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		<title>Lukegao: by freem.ai...</title>
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		<updated>2025-12-23T05:35:54Z</updated>

		<summary type="html">&lt;p&gt;by freem.ai...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
{{DISPLAYTITLE:FPS drop MSFS 2024}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;This conversation was exported from ChatGPT&amp;#039;&amp;#039;&amp;lt;ref&amp;gt;{{cite web|title=FPS drop MSFS 2024|url=https://chatgpt.com/share/694987c8-da48-800d-87eb-15c875008f80|publisher=ChatGPT|access-date=2025-12-23}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== gpt-5-2 ==&lt;br /&gt;
=== User: We have a fellow with a AMD7800X3D, RTX5080, 32B system ram. ===&lt;br /&gt;
We have a fellow with a AMD7800X3D, RTX5080, 32B system ram.  He says MSFS 2020 ran very well on this system.  In moving to MSFS2024 he&amp;#039;s finding in the plane a terrible frame rate which actually went down from 40-60 on the ground to 14FPS a few thousand feet up.  DevMode&amp;#039;s FPS counter says he&amp;#039;s GPU limited, and yet the Main Thread is at 40ms.  What might he start looking at?&lt;br /&gt;
&lt;br /&gt;
=== Assistant: That combo should not behave like that in MSFS 2024, so this is almost certainly a configuration / engine-interaction p… ===&lt;br /&gt;
That combo should not behave like that in MSFS 2024, so this is almost certainly a configuration / engine-interaction problem, not raw hardware. The key clue is this:&lt;br /&gt;
&lt;br /&gt;
: GPU-limited, yet Main Thread ~40 ms, and FPS drops after takeoff&lt;br /&gt;
&lt;br /&gt;
That pattern narrows things down a lot.&lt;br /&gt;
&lt;br /&gt;
Below is a prioritized checklist, starting with the most common MSFS 2024–specific traps I’m seeing.&lt;br /&gt;
&lt;br /&gt;
==== 1. Frame Generation / Upscaling mismatch (VERY likely) ====&lt;br /&gt;
&lt;br /&gt;
MSFS 2024 changed how DLSS, Frame Generation, and V-Sync interact.&lt;br /&gt;
&lt;br /&gt;
===== What often happens =====&lt;br /&gt;
* FG is enabled, but: - V-Sync is on (in sim or NVCP), or - A frame limiter is active (RTSS / NVCP / in-sim), or - G-SYNC + V-Sync combination is wrong&lt;br /&gt;
&lt;br /&gt;
This can cause:&lt;br /&gt;
* GPU shows “limited”&lt;br /&gt;
* Main thread time inflates&lt;br /&gt;
* FPS collapses once airborne (more GPU work → worse feedback loop)&lt;br /&gt;
&lt;br /&gt;
===== What to test (clean baseline) =====&lt;br /&gt;
&lt;br /&gt;
In MSFS 2024:&lt;br /&gt;
* DLSS: ON&lt;br /&gt;
* Frame Generation: OFF (temporarily)&lt;br /&gt;
* V-Sync: OFF&lt;br /&gt;
* In-sim frame limiter: OFF&lt;br /&gt;
&lt;br /&gt;
In NVCP:&lt;br /&gt;
* V-Sync: Off&lt;br /&gt;
* Low Latency Mode: Off&lt;br /&gt;
* Max Frame Rate: Off&lt;br /&gt;
&lt;br /&gt;
If FPS suddenly normalizes → FG pipeline conflict confirmed.&lt;br /&gt;
&lt;br /&gt;
Once stable, re-enable FG carefully (no other limiter active).&lt;br /&gt;
&lt;br /&gt;
==== 2. Render Scaling / TAA carry-over trap ====&lt;br /&gt;
&lt;br /&gt;
MSFS 2024 does not reset all 2020 carry-over settings cleanly.&lt;br /&gt;
&lt;br /&gt;
Common issue:&lt;br /&gt;
* Render Scaling ends up &amp;gt;100 (sometimes 130–200) combined with DLSS&lt;br /&gt;
&lt;br /&gt;
This explodes GPU cost once clouds + terrain stream in at altitude.&lt;br /&gt;
&lt;br /&gt;
===== Check: =====&lt;br /&gt;
* Render Scaling = 100&lt;br /&gt;
* If using DLSS: never stack high render scale on top&lt;br /&gt;
&lt;br /&gt;
If he’s running 1440p or 4K, this alone can explain 14 FPS.&lt;br /&gt;
&lt;br /&gt;
==== 3. Clouds &amp;amp; Weather (big airborne FPS killer) ====&lt;br /&gt;
&lt;br /&gt;
MSFS 2024’s volumetric clouds are much heavier than 2020, especially aloft.&lt;br /&gt;
&lt;br /&gt;
Symptoms:&lt;br /&gt;
