My GPU is a RTX3060. The recommended resolution for my desktop is 2560x1440. Should I choose that resolution for MSFS 2020? Or try another?
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1440p (your desktop res) is an excellent choice. I assume your monitor is 1440p as well. You can experiment with 1920x1080 (1080p) as well for improved performance and therefore higher graphic settings.
Thanks for the reply. I have tried other resolutions, but either one seems fine for optimal performance.
Thanks again.
Always use your monitors native resolution (in this case it sounds like 2560x1440) - That way, 2d objects like menus, maps, overlays, etc are rendered sharply at the native resolution. If you need extra performance and are GPU bound, you can use DLSS to render at a lower resolution and upscale from there.
If you run at a lower resolution like 1920x1080, everything including menus will be slightly fuzzy.
You can use higher resolution for sharper images.
My monitor is 1080p and i’m at 150x resolution within msfs with no loss and sharper images!
Can you do that with an RTX 30xx series GPU? I know you can upscale using nVidia Control Panel settings and the sim resolution setting, but if you’re talking about DLSS I thought you needed a 40xx GPU for frame generation, which lets you run a higher resolution at a lower FPS. DLSS then doubles the frame rate.
These are 2 separate things.
Resolution is the dot matrix density of the display, dots per square inch.
FPS is the speed of the display of a frame (screen) of data, frames per second.
Usually the native resolution of a display is the largest the display can process.
You can set it lower if you wish.
But why?
If your graphics card has a lower resolution.
But, some displays can/will auto upscale the input resolution to their native .
The messaging on DLSS is poor - There are two things that “DLSS” does.
RTX 20xx and later GPUs can do DLSS upscaling (only)
RTX 40xx GPUs can do DLSS frame generation (and upscaling)
Upscaling means the game renders the 3D portion of the game at a lower than native resolution and then uses AI reconstruction to upscale it to native res. This means the GPU has less rasterization to do so it can result in higher FPS.
Frame generation uses AI interpolation to generate fake frames between the previous and next frame. Similar to the motion smoothing technologies on most modern TVs.
Upscaling does not require a GPU.
My 4K display specs state that it will do “upscaling” to 4K.
( from lower inputs like 1080p)
DLSS inserts frames which increases FPS.
A GPU can do both DLSS and upscaling.
But, the display must be able to handle upscaled bit density.
Note that my knowledge of DLSS is zero since my display and
GPU are 4k.
So, it is not needed.
This is a bit misleading in the context of modern games and this question in particular. Yes, upscaling does not require a GPU, BUT, high quality upscaling without taking a latency hit does typically need a GPU to perform the upscaling, there are different technologies available for that, DLSS upscaling for all nvidia RTX series gpus, FSR2 upscaling for practically all modern gpus, TAA upscaling from UE5 etc. MSFS have options to use dlss or fsr2 for upscaling, it also have another resolution scale option in the graphics settings, but in my openion it is much worse than the other two alternatives (except with ghosting in glass cockpit displays). And all these options are performed by the GPU and not the display itself. Yes, displays can upscale the input signal, but in general, it’s almost always a worse option compared to the other in GPU options.
This is half truth only, original dlss (dlss 2.0 that is) is upscaling. The feature you are mentioning here is dlss frame generation. The situation with this is explained beautifully by @Boarder2 in the previous post. And it’s not your fault, nvidia indeed did a royal screw up with DLSS naming and versioning. And strangely, AMD also followed suit and did the same garbage thing (way to copy nvidia where it doesn’t matter), but I digress.
Again, not entirely true. You can use MSFS render scaling to render at higher resolution and then downscale it in gpu to match with the display resolution. Display will only get a signal with native resolution of the display.
Now coming to the actual question of the OP, I think, the rtx 3060 will be fine in 1440p with 100 percent render scaling. Since MSFS is so CPU bound, you will most likely be fine without using any upscaling of sorts. But if you see that you are becoming GPU bound in some scenereos, you have to the option of using both DLSS and FSR2 (of course not both at once) to upscale from a lower resolution. Also some people like to use dlss (or better, dlss with dlaa quality) regardless if they are gpu bound or not. Dlss/dlaa has some advantages like reducing some simmering in fine details, compared to in-game taa. But it has some disadvantage also, particularly i find the ghosting with the rapidly moving elements in glass cockpit display too much. Its a choise and it’s really upto you, whether to use dlss or not.
Also I won’t suggest supersamplig (rendering with more than 100% render scale, or in higher resolution than the display resolution) as the rtx 3060 is not that powerful.
Extremely well said.
TL;DR - All “upscaling” is not created equal. In general, if you have a need to run at a lower than native resolution to achieve the frame rate you’re looking for, use DLSS or FSR if the game supports it. Don’t run the whole game at a lower resolution if you can at all avoid it.
Ok, I understand now. I did not know that MSFS did render scaling.
The real answer is: It depends on your hardware.
If you are using high to extreme performance CPUs and a Nvidea GPU from the 40xx Series wich allows frame generation you will be able to fly on every native resolution.
you might neet to reduce settings to mid or high instead of ultra, but this is pretty OK in the sim.
The big game changer is FRAME GENERATION. If you can achieve a refresh rate of more then 30 to 35 fps constantly you will be kicked up to 60 to 70 and will experience a really smooth game.
Don´t make the mistake to buy an AMD card to save some bugs.
A monitor/display will have a maximum resolution and refresh rate
called its native capability, 1080p @ 60 Hz.
It can be operated at a lower resolution and/or refresh rate.
But, here is nothing the GPU can do to change this.
So, I can’t get my mind to understand a GPU frames per second,
FPS.
I think of the display’s refresh rate as the time to paint a screen, or screens per second, Hz.
So, if the displays Hz is 1080P @ 60 Hz and a GPU output of
DLSS & Frame Generation is 147 FPS, how is this possible?
The monitor can only refresh at its own rate. Sending more frames per second to it won’t change that. G-sync, or frame sync will attempt to match the frames from the GPU and the monitor.
So your sim can be running INTERNALLY at 120 FPS, but the monitor is only displaying 60. That’s why a 144Hz monitor looks smoother with motion than a 60Hz monitor, regardless of how many frames the GPU can output.
Other folks can weigh in about frame generation. I really don’t know much about that.
Frame Generation doesn’t change anything about that from the monitor perspective.
It does introduce delay, though, because the point of Frame Generation is to take two already generated frames and insert more frames between them that approximate how things moved between the frames that the GPU actually fully rendered.
So by nature, you’re always SEEING at least two frames BEHIND what your inputs are doing.
I run mine at native resolution on TAA and since the last update I get terrible shimmering on the avionics to make them unreadable. Also I get jagged lines and the “step effect”, like I can see the pixel edges.
I run a rtx 4080 on a 13th gen cpu at 2560x1440