally only help with things like weather-related lighting effects that affect the GPU more than the CPU. On approaches into major city airports, increased CPU usage from the large number of objects seems to be what slows me down.

So what I would like, is for the object and terrain LOD sliders to auto-set themselves based on how much detailed stuff is around me and how slow it makes my rendering.

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Forza Horizon 4 has such a system and that game runs at 60FPS with settings on beyond ultra.

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