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if i use frame generator in the target fps should i put the target frames after frame generator or the default sim?

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6 minutes ago, michdb8 said:

if i use frame generator in the target fps should i put the target frames after frame generator or the default sim?

After frame generator 

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I have tested the release app this morning and it is working great with no issues. Thank you so much for such a great tool, it's made my simming so much better with my old system (upgrade soon!).

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I have a 3-screen set up and I have tried the app (and the Adaptive LOD app) and both apps incorrectly report that I have Frame Generation (FG) ENABLED on the CENTER screen, while NOT FG enabled on SIDE screens.

I do NOT have FG enabled at all.

On center screen, the Auto FPS app (and the Adaptive LOD app) reports double FPS on center screen and correct FPS on side screens.

I have checked FPS with other FPS counting software and then equal (correct) FPS is reported on all screens.

This would imply that the apps detect incorrect FPS on center screen in a multi screen set up, and hence, does not control TLOD/OLOD and cloud settings correctly.

On my 3-screen set up the apps induce stutter no matter the TLOD/OLOD/cloud settings.

 

 

 

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Posted (edited)
1 hour ago, LGKR said:

I have a 3-screen set up and I have tried the app (and the Adaptive LOD app) and both apps incorrectly report that I have Frame Generation (FG) ENABLED on the CENTER screen, while NOT FG enabled on SIDE screens.

I do NOT have FG enabled at all.

On center screen, the Auto FPS app (and the Adaptive LOD app) reports double FPS on center screen and correct FPS on side screens.

I have checked FPS with other FPS counting software and then equal (correct) FPS is reported on all screens.

This would imply that the apps detect incorrect FPS on center screen in a multi screen set up, and hence, does not control TLOD/OLOD and cloud settings correctly.

On my 3-screen set up the apps induce stutter no matter the TLOD/OLOD/cloud settings.

 

 

 

I do not have a multiscreen, or from what your post implies a linked multi computer arrangement with multiple monitors, setup so there is no way I can replicate what you are seeing.

Also, FG detection only indicates FG if DX12 is enabled, read directly from your UserCfg.Opt file, and the FG setting in MSFS is set to on, which is read direct from an MSFS running memory location which has been verified on thousands of setups as correct, so unless you are mistaken on what settings you think you have set I don't know what else to look for.

Finally, as you are getting stutters no matter what the settings, I think your best course of action is to uninstall both apps and look for alternatives that may work with your configuration. I am sorry that the apps didn't work out for you.

Edit: There was an issue raised about a similar issue on my github issue section here, where the user ended up sorting it out themselves and the issue was subsequently closed, so this may be helpful in resolving the issue for you before resorting to uninstalling the apps.

Edited by Reset XPDR
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44 minutes ago, Reset XPDR said:

I do not have a multiscreen, or from what your post implies a linked multi computer arrangement with multiple monitors, setup so there is no way I can replicate what you are seeing.

Also, FG detection only indicates FG if DX12 is enabled, read directly from your UserCfg.Opt file, and the FG setting in MSFS is set to on, which is read direct from an MSFS running memory location which has been verified on thousands of setups as correct, so unless you are mistaken on what settings you think you have set I don't know what else to look for.

Finally, as you are getting stutters no matter what the settings, I think your best course of action is to uninstall both apps and look for alternatives that may work with your configuration. I am sorry that the apps didn't work out for you.

Edit: There was an issue raised about a similar issue on my github issue section here, where the user ended up sorting it out themselves and the issue was subsequently closed, so this may be helpful in resolving the issue for you before resorting to uninstalling the apps.

Hi Reset

I checked the link, and my situation does seem somewhat similar as more than one screen was used.

I have a standard MSFS multi-screen setup, NOT a multi computer setup. I do not have any pop-out instruments or such - just visuals on 3 screens.

It would seen the app's FPS detection does not work on multi-screen setups. Could anything be done to rectify this?

 

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Posted (edited)
7 minutes ago, LGKR said:

Hi Reset

I checked the link, and my situation does seem somewhat similar as more than one screen was used.

I have a standard MSFS multi-screen setup, NOT a multi computer setup. I do not have any pop-out instruments or such - just visuals on 3 screens.

It would seen the app's FPS detection does not work on multi-screen setups. Could anything be done to rectify this?

 

If you can tell me how to set up a standard MSFS multi screen setup on the two different sized TVs I have (one is 4K and the other is 1080p, stacked on top of each other) so I cam at least approximate your set-up, then I could try and have a look at what is going on. But it will have to be next week because I am on coding holiday as of today. Perhaps message me direct.

Edited by Reset XPDR

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24 minutes ago, Reset XPDR said:

If you can tell me how to set up a standard MSFS multi screen setup on the two different sized TVs I have (one is 4K and the other is 1080p, stacked on top of each other) so I cam at least approximate your set-up, then I could try and have a look at what is going on. But it will have to be next week because I am on coding holiday as of today. Perhaps message me direct.

