August 13, 2025Aug 13 42 minutes ago, St Mawgan said: Ah well, there you go, I don't fly any of those so that might explain it. Only GA with and without glass and a few old school light-heavies such as the RJ and the F28. This pretty much explains it, exactly. So again: as long as not everyone clearly states his usercase, comparisons might get utterly difficult, sometimes even impossible. Greetings, Chris AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024
August 13, 2025Aug 13 Author 1 hour ago, PlumCrazy said: When showing his graphics settings, he says "these settings are a little funky because I am using AutoFPS". Thanks. That I missed. 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
August 13, 2025Aug 13 7 hours ago, tfm said: The guy in this video says he’s using “AutoFPS”. This means that the sim will paint more objects in the distance when it detects less overall demand. DLSS is less demanding than TAA so, unsurprisingly, the sim depicts more detail at distance. The guy says that this shows the superiority of DLSS, but all he’s done is give a demonstration of how AutoFPS works 😳 What am I missing? Interesting, using TAA I have noticed my VRAM usage was increasing to the 90% range, whereas when using DLSS mid 40's to 50's. i913900KF (5.8GHz) | Case: Fractal PopAir RGB I Gigabyte Z790 UD AX| MSI Gaming RTX 4070Ti Super 16GB | Kingston Fury Beast 64GB DDR5 5200Mhz | SOLIDIGM P41 Plus 2TB NVMe M.2 SSD | Samsung SSD 870 EVO 2TB | Thermalright Frozen Notte 240 MM Liquid Cooling | LG EVO 42" Monitor 3840 x 2160 120Hz | Honeycomb Alpha & Bravo | Logitech G Pro pedals | Tobii EyeTracker | 850W Thermaltake 80+ GOLD |
August 13, 2025Aug 13 Reading this thread is comical. Here we have another know it all YouTuber being referenced that one way is better than another! I won't even waste my time watching this nonsense! Every individual is using different hardware and equipment. There is no one way that is superior for all. This is obviously apparent by the debate created by this irrelevant garbage YouTube stuff being re-posted here! Edited August 13, 2025Aug 13 by tpete61
August 13, 2025Aug 13 30 minutes ago, tpete61 said: Reading this thread is comical. Here we have another know it all YouTuber being referenced that one way is better than another! I won't even waste my time watching this nonsense! Every individual is using different hardware and equipment. There is no one way that is superior for all. This is obviously apparent by the debate created by this irrelevant garbage YouTube stuff being re-posted here! Whats comical to me is how polar most people are on this topic… there’s pros and cons to both. And it takes 10 seconds to switch back and forth… test them both yourself and choose the right set of compromises for you. And you can use both. You don’t need to stick to just one anti-aliasing technique. As I said earlier, in ny case I use both. I use TAA in the iFly 737 and DLAA for GA flights.
August 13, 2025Aug 13 8 hours ago, touchdown84 said: Render Scaling > 100 does not "switch" from TAA to SSAA. TAA and Render Scaling are applied sperately for a combined result Although not impossible, it would be highly unconventional to apply multiple AA passes using two different methods. I interpret the Description differently from you “using more than 100% will Super Sample the rendering” … it doesn’t say “will ADD to…” or does not say “will combine…”. Another odd issue with that graphics settings is why does the slider stop at 200 value? When it comes to either TAA or SSAA a value of 200 has no practical meaning as applied to those AA processes. I’m guessing that 200 really means 2X SSAA based on the resolution value they calculate to the left of the setting? Would be great if Asobo provided more information. Here is a good reference to TAA: https://en.m.wikipedia.org/wiki/Temporal_anti-aliasing Here is a good reference to SSAA: https://en.m.wikipedia.org/wiki/Supersampling As you can see, these are VERY different AA processes where TAA relies on prior frames to “smooth” out edges (jaggies) which as a result leads to ghosting on fast motion. SSAA is a completely different (and more processing intensive) AA method that produces better images and is not subject to ghosting as it doesn’t rely on prior frames to compare against. There is no ghosting with SSAA. If you want to run a basic test, use TAA 100 and do some rapid motion view/camera or aircraft movement with objects relatively close (like clouds) … you will see ghosting. Now enter values above 100 and you will NOT see ghosting when performing the same motion test. This is why I believe the values above 100 are indeed “switching” to SSAA and not in combination with TAA. But, I would be interested to get some official word from the developers at Asobo in regards to this setting. Extraordinary claims require extraordinary evidence. - Carl Sagan
