It can be interpreted as a dynamic FPS cap that engages slightly below your GPU’s potential FPS. Nvidia Reflex Low Latency simply forces the CPU to always be ever so slightly slower at processing a frame than the GPU, artifically introducing a slight CPU bottleneck.Whenever GPU bottlenecked in a 3d application, input lag increases tremendously regardless of framerate (minimum of one frame).No measurable impact when CPU bottlenecked Sharpens textures without inducing as much edge aliasing or sharpening halos as a traditional sharpening algorithm.(right click > view image in new tab, in order to full screen and see effects in full detail) * - indicates that testing is incomplete This ensures lowest input lag, and the UI will be as sharp as possible. Some settings were benchmarked at larger increments to save time.Īlways set “Full Screen Resolution” to your native monitor resolution, and tweak rendering resolution with the “Render Scaling” slider. Suggested to force V-Sync via graphics driver instead of using sim implementation.V-Sync is recommended to be disabled unless you can constantly maintain the same framerate as your display refresh rate, otherwise there will be frame pacing issues. Show Multiplayer Aircraft in Close Proximity: Onĭata Bandwith Usage Limit Bandwidth: Unlimitedīased on GPU limited settings with following changes:įullscreen typically nets you the lowest performance loss Use Generic Plane Models (Multiplayer): Off Render Scaling: 150 (Render Resolution: 3840x2160)Īdvanced Settings Terrain Level of Detail: 100Īviation Traffic Aircraft Traffic Type: OffĪI Airliners Traffic Density: 0 (grayed-out)ĪI General Aviation Traffic Density: 0 (grayed-out)ĪI & Multiplayer Traffic Detail Use Generic Plane Models (AI Traffic): On GPU Bottlenecking Test Settings (Baseline): GRAPHICS Display Mode: Fullscreen Scroll down to “Settings Analysis” for recommended settings. Please note that the settings below are not meant to be copied and are only meant as a point of reference for testing. Testing locations vary between graphics settings.Camera angles kept static per each graphic setting.Testing Scenario: Multiplayer: Off (Group Only) If a setting seemingly requires a restart to take effect, a standardized position will be usedĬPU / GPU dependency of a setting is determined by contrasting the performance difference across settings in both CPU bottlenecked scenarios and GPU bottlenecked scenarios. Overall frametime, GPU usage and VRAM usage are monitored through MSI Afterburner / Rivatuner Statistics Server, and Devmode FPS charts. Tested on Sim Update 12 build 1.33.8.0 with all available World Updates MSFS Client + Packages + Cache installed on SSDs.2560x1440 165hz FreeSync Monitor (G-Sync enabled).Note that situational and hardware differences results can result different performance responses to individual settings, This guide is supposed to help you make decisions on visual impact versus CPU / GPU impact in the simulator. Here is a detailed analysis of each graphics setting’s visual and performance impact.
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