One reason for lack of crispness in MSFS is probably found in the implementation of anti aliasing. TAA is not very suitable for VR, but it’s currently the only viable way. Still have hopes for DLSS with DX12.
One reason for lack of crispness in MSFS is probably found in the implementation of anti aliasing. TAA is not very suitable for VR, but it’s currently the only viable way. Still have hopes for DLSS with DX12.