If only Nvidia use the normal power connector. Nice keycap set btw!
Please donāt get into the usual argument about whether Nvidia or AMD is better. Weāre talking about a serious problem affecting our cards. Letās avoid the āmy Nvidia is betterā type of argument, which has absolutely nothing to do with this.
Thank you.
In terms of settings, try changing from FSR to TAA, and altering scaling values (i.e less scaling). Chequerboarding is usually an artifact related to scaling.
In sim itās only really bad for me in cabin when cabin floods or the flashlight are one (itās quite aircraft dependent), so having those off (which I prefer anyway) dramatically reduces the impact too. Again mileage may vary there.
Rob S
I have TAA and no scaling, and still have these issues with my 9070 XT. There is something with the texture mapping at night that seems to be incredibly off. Like the card is utilizing the lowest possible resolution in certain circumstances.
RX9070XT here, got the same issue, issue was not present with my older card (6800XT)
It wonāt get rid of it, but could minimise it though. Thereās a post back further where I detail what I think it is, resampling in the lighting processing (this would be distinct from the whole scene stuff like DLSS FSR etc).
I suspect weāre going to get a lot more 9070XT owners after Nvidia officially sunset the 5070 TI.
Imagine Asobo canāt/wonāt fix this and weāre stuck with our AMD cards since NVIDIA is cutting their stock⦠I sure hope Asobo comes through.
Iām frustrated that RX 9000-series owners have largely been ignored on this issue for over 7 months, but I want to focus on constructive feedback.
Based on extensive testing, the blocky/square artifacts observed around lighting sources are not significantly impacted by FSR preset selection (Balanced vs Quality, etc.).
Artifacts are reduced but not eliminated when switching from FSR to TAA.
2 Distinct Artifact Types Observed
- Blocky/ square artifacts.
- Seen in cockpits and ground textures when aircraft-induced lighting is present. Fenix cockpit flood lights are a good example. PMDG 737-800 landing lights are a great example of how these artifacts appear on the ground. These artifacts are characteristic of tile- or block-based operations in the post-processing or temporal lighting chain
- Triangular/ Jagged Edge Artifacts
- Seen along wing edges, tail surfaces, cockpit window edges, and curved fuselage geometry. These manifest as crawling, triangular, stair-stepped edges and are consistent with rasterization / coverage / edge reconstruction failures, not classic spatial aliasing
Artifacts get worse over each session: Temporal accumulation
Both types of artifacts worsen over the course of longer flights. Visual instability increases gradually rather than appearing fully formed at scene load, which strongly indicates temporal history feedback or accumulation, rather than a static shader or lighting error.
This time-dependent degradation shows that corrupted data is being persisted and reintroduced frame-to-frame through the temporal pipeline.
Shared Root Cause:
Both artifact types can be symptoms of the same thing: Temporal history contamination at depth and normal discontinuities.
If Sim Update 2 altered the order in which emissives or bloom feed into the temporal history, precision changes (FP16 vs FP32) in lighting or intermediate buffers, motion vector generation or consumption, or history clamping/rejection thresholds,
THEN the observed behavior is to be expected. Block artifacts where low-res temporal or lighting buffers become corrupted, and jagged silhouettes where reprojection and clamping progressively fail at geometry edges.
Why FSR Presets donāt matter much:
FSR uses additional logic to mitigate ghosting and instability. However, if itās getting incorrect inputs to start, then changing FSR presets from quality to balanced will not materially alter the artifacts. Switching to TAA will reduce the artifacts because it uses different history weighting and rejection heuristics.
All of this points to temporal issues further upstream than FSR.
The Smoking Gun
Artifacts worsen significantly when panning the camera, artifacts are present in daylight (look at the edges of backlit switches in the daytime), artifacts get dramatically amplified at night, and artifacts worsen over the course of longer flights.
This confirms a temporal reprojection failure.
Daytime presence rules out ānight lighting onlyā explanations. Instead, SU2 likely introduced a regression in one or more always-on DX12 temporal inputs like motion vector accuracy or encoding, depth/ normal discontinuity handling, or history acceptance/rejection thresholds.
Night time conditions amplify the issue because of extreme HDR contrast, rapidly changing emissive lighting, bloom/glare behavior, and exposure/tone mapping instability.
Why DX12 Matters
Unlike DX11, DX12 places far more responsibility on the engine implementation for motion vectors, synchronization, precision handling, and temporal history management.
Since SU2, a DX12-specific temporal reprojection regression causes crawling/shimmering silhouette edges, blocky square artifacts around lighting, and progressive degradation over time (especially at night).
Unlike MSFS 2020, users cannot fall back to DX11, making this a blocking visual issue rather than a minor regression.
TL:DR
Since Sim Update 2, MSFS 2024 (DX12-only) shows a temporal rendering regression causing blocky square artifacts around lighting and crawling/shimmering jagged edges on geometry silhouettes. The issue worsens with camera movement, accumulates over longer flights, is present in daylight but becomes severe at night, and is largely unaffected by FSR preset choice (though switching to TAA reduces it). This behavior strongly points to a DX12 temporal reprojection/history issue introduced in SU2, not a driver-only or hardware problem.
Do you have the same issue if you follow the OPās steps to reproduce it?
YES
Provide extra information to complete the original description of the issue:
ā¢
If relevant, provide additional screenshots/video:
ā¢
Wow, still a thing? I#m switching to xp12 - good bye ms ā ā ā ā ![]()
Iām on Team green since 2 days - got the opportunity from a family member.
Still hope for you guys that they fix it - itās even now still very frustrating for you. I assume, SU5 drops next week - fingers crossed for you.
I couldnāt (actually I could) believe that this issue has been reported for so long without a proper fix or feedback from Asobo. Itās frustating and only adds to the fact that the sim was far from complete on release.
Do you have the same issue if you follow the OPās steps to reproduce it?
⢠Yes,
Provide extra information to complete the original description of the issue:
⢠I recently bought a 9070 XT card and the issue happened on the first night flight. It happened in all night flights thus far.
If relevant, provide additional screenshots/video:
ā¢
Crazy that this issue has been happening since SU2 and its still not fixed to this date. i rarely fly at night because of this issue
TESTING UPDATE:
Further confirmed my hypothesis from this post
Ran the sim at 1080p resolution with TAA on and bumped the internal render resolution to 200 (3840x2160). At very high internal render resolutions the image was mostly clean but my 9070XT was pulling north of 300 watts the entire time and screaming doing it. However, artifacts appeared when panning the camera, and flickering gray boxes were still present when aircraft landing lights illuminated ground textures.
As soon as I dropped the internal render resolution below 200, the problem got MUCH worse. This is consistent with a temporal reprojection/history robustness regression issue rather than a lighting or driver issue. Itās buried deep in DX12, which is probably why itās taking so long to fix.
I appreciate all youāre doing. Idā like this fixed myself.
I donāt know if you had a chance to look back through this thread but I also suspected a DX12 issue and back in August I was able to perform a test of that using dxvk and proton to convert DX to Vulkan confirming the issue was DX related. Here are the links to my test and my video.
I just thought you might be interested in seeing the results
5950Χ, 9070XT, 64Gigs⦠same here, weird sawlike artifacts when light goes off.Never had that issue with my 3070.Tried everything from the settings but looks like buggy software.Im keeping the 9070XT on the mobo because its way better than 3070.
Cheers
Just to dog pile on Iām ALSO having the issue. Obviously itās a 90 series AMD issue (9070XT is what Iām running) but seriously itās been a year. Also, Iām seeing some black specs flickering on the taxiways, also at night, Iām assuming thatās related.


