August 6, 2025Aug 6 Sort of a click-baity title, but the analysis is quite enlightening, and I would have loved to see him try out a few flight Sims. We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically. Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
August 7, 2025Aug 7 I’ll check this out tomorrow. Is it focused on 3x and 4x FG in the 50 series? For me, 2x FG has been a life saver on a few games. Cyberpunk and Stalker 2 with all the eye candy turned on goes from about 40ish to 70-80FPS which makes a huge difference in perceived smoothness in an action/shooter. Even ARMA 3 which is so old it’s extremely CPU limited, using lossless scaling to double its frame rate makes a huge difference in smoothness. I don’t know how there can still be skeptics. I think any game that’s CPU bound at times is going to benefit and even games like CP2077 that use advanced ray-tracing can benefit. And I’ve never seen FG degrade image quality. On MSFS 2024, I run FG with TAA with all settings maxed and get both amazing visuals and around 100FPS normally on my 4090, and when I land, it dips to 60, which means I never notice it.. unlike if it was going from 60-50 down to 40-30 FPS which would be very jarring. And with AutoFPS I can smooth that dip on landing to about 80FPS AND get even higher TLOD in flight at 100FPS. I can’t go back to life without FG. 😛 Edited August 7, 2025Aug 7 by Virtual-Chris
August 7, 2025Aug 7 Author 3 minutes ago, Virtual-Chris said: I’ll check this out tomorrow. Is it focused on 3x and 4x FG in the 50 series? It also goes into the 40 series. It details how using FG cuts into your "real" frames, percentage-wise We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically. Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
August 7, 2025Aug 7 The problem of all those "analyses" is that the baseline is entirely subjective but they usually claim it is a hard coded fact that something like "native" frames exist. They do not. Also their so called "native" frame is simply a digitally rendered image displayed on a monitor and this digital rendering includes a ton of algorithms, gpu processing etc. Now calling that what we had for the last decades "native" is entirely subjective. There is nothing more native in a non-frame generated image than it is in a frame generated image. Why should it, both are digitally rendered image displayed on a monitor. Just the algorithms differ. But they are constantly modified and "improved", no? My bet is: in 10y, nobody talks about frame-generation vs. "native" anymore, frame-generation will simply be the "new normal" of how digital images are rendered and displayed on a monitor. Greetings, Chris AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024
August 7, 2025Aug 7 Every frame in a computer simulation is a "fake" frame...the difference just lies in which processor (the CPU or GPU) generates it. Bob Scott | President and CEO, AVSIM Inc ATP Gulfstream II-III-IV-V Sys1 (MSFS20+24/XPlane12+11): AMD 9800X3D, water 2x240mm, MSI MPG X670E Carbon, 64GB GSkill 6000/30, nVidia RTX4090FE Alienware AW3821DW 38" 21:9 GSync, 2x4TB Crucial T705 PCIe5 + 2x2TB Samsung 990 SSD, EVGA 1000P2 PSU, 12.9" iPad Pro Thrustmaster TCA Boeing Yoke, TCA Airbus Sidestick, Twin TCA Airbus Throttle quads, PFC Cirrus Pedals, Coolermaster HAF932 case Sys2 (P3Dv5/v4): i9-13900KS, water 2x360mm, ASUS Z790 Hero, 32GB GSkill 7800MHz CAS36, ASUS RTX4090 Samsung 55" JS8500 4K TV@60Hz, 3x 2TB WD SN850X 1x 4TB Crucial P3 M.2 NVME SSD, EVGA 1600T2 PSU Fiber link to Yamaha RX-V467 Home Theater Receiver, Polk/Klipsch 6" bookshelf speakers, Polk 12" subwoofer, 12.9" iPad Pro PFC yoke/throttle quad/pedals with custom Hall sensor retrofit, Thermaltake View 71 case, Stream Deck XL button box Sys3 (DCS/P3Dv4/ATS/ETS): AMD 7800X3D, MSI MPG X870E Carbon, Noctua NH-D15S, 64GB GSkill 6000/30, EVGA RTX3090 Alienware AW3420DW 34" 21:9 GSync, Corsair HX1000i PSU, 4TB Crucial T705 PCIe5 + 2TB Samsung 970Evo Plus, TM TCA Officer Pack, Saitek combat pedals, TM Warthog, TM RS300 FF wheel/pedals, Coolermaster HAF XB case
August 7, 2025Aug 7 Author 14 minutes ago, Bob Scott said: Every frame in a computer simulation is a "fake" frame...the difference just lies in which processor (the CPU or GPU) generates it. Not sure whether to take you literally or not, but I would answer that generated frames do have some deficits in regards to latency/input lag, especially if your base/real FPS is below a certain threshold. To some, this is common knowledge, but to many it is not. We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically. Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
