Will MFS PC version from now be bottlenecked by the Console?

MSFS on Xbox should never have been anything more than a Project xCloud release.

Wouldn’t say you need a beast of a PC to find enjoyment in MSFS, I highly doubt that most people who play MSFS even have one. My last PC had parts in it from circa 2016 and it ran MSFS on a mix of high and ultra.

If the versions are exactly the same and no consideration or changes are made for it to behave different on the PC, then yes, we on the PCs will always be stuck with a scaled back version.

Very sad to see it go that way! A lot of us PC user have made huge investment in our PCs just to get the best performance and visual on Flight simulator.

Many of us have spent well over the cost of 10 Xboxes on our PC hardware.

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Is there evidence that this is actually the case? Has the last update actually ‘downgraded’ the PC version or are these update-related teething troubles? :thinking:

Might not be Xbox related but the visual downgrade is in no way “teething” related, they seem to have deliberately cut corners for gains in performance and it shows.

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There is no doubt, to me, that there is MSFS code for the PC and Code for the XBox… and, they will remain different and the difference will widen as time goes on. Just think, by this time next year we may have Multi Screen Configuration in our menus and other items that do not show up in the console version. So, relax, enjoy, it will be ok and get much better.

Only time will tell. That is why I stated “If”. I don’t think you fully read my message and understood what I said.

But I am hoping that it will be able to use the more powerful PCs to enhance the game over what the Xbox can do and not have us limited to only what the xBox can handle.

You can still get better graphics on the PC by running on Ultra or higher LOD settings, but some things like the memory saving required for Xbox is now in the PC version. So if you have 32 GB or 16GB of RAM won’t make a difference anymore which is a shame. I think the game should use extra memory for caching scenery if it’s available.

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So perhaps this has nothing to do with Xbox?

In attempting to gain PC performance, other problems have arisen. Have there been complaints about performance in the past encouraging MS/Asobo to make this change? Maybe MS/Asobo have over-pushed things to gain performance with disappointing consequences?

Issues with my understanding are certainly possible, I’ve only been in the sim for 3 days. :slightly_smiling_face:

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People have complained about performance but the problem is the way they went about fixing it. Nobody thought this would be the cost. I just wish it was a whole lot more subtle. Seeing my FPS at 70 is cool but not at the expense of eyesore visuals. I would easily take back my 40 FPS and good visuals. Just hope that later on they give us the option to trade FPS for visuals.

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Ahhh, some of us have been here a lot longer and have notice the difference with the SU5 update. But we are all hopeful for the best.

I know that MS and Asobo are trying to do their best.

Totaly agree.
Im amazed this needs to be spelled out to so many

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There also many people with a dog of a computer pretending to run MSFS flawlessly with good detail …

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“There also many people with a dog of a computer pretending to run MSFS flawlessly with good detail …”

Here’s the other side of that coin…“There’s also many people with dog computer pretending that MSFS should be running flawlessly with good detail…” Nope.

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Lol I was wondering about that - press start to play arcade - ready player 1 :grinning:

I knew it would be. They very reluctantly removed it from the PC version. Somebody at MS wants that attract screen playing those movies. At my most cynical I would say it looks good on a trade show floor.

Here is what I am curious about. Everybody keeps claiming they’ve dumbed down the sim for console but this doesn’t make any sense. The new Xbox is every bit as powerful as the average gaming PC. People have such misguided ideas on how weak consoles are. Series X has an 8c Zen 2 CPU @3.8Ghz, 12 TFLOP GPU (Puts it around the 2080S / 3070 range), 16GB DDR4 with an NVMe SSD for storage.

Meanwhile I’m flying around with my Ryzen 3600, 3070/ 16GB of RAM and 1TB NVMe SSD on all Ultra, frames are better than before and the game looks exactly the same as it always has minus a cloud display bug here or there or some blurry textures when servers are hammered.

Some of us have better than average PCs. So instead of adapting the software to make use of a varying range of different hardware configurations, taking advantage of extra capabilities if they are available, they dragged the experience down to the common denominator.

That’s multi-platform development 101.

Have a read about the history of Ubisoft’s development of Watch_Dogs, how the E3 trailer looked great, and the release version had a lot of features disabled, supposedly at the request of MS, and Sony, so that the PC, and console versions looked the same. Fortunately some of these features were merely disabled on the PC, and it was found they could be switched back on again through CFG edits, making it look closer to what was in the E3 trailer.

Sounds familiar, no?

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and yet I can’t find a single piece of evidence showing a downgrade outside of a random bug here or there. The weird clouds was a bug I reported in the beta, the ground textures were also mentioned. People automatically go to a nefarious answer when in reality the things they are complaining about have already been logged and are most likely being worked on. We already got a hotfix for CTDs, give em a minute.

But the system load is not fake. Its drastically reduced in memory, VRAM, GPU, CPU usage, and the lower graphics go along with it.

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