August 13, 2025Aug 13 Author 26 minutes ago, SayAgain said: Although not impossible, it would be highly unconventional to apply multiple AA passes using two different methods. I interpret the Description differently from you “using more than 100% will Super Sample the rendering” … it doesn’t say “will ADD to…” or does not say “will combine…”. Another odd issue with that graphics settings is why does the slider stop at 200 value? When it comes to either TAA or SSAA a value of 200 has no practical meaning as applied to those AA processes. I’m guessing that 200 really means 2X SSAA based on the resolution value they calculate to the left of the setting? Would be great if Asobo provided more information. Here is a good reference to TAA: https://en.m.wikipedia.org/wiki/Temporal_anti-aliasing Here is a good reference to SSAA: https://en.m.wikipedia.org/wiki/Supersampling As you can see, these are VERY different AA processes where TAA relies on prior frames to “smooth” out edges (jaggies) which as a result leads to ghosting on fast motion. SSAA is a completely different (and more processing intensive) AA method that produces better images and is not subject to ghosting as it doesn’t rely on prior frames to compare against. There is no ghosting with SSAA. If you want to run a basic test, use TAA 100 and do some rapid motion view/camera or aircraft movement with objects relatively close (like clouds) … you will see ghosting. Now enter values above 100 and you will NOT see ghosting when performing the same motion test. This is why I believe the values above 100 are indeed “switching” to SSAA and not in combination with TAA. But, I would be interested to get some official word from the developers at Asobo in regards to this setting. Thanks for writing this. What about ghosting differences between DLSS and TAA ? On my 65” 4K tv I see a little ghosting when flying close to clouds, but with TAA I do not have it. The weird thing is that on the 2x 55” with DLSS I see no ghosting. 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
August 13, 2025Aug 13 5 minutes ago, GSalden said: What about ghosting differences between DLSS and TAA ? TAA and DLSS are both based on prior rendered frames where DLSS uses a more sophisticated algorithm (which you can set, low, medium, high, etc.) to determine the current frame render. So both will have some ghosting but that really depends on your speed of motion … high rates of motion (keep in mind this is relative motion within the virtual 3D scene) will increase the likelihood of ghosting. I haven’t done a lot of experimentation with DLSS because even at it’s highest quality setting the image quality was not as good as SSAA and the FPS difference wasn’t significant enough for me to sacrifice the SSAA image quality. Using DLSS at it’s highest quality setting should have less ghosting than TAA. But that will also depend on your hardware (GPU), how heavy of a scene/location in the sim, how much motion, and what you’re actual “native” FPS is. Fortunately we have monitoring tools now that will show native FPS as well as DLSS FPS. If you enable DLSS, your “native” FPS actually goes down in most cases (which is expected). Extraordinary claims require extraordinary evidence. - Carl Sagan
August 13, 2025Aug 13 30 minutes ago, SayAgain said: TAA and DLSS are both based on prior rendered frames where DLSS uses a more sophisticated algorithm (which you can set, low, medium, high, etc.) to determine the current frame render. So both will have some ghosting but that really depends on your speed of motion … high rates of motion (keep in mind this is relative motion within the virtual 3D scene) will increase the likelihood of ghosting. I haven’t done a lot of experimentation with DLSS because even at it’s highest quality setting the image quality was not as good as SSAA and the FPS difference wasn’t significant enough for me to sacrifice the SSAA image quality. Using DLSS at it’s highest quality setting should have less ghosting than TAA. But that will also depend on your hardware (GPU), how heavy of a scene/location in the sim, how much motion, and what you’re actual “native” FPS is. Fortunately we have monitoring tools now that will show native FPS as well as DLSS FPS. If you enable DLSS, your “native” FPS actually goes down in most cases (which is expected). If we're talking about AA techniques, then DLSS shouldn't be part of the discussion... that's an upscaling solution. DLAA is the equivalent term for anti-aliasing. It's based on previous frames like TAA but uses Nvidia AI and tensor cores on recent GPUs to optimize performance. Things to look at with DLAA vs TAA are distant objects as the guy in the OP video shows, chain link fences shimmering, distant light poles (not getting rendered at all with TAA), etc. And as I mentioned, and most people here realize, DLAA doesn't work properly with the HTML screens in glass cockpits resulting in less sharp text than TAA. Edited August 13, 2025Aug 13 by Virtual-Chris
August 13, 2025Aug 13 Moderator I’ve hidden three posts that contribute nothing to the discussion. If they continue I’ll lock the topic. Ray (Cheshire, England). System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant. Cheadle Hulme Weather website.
