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About AnkH

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  1. Just google G sync and DSR, there are many reports that it does not really work for many games unless you also set the desktop to the higher res. And the issues are more prominent if you use an uneven multiplier, like your 2.25 DSR? No idea how it is for MSFS though...
  2. Well, I might try DSR instead of the render scale as well then, even if my FPS are perfectly fine using 130%. And, if DSR disables Gsync, it is a no-go for me, as I absolutely need it for smooth gameplay.
  3. Deleting shader cache is equally not a permanent solution like any other workaround so far. This needs to be fixed by the devs...
  4. Interesting, because it basically does exactly the same as easily visible on the overlay in DEV mode. Setting it to 130% results in exactly 30% more pixels being rendered. So I do wonder why DSR is less heavy on performance? And your 4x DSR results in a whopping 5120x2880, which would result in 200% on the resolution scale slider. I somehow doubt that your 3080Ti can render MSFS in such a high resolution without any issues, dont you have DLSS active as well? Besides that, I read some reports that using DSR results in G-Snyc being disabled, is this also something you observe?
  5. Change shader cache size to 10GB or more inside nVIDIA Control Panel in the global section and most probably your DX12 crashes are gone... and of course, do NOT use Geforce Experience colour filters in DX12...
  6. It only has no impact on frames if you are fully CPU limited. That was most probably the reason why you could turn this up in P3D... BUt MSFS offers a resolution scale slider inside the normal graphics menue, it is basically the same as DSR: at setting 100, it uses the resolution you selected. At 200 it uses 200% of the selected resolution. And everything inbetween is also possible. If you turn on DEV mode and activate the FPS graph, it will also tell you the resolution the sim is actually rendered in on the upper right corner of your screen. Means: no need for nVIDIA DSR via driver suite for MSFS. PS: I too have an 1440p monitor and because of the overhead I got using Frame Generation with my 4080, I turned up resolution scale to 130 exactly because everything then looks slightly crisper without loosing to much performance.
  7. Actually it is not a bleed through of the ground texture but the ground texture tiles going missing. It only happens in DX12, it affects everyone although not to the same extend and there is no fix for it, although it got the useless "feedback logged" tag in the official forums (since months). Only workaround: enable DEV mode and select one of the airport debug modes. This instantly brings back the missing ground texture tiles. But sadly this doesnt last forever, some minutes later, it might reappear. And there are several reports that it does only happen if you switch to the drone view or the outside view. Constantly sitting in the cockpit obviously does not trigger the bug... In my case, switching from a 6900XT to a 4080 almost entirely eliminated it. No idea why... it is still there, but way less frequent...
  8. I did the big W11 update yesterday evening and then some test-rounds in MSFS using DX12 (because I am still struggling to get the G-sync flicker away) and at least for those short test-rounds, I did not notice anything different and it did also not crash.
  9. Do you have G-Sync active in NVCP? I am pretty sure that it is this ominous VRR flickering you see. I have the same on my DELL S2721DGFA, it took me some time to get it sorted and reduced to an acceptable level. I never got totally rid of it unless I turn off G-sync, which in turn results in a less smooth experience. So I take occasional flickers anytime over no G-sync. What I did? Two things I think greatly reduced my flickering issue: 1. change the "render ahead" setting in NVCP from "1" to "let the 3D application decide". 2. Download CRU and reduce the freesync range (how to's can be found online). I reduced mine from 48-165Hz down to 90-165Hz. All other potential solutions I found online did not do the trick in my case...
  10. A 4090 running at 100% seems really strange as others said, unless you also turned up resolution scale to something like 200... Besides this, screen turning black and flickering might be more related to your monitor setup. What kind of monitor do you have? Do you have G-Sync active? Did you change anything regarding Hz numbers of the monitor? I ask because for me, it took me quiet some time to get rid of the flickering which was due to my freesync pro monitor using G-Sync. Now I found a setup that is somehow working for me, still some tests to do.
  11. Or the classic, MSI Afterburner. If you really only want to see FPS, you can also just enable devmode and turn FPS on. Easy as that...
  12. Because of the frame limit? Or do you have performance issues? If not, I would not waste any second thinking about actual GPU usage... Besides that, in MSFS you can still easily run into heavy CPU limited scenarios (e.g. big cities with photogrammetry or huge hubs with AI traffic). In such a CPU limited scenario, you will never see 90-100% GPU usage...
  13. No issues with this driver on my 4080 as long as I do not use GF Experience filters. With them, crash latest 5min into a flight. Known issue, its even in the release notes. What also helps: set the shader cache to 10GB or more specifically for MSFS (you need nVIDIA Inspector to do this).
  14. I also did an upgrade to a 4080, coming from a 6900XT. Reason was FG and it really does the trick. If I now also get the g-sync flickering resolved, I am a happy camper.
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