Thanks for reply,

Just click on "experimental" in the settings and create a new render window there. Then drag the new window to the other screen. That's basically it.

https://forums.flightsimulator.com/t/how-to-set-up-3-monitors/543985/3

 

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I've been away for a bit but between the new beta and this tool things are incredibly smooth.  My hardware is no slouch but around heavier airports I'd get a lot of stuttering.  My only issue is on approach I get a lot of terrain popping now as the TLOD goes down which isn't unexpected.  I'm testing out different values to find a compromise.  50 may be a bit too low for visuals.  

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Posted (edited)
7 minutes ago, sfgiants13 said:

I've been away for a bit but between the new beta and this tool things are incredibly smooth.  My hardware is no slouch but around heavier airports I'd get a lot of stuttering.  My only issue is on approach I get a lot of terrain popping now as the TLOD goes down which isn't unexpected.  I'm testing out different values to find a compromise.  50 may be a bit too low for visuals.  

I get terrain popping in places, at times it’s pretty severe. Looks like this new “feature” got worse in the beta. Are you using the AutoFPS mod? It really helps maintaining a stable fps

EDIT: hang on there, I’m in the autoFPS thread! Please disregard 🤭🫣

Edited by Cpt_Piett

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I've so far refrained from adding to this [deservedly] busy thread as I have nothing new to add to all the helpful info that people have posted (a huge thank-you to all contributors).

So here goes! Most of all - a massive thank-you to Reset XPDR for this coding gem - and for the light-hearted and articulate way he's responded to all the comments here.

I've been running it from the very start of this thread and have tried (unsuccessfully) to break it. AutoFPS just works - and so very brilliantly. My modest sim is smoother than I have ever known.

So ... for anyone that's still on the fence ... just give it a whirl. It's an easy install - and doesn't damage your sim in any way. Even without (a) Reading the docs on Github, (b) Ploughing through this excellent thread or (c) Trying out any of the "Advanced" options you'll see major improvements in speed and smoothness.

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On 2/28/2024 at 10:45 PM, Reset XPDR said:

Yes that will get rid of it, plus you should also delete any icon it put on your desktop. Sorry it didn't work out for you.

Watched a Youtube video tonight on this app, so I just downloaded the latest version, going to try it again. Will report back. 

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In my case, I successfully downloaded and installed the utility. I saw an entry in the system tray. But, when I run it, it will disappear from the desktop. The system tray icon disappears as well. But when I try to restart it, I get an error message that it is still running. In Task Manager, I don't see it on the Processes page but I do find it on the details page marked as "Suspended." But, I can't end the process. I get an error message that the operation could not be completed and Access is denied.

When I tried to run the installer to remove the installation, it tells me the program is still running and asks me to shut it down which I can't do.

So, I did a shutdown and restart. At that point, I ran the installer to remove it. Removal was reported as successful. I reinstalled it. The installer reported that the install was successful. The main window appeared but again while trying to review the settings, it disappeared and I was back where I started. 

Running Windows 11 latest build. i9-13900K processor, 64 GB DDR 5-6400 RAM, RTX 4090 GPU. Running MSFS 1.37.5.0.

Do you have any idea what may be going on here or even give me a place to start looking?

Martin 

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If you don't select "open window on app start", then you find the icon for the app on your taskbar or your hidden icons, right click on it and then select show window. The app will then appear.


Ken

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Posted (edited)
20 hours ago, LGKR said:

Thanks for reply,

Just click on "experimental" in the settings and create a new render window there. Then drag the new window to the other screen. That's basically it.

https://forums.flightsimulator.com/t/how-to-set-up-3-monitors/543985/3

 

It is correct that only the main screen can make use of FG. 
 

From NVIDIA Team:

This is not a limitation of the GPU itself as it is an internal scaling filter, using AI tensors, but each game applies it differently.
There are games that apply it natively and the graphics engine uses it for all aspects of the game, so in situations with multiple screens it is complete. But there are games that use it at the internal level of textures, resolution, or graphic pixels and it only applies in real time to the game’s main rendering, and other secondary aspects are adjusted by effects of Motion Blur, Filtering, or the same graphics engine, modifying textures and resolution that are not in the field of vision.

In the case of MFS, they use DLSS 3 at the level of the main camera, like VRRR Shading, and since their main monitor is the main camera for the game, it only applies in that visual field and the other visual gamut remains in the normal rendering of the graphics engine.
There are more games that use this type of use such as Red Dead Redemption 2, Elder Scrolls Online, or Forza 5.

This is because the implementation is designed for the graphics engine first and for the main camera, so setups with 2 or 3 monitors are not taken into account, since it is extra performance and very rarely used, to optimize in these types of configurations.

Therefore, it depends on each game and developer how they implement it and it is not necessary to return your GPU if it is something that does not matter too much to you in this case since we cannot control the way or implementation of DLSS 2, 3 or Ray Tracing and each developer adjusts it based on their desires, optimization or performance for the general public.

Edited by GSalden
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