August 7, 2025Aug 7 1 minute ago, HiFlyer said: Not sure whether to take you literally or not, but I would answer that generated frames do have some deficits in regards to latency/input lag, especially if your base/real FPS is below a certain threshold. To some, this is common knowledge, but to many it is not. But then the issue is latency and not generated frames, no? I mean, in the end it is semantics, as I wrote, your computer generates frames using whatever approach and displays them on the screen. With the one or the other approach you get more or less latency, if this matters, you switch the way of how those frames end up on your screen. If you cant switch, discussion would anyway be obsolete, no? Or do you think about how your "native" image is processed in detail until it arrives on your screen? Do you think about the fact that unless you really do not use any antialiasing technique at all, the image is already rendered on a complete different resolution than you finally use and thus processed inbetween? This also adds latency but todays algorithms for it are so fast that it does not really matter (in most of the cases). Many however consider those frames as native... That is why the upcoming Battlefield 6 will have the option to turn antialiasing completely off because of the latency it adds (no matter what technique is used) and because Battlefield considers itself a competitive shooter game, it might actually be valuable for some to have the lowest possible latency. For the sake of image quality of course... For a flight sim running at 30FPS? Or even 60FPS? You anyway have 16ms (60FPS) to 33ms (30FPS) latency. And I even read somewhere that the joystick/yoke polling rate also is only 30Hz (33ms again). So I doubt that anyone will really see any drawback of latency due to frame generation in MSFS. Greetings, Chris AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024
August 7, 2025Aug 7 So I watched the video, and I think it offers some great insights into why you don't see a 2x increase in FPS when you turn on FG. The fact is, the generated frames aren't completely free, they require some GPU processing. So in situations where you are GPU limited or your CPU/GPU is evenly matched, turning on FG is going to "steal" some GPU performance from rasterized frames to generate frames. Makes perfect sense. But what he doesn't show is what happens when you're CPU constrained. So your CPU can only generate 60FPS, but your GPU is sitting at 50% utilization. In that situation, I suspect you will get much closer to 2x (120) FPS without hurting rasterized frame output. This is evident when I run ARMA3 for example, and my base frame rate is CPU limited, as it's an old and unoptimized single-threaded game where my 4090 is sitting at low GPU utilization but my CPU is running full out and I'm only getting 40FPS. If I turn on Lossless Scaling (as Arma doesn't support DLSS), I get a true doubling of 80 FPS because the GPU has plenty of headroom. Now when I'm running Cyberpunk, with ray tracing on, my GPU is going full out and so a 2x FG setting is not going to give me a true 2x improvement, because some of the processing for those generated frames has to come at the cost of some rasterized frames which he shows in the video. Now, what's the case with Microsoft Flight Simulator? Well in my experience, the key problem with performance in MSFS is when you're on approach or land at a busy airport with traffic. That puts a huge load on the CPU and that's when your FPS tanks and you're likely to see stutters. So at that time, your GPU has plenty of headroom, because the CPU can't feed it frames fast enough, so you might as well use that extra GPU processing headroom to renders some generated frames to try and smooth out the bottleneck. The rest of the time, like when you're flying at 10,000 feet, your CPU has no problem keeping up with feeding your GPU all it can render, so frame generation is going to likely have to sacrifice some rasterized frames, to generate frames. But do you care? No. TLDR; Frame Generation is best used in CPU limited situations where you have GPU headroom to spare to generate the added frames and provide a smoother experience. In GPU limited situations, it will cost you raster frames for generated frames, but still net you a higher FPS as shown in the video. Edited August 7, 2025Aug 7 by Virtual-Chris
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