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Noise in shadows - need help getting rid of dithered shadows

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I haven't flown for a while and I haven't updated to SU5 yet. Can anyone tell me how to get rid of the dithering in shadows in the screenshots below?

I don't remember it being this bad last time I flew. Sharpening is off, filmgrain is off.

Please ignore the overblown HDR which only happens when I take a screenshot.

Thanks,
Toby

DHUOzra.png

qs76VZ6.png

Edited by toby23

Ryzen 5800X3D, 64GB RAM, RTX 4090, Windows 11
Link to my: Dynamic Flight Dispatch Tool

  • 2 weeks later...

Unfortunately, Asobo has dumbed down graphics to prioritize on Xbox gamers. I am not saying this is specifically due to SU5 but, there are many graphics related "downgrades" they have introduced to prioritize on Xbox gamers. It is what it is.

Looks like it could be the result of excessive contrast caused by having eye adaption on.
Try turning it off in the cfg file.

YSSY. Win 10, [email protected], Corsair H115i Cooler, RTX 4070Ti, 32GB G.Skill Trident Z F4-3200, Samsung 960 EVO M.2 256GB, ASUS Maximus VIII Ranger, Corsair HX850i 850W, Thermaltake Core X31 Case, Samsung 4K 65" TV.

  • Commercial Member
17 hours ago, JJ_ said:

Unfortunately, Asobo has dumbed down graphics to prioritize on Xbox gamers. I am not saying this is specifically due to SU5 but, there are many graphics related "downgrades" they have introduced to prioritize on Xbox gamers. It is what it is.

You really have no clue what you are talking about have you....

  • Commercial Member
17 hours ago, Glenn Fitzpatrick said:

I think the game has always done that with some shadows and reflections.

thats been my experience too, i've always observed that behaviour, sometimes really noticeable, sometimes not. I think it has  ties with the reflections setting, the shadow sphere of the plane, and the material property used by the develloper.

The in-sim controls allow shadow maps to be adjusted up to 2048 which helps.  In the usercfg.opt file, you can bump that up to 4096 which almost eliminates the effect, but it does cause the loss of a few FPS.

5 hours ago, leprechaunlive said:

You really have no clue what you are talking about have you....

C'mon, it's not even worth engaging with that. 🙃 There's zero contribution by the poster you're responding to to the actual thread, and we have ample evidence from recent history here that the way any response is most likely to end is with several pages of digression and someone claiming that they're being "gaslighted".   I'd encourage just ignoring it, and if a particular poster's contributions to this forum seem to be limited to nothing but negativity to block them if you find it truly troubling.

To actually make a positive contribution for @toby23, I don't think there are any total fixes for that, but a lot of people who find it bothersome (including myself) have had some relief by disabling film grain (and, optionally, sharpening) in their UserCfg.opt.  Maybe try doing that and see if you find it helpful?

 

Edited by kaosfere

Would anybody like to take an educated guess - Is the switch to DX12 likely to solve things like this and the blocky reflections?

Rob (but call me Bob or Rob, I don't mind).

I like to trick airline passengers into thinking I have my own swimming pool in my back yard by painting a large blue rectangle on my patio.

Intel 14900K in a Z790 motherboard with water cooling, RTX 4080, 32 GB 6000 CL30 DDR5 RAM, W11 and MSFS on Samsung 980 Pro NVME SSD's.  Core Isolation Off, Game Mode Off.

Glenn Fitzpatrick is correct.

That is how the rendering engine has always worked in MSFS since release.

Yeah there are quite a few graphical errors that are strange in this game.  The strangest one to me is the disappearing reflections on water at diagonal angles to the surfaces of the airplane.  I do not understand how or why that occurs and why they can't fix it.  It's pretty ugly. The line through the horizon is another.  The moiré pattern where clouds contact or obscure the horizon or a ridgeline yet another.  Clouds are also a bit wonky in live weather scenarios. And of course this issue...  It has been there and bothered me since day one. I am hoping DX12 and Ray Tracing will fix this. It looks very late 90s 3D games... like MYST on a power mac.  These issues are all very subpar for 2021.

Edited by aniiran

  • Author

Thanks for your feedback guys. It sounds like the sim has always rendered shadows like this and I just haven't noticed it. Perhaps it's more obvious to me in the Spitfire or maybe it's just the Spitfire as I haven't noticed it in any other aircraft?

Ryzen 5800X3D, 64GB RAM, RTX 4090, Windows 11
Link to my: Dynamic Flight Dispatch Tool

  • Commercial Member
21 hours ago, kaosfere said:

C'mon, it's not even worth engaging with that. 🙃 There's zero contribution by the poster you're responding to to the actual thread, and we have ample evidence from recent history here that the way any response is most likely to end is with several pages of digression and someone claiming that they're being "gaslighted".   I'd encourage just ignoring it, and if a particular poster's contributions to this forum seem to be limited to nothing but negativity to block them if you find it truly troubling.

To actually make a positive contribution for @toby23, I don't think there are any total fixes for that, but a lot of people who find it bothersome (including myself) have had some relief by disabling film grain (and, optionally, sharpening) in their UserCfg.opt.  Maybe try doing that and see if you find it helpful?

 

you are....100% right lol. 

@toby23 Since you already have the sharpening filter disabled, have you ensured that TAA is enabled? If yes, I'm afraid that nothing else can be done to help this situation. The reflection/shadow/cloud/ambient occlusion samples scale with rendering resolution so increasing that can help, but I imagine that's not a viable solution in most cases.

21 hours ago, bobcat999 said:

Would anybody like to take an educated guess - Is the switch to DX12 likely to solve things like this and the blocky reflections?

Seems unlikely to me. The grain is caused by the engine's ray-marching techniques according to Asobo, while the blocky reflections seem to be a rather fast and crude render-to-texture or local planar implementation. It seems that ray-tracing is the only solution to these, with a hefty performance cost of course.

15 hours ago, aniiran said:

The strangest one to me is the disappearing reflections on water at diagonal angles to the surfaces of the airplane.  I do not understand how or why that occurs and why they can't fix it.  It's pretty ugly.

This is how screen-space reflections work, and that's an issue with all games that employ them. If something is not visible on the screen, it cannot be reflected. Again, this will be solved with ray-tracing.

  • Author

@ChaoticBeauty thanks but it's a hopeless cause at the moment. It's the way the sim renders shadows in this cockpit apparently and I'm going to have to live with it and just fly instead of nitpick 🙂

Ryzen 5800X3D, 64GB RAM, RTX 4090, Windows 11
Link to my: Dynamic Flight Dispatch Tool

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