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DLSS 3.7.20 released

Featured Replies

3 hours ago, Andrew2448 said:

Unfortunately that issue still remains. Asobo has been talking about a mythical fix to this issue by masking off the glass cockpit screens from the DLSS effect for something like 2 years now but it has never appeared in an update for reasons unknown. I've pretty much given up hope they're ever going to do it. In a March dev stream they even said they were surprised the fix was never pushed out and would get on it ASAP and yet here we are.

The reason is, that it’s most likely not possible to achieve.

DLSS is an upscaling technique applied to the whole 3D screen space where AI is used to reconstruct a higher resolution frame from a lower resolution frame. The displays are part of these 3D scenes, they‘re basically just fast updating textures on a 3D object (and often the screen textures are behind other objects like modeled glass frames, which makes it even more difficult).

I don‘t see any possibility to exclude certain textures from being affected by DLSS while it‘s altering the frame, just from how this technique works.

I‘d be very surprised if Asobo really comes up with a solution one day, that would impress me. But I doubt it.

NVIDIA are the only ones who could find a solution, but then DLSS needs to work differently.

You can only exclude things like overlaying UI elements, that are „above“ the actual 3D scene and are not part of it.

 

 

 

Edited by roesti

Does DLSS in combination with DLAA gives blurry MCP/Display units as well?

System: I ASRock X670E | AMD 7800X3D | 64Gb DDR5 6000 | RTX 4090 | 2TB NVMe | Seasonic Vertex 1000W I LG Ultra Gear 34 UW I

Apparently for some. Not here. Crystal clear. 

 9950X3D - X870E Aorus Master- TUF 5090 OC - 64GB DDR5 - 1500W HXi - Titan 360 RX LCD - 9100 Pro x 2  - LG 45GX950A - HOTAS Warthog with Ava Base

2 hours ago, Ixoye said:

Does DLSS in combination with DLAA gives blurry MCP/Display units as well?

The short answer is yes but here's a quote of mine from a year ago:

Quote

Here's what TAA vs DLAA looks like on my end.

 

LmlCvvs.jpg

 

 

maVikOf.jpg

 

As you can tell, the results aren't pretty.

Screenshots were captured on a system running 7800X3D, RTX 4090 (DX12, Frame Generation) and latest version of nvngx_dlss.dll and nvngx_dlssg.dll (3.1.13). I use a modified version of Final Light (reshade) but it was deactivated during this test run. In any case, it made no difference to the ghosting.

Framerate cap set to 162.

 

8 hours ago, Ixoye said:

Does DLSS in combination with DLAA gives blurry MCP/Display units as well?

Things like speed tape and altimeter tape are REALLY blurry when scrolling with DLSS/DLAA - just tried it again last night in the PMDG 737 with the latest DLSS. Immediately went back to TAA and will stay there.

Steven_Miller.png?dl=1

i7-6700k Gigabyte GA-Z170X-UD5 32GB DDR4 2666 EVGA FTW ULTRA RTX3080 12GB

Ghosting on speed tapes etc is probably the biggest problem with DLSS. It's better with preset F (but still not 100% fine). The faster numbers move, the more ghosting (e.g. quickly changing altimeter setting). I find that numbers rarely move so fast that ghosting is a huge issue, but that's just my opinion. 

7950X3D | RTX 4090 | 64GB DDR5

This version generally looks and performs well (using DLSS DLAA) but I am noticing a lot more ghosting with the FRG addon, so may need to revert back to 3.5 (which has served me well until now).  It may be also due to the fact that I've recently changed from DLSS quality to DLAA, so may need to double check that.

The FRG mod has improved my performance so much that I have been able to take advantage of DLAA , which My system couldn't handle before.

Ryzen 5800X3D, Nvidia RTX5080 - 32 Gig DDR4 RAM, 1TB & 2 TB NVME drives - Windows 11 64 bit MSFS 2024 Premium Deluxe Edition Resolution 2560 x 1440 (32 inch curved monitor)

I got new VR headset last week (Pico 3 link) and decided to try out DLSS again last night with this latest dll, whilst the Garmin is blurry and as above the speed tape ghosting is a bit naff, overall the increased performance headroom means I can whack up the general graphical settings which is nice.

Zooming into the screens, as I do a lot in VR, alleviates the blurryness to some degree. Just need martial to pull his finger out and get on with Nvidia once and for all.

Pico Neo3 Link VR - Windows 11 64bit, Gigabyte Z590 Aorus Elite Mobo, i7-10700KF CPU, Gigabyte RX 9070 XT OC 16gb (AMD GPU), 32gig Corsair 3600mhz RAM, SSD x2 + M.2 SSD 1tb x1

Saitek X45 HOTAS - Saitek Pro Rudder Pedals - Logitech Flight Yoke - Homemade 3 Button & 8-directional Joystick Box, SNES Controller (used as a Button Box - Additional USB Numpad (used as a Button Box)


FYI ... with DLSS, I notice blurriness on the altitude tape when it's moving quickly.

BUT I like to pull the displays onto a second monitor (in my case, sitting underneath the "main" one showing the cockpit). This lets me zoom closer to the cockpit window on the "main" monitor, losing sight of the displays except by glancing down to the second monitor: more like the real thing, I like to think 🙂 .

Anyway: on the second monitor, there is never any blurriness. So presumably DLSS only applies to the "main" monitor. 

 

 

14900ks, RTX4090, 64Gb@6000-30-36-36-T2, Samsung 990Pro 2Tb , Dell G3223Q 32" 4k Gsync + 27" secondary monitor.
Thrustmaster Airbus Edition throttles etc, TPR pedals, MiniCockpit FCU, WinWings FCU, WinWings Orion 2 F15E, WinWings A320 sticks.

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