* FPS fine on ground&lt;br /&gt;
* FPS tanks climbing through weather layers&lt;br /&gt;
* GPU-limited reported&lt;br /&gt;
&lt;br /&gt;
===== Test: =====&lt;br /&gt;
* Set Cloud Quality = High or Medium&lt;br /&gt;
* Temporarily set Clear Skies&lt;br /&gt;
* Retest same flight path&lt;br /&gt;
&lt;br /&gt;
If FPS jumps back → clouds are the culprit.&lt;br /&gt;
&lt;br /&gt;
==== 4. Terrain / Object LOD imbalance (7800X3D trap) ====&lt;br /&gt;
&lt;br /&gt;
The 7800X3D masks CPU bottlenecks until it doesn’t.&lt;br /&gt;
&lt;br /&gt;
At altitude:&lt;br /&gt;
* Terrain radius increases&lt;br /&gt;
* Object streaming spikes&lt;br /&gt;
* Main thread balloons to ~40 ms&lt;br /&gt;
&lt;br /&gt;
But DevMode still flags GPU-limited due to pipeline wait.&lt;br /&gt;
&lt;br /&gt;
===== Recommended starting point: =====&lt;br /&gt;
* Terrain LOD: 100–150&lt;br /&gt;
* Object LOD: 100&lt;br /&gt;
* Avoid “Ultra” Object LOD&lt;br /&gt;
&lt;br /&gt;
This alone can cut main thread time in half.&lt;br /&gt;
&lt;br /&gt;
==== 5. Rolling Cache / Streaming regression ====&lt;br /&gt;
&lt;br /&gt;
MSFS 2024 streaming is more aggressive and less tolerant of:&lt;br /&gt;
* Slow SSD&lt;br /&gt;
* Old rolling cache&lt;br /&gt;
* Network jitter&lt;br /&gt;
&lt;br /&gt;
===== Steps: =====&lt;br /&gt;
* Delete Rolling Cache&lt;br /&gt;
* Recreate at 16–32 GB&lt;br /&gt;
* Ensure it’s on NVMe, not SATA&lt;br /&gt;
* Test with Bing Data ON, Photogrammetry OFF (temporarily)&lt;br /&gt;
&lt;br /&gt;
Streaming stalls often show up after takeoff, not on the ground.&lt;br /&gt;
&lt;br /&gt;
==== 6. Background hooks (overlays, capture, RTSS) ====&lt;br /&gt;
&lt;br /&gt;
MSFS 2024 is more sensitive to:&lt;br /&gt;
* RTSS&lt;br /&gt;
* GeForce overlay&lt;br /&gt;
* Discord overlay&lt;br /&gt;
* Recording hooks&lt;br /&gt;
&lt;br /&gt;
RTSS especially can:&lt;br /&gt;
* Break FG&lt;br /&gt;
* Cause false GPU-limited states&lt;br /&gt;
&lt;br /&gt;
===== Test: =====&lt;br /&gt;
* Fully exit RTSS / Afterburner&lt;br /&gt;
* Disable GeForce Experience overlay&lt;br /&gt;
* No capture tools running&lt;br /&gt;
&lt;br /&gt;
==== 7. Known 2024 DevMode reporting weirdness (don’t trust it blindly) ====&lt;br /&gt;
&lt;br /&gt;
DevMode in 2024:&lt;br /&gt;
* Frequently mislabels the limiting factor&lt;br /&gt;
* Reports GPU-limited even when the render queue is stalling on CPU or memory&lt;br /&gt;
&lt;br /&gt;
The 40 ms main thread is already a red flag:&lt;br /&gt;
* That caps him at ~25 FPS even under ideal conditions&lt;br /&gt;
&lt;br /&gt;
So treat “GPU-limited” as symptomatic, not causal.&lt;br /&gt;
&lt;br /&gt;
==== What I’d do in 10 minutes (fast triage) ====&lt;br /&gt;
# Clear skies preset&lt;br /&gt;
# Render scale 100&lt;br /&gt;
# Clouds = High&lt;br /&gt;
# Terrain/Object LOD = 100&lt;br /&gt;
# DLSS ON, FG OFF&lt;br /&gt;
# No V-Sync or limiters&lt;br /&gt;
# Kill RTSS / overlays&lt;br /&gt;
&lt;br /&gt;
If FPS recovers → re-enable features one at a time.&lt;br /&gt;
&lt;br /&gt;
==== Bottom line ====&lt;br /&gt;
&lt;br /&gt;
This is not a weak system and not a “7800X3D can’t handle MSFS 2024” issue.&lt;br /&gt;
&lt;br /&gt;
It’s almost certainly:&lt;br /&gt;
* Frame generation conflict&lt;br /&gt;
* Excessive render scaling&lt;br /&gt;
* Cloud + LOD overload&lt;br /&gt;
* Overlay / limiter interference&lt;br /&gt;
&lt;br /&gt;
If you want, tell me:&lt;br /&gt;
* Resolution&lt;br /&gt;
* DLSS mode&lt;br /&gt;
* FG on/off&lt;br /&gt;
* Clouds setting&lt;br /&gt;
* Terrain/Object LOD&lt;br /&gt;
&lt;br /&gt;
…and I can pinpoint the exact offender very quickly.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ChatGPT Shares]]&lt;br /&gt;
[[Category:openai]]&lt;/div&gt;</summary>
		<author><name>Lukegao</name></author>
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