![]() There are also other non pixel-related rendering steps, just one example - calculating visibility. I’m not going to get into an argument about it, but you need to understand the CPU is also involved in the construction of a scene and is highly affected by things such as number of objects (which doubles in VR of course). It’s the gpu that is working much harder in drawing the scene twice, the gpu renders pixels. If it is true that the first CPUs are indeed not going to include v-cache variants, then that means that (if one feels the need for more CPU performance) a 5800X3D would potentially save the expense of an entire platform change for a couple of years and potentially allow the budget to go towards a higher tier GPU… plus allow buying into the AM5 and DDR5 ecosystem at a little more mature point in time. Regardless, the point stands that it is highly unlikely that zen 4 will beat the 5800X3D in MSFS specifically until v-cache versions arrive (they will of course be better all round, but likely not specifically in the games that really hum with the larger cache like MSFS, ACC, star citizen etc). The lows are definitely much improved but I also have much better CPU frametimes in general which allows more headroom on LODs and other CPU intensive settings. The 5800X3D was a very solid upgrade even from my 5800X in VR, I don’t play in 2D. That means that the CPU ability is much more relevant in VR at high resolution than in flat screen at high resolution. This is why you hit a CPU limit at a much lower frame rate in VR than you would with the same CPU and settings in flat screen. When playing in VR you have high resolutions indeed and the GPU is working hard, but the CPU is also much more loaded than in flatscreen with having to draw the scene twice. The comparison to 4K doesn’t hold, as it ignores what else is going on in VR. Newer VR headsets would be nice too, no doubt about that. Of course I could also use FFR in the toolkit, which I can’t at the moment in DX11 on a Radeon card. ![]() I don’t expect 90fps with the next gen cards, but, as I say, with 45fps MR would be very usable and if that’s with all ultra, which the newer CPUs would no doubt help with, that would be a blast. I really want both cockpit and scenery as sharp as the headset can produce, and I’m not quite there yet in all scenarios. I’m using a mixture of some ultra, with clouds, buildings and trees high, grass medium and others a mix of high or off. Whatever, it makes things blurrier for me with way too much jello, as I can’t maintain 30fps, and 22.5 fps just sucks. I’ve tried MR, but Radeon cards don’t seem to be as happy with it as nVidia. In photogrammetry cities and busy airports I have to lower that to either FSR 80% or less, or use resolution override in the toolkit. I’m currently running 100% OXR, 100% TAA and 100% FSR in rural areas and can mostly maintain a locked 30FPS (using Radeon Chill) in GA aircraft and gliders, without MR, though with micro stutters close to the ground looking sideways.
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