![]() One person suggests it affects the rendering of the cockpit textures. In that thread, no one really knows what secondary scaling does. That thread is mostly talking about render scaling. Here's a long (but old) discussion on the topic. But then what do I want to render it at? If I want to get back to a Render resolution of 2560 I would use a DLSS Super Resolution setting of "Performance" in MSFS, since that is 50%. My screen is 2560 x 1440. If I wanted to increase my Post resolution to say 5,120 I would use a SecondaryScaling of 2.00. This solution allows you to play with the variables of SecondaryScaling and DLSS Super Resolution to get a crisp display while not tanking your FPS or smoothness. In summary, I wanted to run 2560 x 1440 resolution, but not have DLSS render the final image at a much lower resolution of 1707 x 960, because it really showed in the gauges and elsewhere. 667 gets me back to 2560, my native resolution. Then I used the DLSS setting (Quality) to determine the Render resolution. The SecondaryScaling value is a multiplier of your native resolution. Here's the part of the file you need to experiment with. In the UserCfg.opt file found in \AppData\Roaming\Microsoft Flight Simulator\ I was able to increase the SecondaryScaling value to increase the Post value, without having to run a higher screen resolution. What if I could keep my screen and render resolution at 2560 (native) but increase the post processing to sharpen up the gauges? This is where SecondaryScaling comes in. And I was running MSFS at 3840 but the rendered image was 2560. Sounds like a great solution, right? The problem I encountered was that at 3840 resolution I had lots of stutters. This made the following changes.Īs you can see, due to the Quality DLSS setting I had, the Render was 67% of the Post value. When I set it in NCP, I had to go into MSFS and change the resolution (in this case to 3840 x 2160). But it does something I didn't really care for. This would in theory get my clarity back. In nVidia CP (NCP) I turned on DSR Factors 2.25. Theoretically DSR Factors is used to sort this issue out. So using DLSS out of the box probably isn't going to provide great results unless your resolution is closer to 4k, at which point you probably have some pixels to spare. ![]() ![]() I had to zoom in to see my gauges clearly. In my case DLSS rendered 67% of my native resolution, which ended up not being very sharp. Depending on which option you select you get lowering levels of sharpness. In this case my display was showing an image that was 67% of the original image (1707/2560). In my case I had the initial settings when setting DLSS to Quality. And rendered is the result of that processing back to your screen. Post is the resolution the image is processed at before being rendered. Screen is the resolution that is shown on your monitor. In MSFS if you run Developer mode you can see 3 resolution numbers at the top. There's also Auto, but I didn't test that. If you run DLSS in MSFS you have a few "Super Resolution" choices. ![]() I have gone down the rabbit hole of DLSS, DSR Factors (nvidia control panel) and settings found in the UserCfg.opt file, so I wanted to share what I have found. For reference, I am running the beta and have a RTX 3080 running 2560 x 1440.
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