August 14, 2025Aug 14 6 hours ago, Virtual-Chris said: If we're talking about AA techniques, then DLSS shouldn't be part of the discussion... that's an upscaling solution. I’ll disagree with you on that, wikipedia says it’s an AA technique … anything that involves upscaling is an AA technique. https://en.m.wikipedia.org/wiki/Deep_Learning_Super_Sampling DLAA (Deep Learning Anti-Aliasing) is by the name implies, also an anti-aliasing technique: https://en.m.wikipedia.org/wiki/Deep_Learning_Anti-Aliasing They are both classified as AA techniques just with different algorithms. Agree with you that DLAA is better with distance objects or fences or poles or power lines etc. Extraordinary claims require extraordinary evidence. - Carl Sagan
August 14, 2025Aug 14 3 hours ago, SayAgain said: I’ll disagree with you on that, wikipedia says it’s an AA technique … anything that involves upscaling is an AA technique. https://en.m.wikipedia.org/wiki/Deep_Learning_Super_Sampling DLAA (Deep Learning Anti-Aliasing) is by the name implies, also an anti-aliasing technique: https://en.m.wikipedia.org/wiki/Deep_Learning_Anti-Aliasing They are both classified as AA techniques just with different algorithms. Agree with you that DLAA is better with distance objects or fences or poles or power lines etc. I guess you’re right, but when you run DLSS you’ve got a lot more going on that is going to influence the image quality than just the anti-aliasing. But good point
August 14, 2025Aug 14 Guy's, just try preset F...yes you lose clarity but ghosting is much better then with K. McDan out
August 14, 2025Aug 14 14 hours ago, SayAgain said: Although not impossible, it would be highly unconventional to apply multiple AA passes using two different methods. I interpret the Description differently from you “using more than 100% will Super Sample the rendering” … it doesn’t say “will ADD to…” or does not say “will combine…”. Another odd issue with that graphics settings is why does the slider stop at 200 value? When it comes to either TAA or SSAA a value of 200 has no practical meaning as applied to those AA processes. I’m guessing that 200 really means 2X SSAA based on the resolution value they calculate to the left of the setting? Would be great if Asobo provided more information. Here is a good reference to TAA: https://en.m.wikipedia.org/wiki/Temporal_anti-aliasing Here is a good reference to SSAA: https://en.m.wikipedia.org/wiki/Supersampling As you can see, these are VERY different AA processes where TAA relies on prior frames to “smooth” out edges (jaggies) which as a result leads to ghosting on fast motion. SSAA is a completely different (and more processing intensive) AA method that produces better images and is not subject to ghosting as it doesn’t rely on prior frames to compare against. There is no ghosting with SSAA. If you want to run a basic test, use TAA 100 and do some rapid motion view/camera or aircraft movement with objects relatively close (like clouds) … you will see ghosting. Now enter values above 100 and you will NOT see ghosting when performing the same motion test. This is why I believe the values above 100 are indeed “switching” to SSAA and not in combination with TAA. But, I would be interested to get some official word from the developers at Asobo in regards to this setting. Just use 105 Render Scaling with or without TAA, there is an OBVIOUS difference in aliasing, especially visible on sharp edges (e.g. wings in external view), TAA is doing the heavy lifting there. It is applied in two completely different stages of the render pipeline, Render Scaling affects the initial internal render resolution and TAA is a post-processing effect. By the way, combining different AA methods has always been a thing, like MSAA+SGSSAA, and especially when one of the passes is a post-processing effect like FXAA or TAA. Edited August 14, 2025Aug 14 by touchdown84 Windows 11 Pro - Ryzen 3 5900X - nVidia RTX 4090 - 32GB DDR4-3600 === Microsoft Flight Simulator
August 14, 2025Aug 14 I've stopped watching these videos. It's nearly as dangerous as watching golf youtubers Regards, Max (YSSY) i7-12700K | Corsair Vengeance LPX 64GB 3600MHz DDR4 | Gigabyte RTX4090 24Gb | Gigabyte Z690 AORUS ELITE DDR4 | Corsair HX1200 PSU
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