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Home Flight Simulator

Graphics Settings Impact Guide for MSFS

by Teemu Pienimäki
8 February 2021
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Graphics Settings Impact Guide for MSFS
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Microsoft Flight Simulator has been flying out there for a while now. There is a good variety of graphing settings to tweak for every hardware configuration. Finding out the best line between frames-per-second and in-game visuals can take some time at the start. MSFS is a simulation for future hardware components for sure. All options set to Ultra and values maxed can even pull the top processors and graphics cards to their knees. I do recommend reading the Maximize Performance Guide after you have finished with this article to maximize the smoothness of your MSFS.

Here are listed all the graphics options, and if choosing a greater value, it starts to impact frames-per-second with certain settings. Especially, options Terrain Level of Detail and Glass Cockpit Refresh Rate have the top most impact on the performance. On the other side options like Anti-Aliasing, Windshield Effects, and Reflections has a low impact on frames-per-second. Eventually, this all comes down to a lot of personal preference for how the flight simulator is looking visually and how many frames-per-second is wanted. Performance impact, lowest (1/5) to highest (5/5), has been given for each setting.

MSFS – Options – General – Graphics

  • Anti-Aliasing (2/5) – A technique to blur and smooth out edges.
  • Terrain Level of Detail (5/5) – Visual quality of all the terrain.
  • Terrain Vector Data (3/5) – Texture patterns on a distance.
  • Buildings (4/5) – Visual quality and draw distance of the buildings.
  • Trees (3/5) – Visual quality and draw distance of the trees.
  • Grass and Bushes (4/5) – The density and render distance of the grass and bushes.
  • Objects Level of Detail (4/5) – This controls the render distance of various objects in the world.
  • Volumetric Clouds (4/5) – Level of cloud resolution and quality.
  • Texture Resolution (4/5) – If you run out VRAM on your GPU, consider lowering this setting.
  • Anisotropic Filtering (4/5) – Quality of textures and surfaces when viewed at oblique angles.
  • Texture Supersampling (4/5) – Ground textures at a distance become sharper as setting increases.
  • Texture Synthesis (4/5) – Constructing a larger image from a smaller texture.
  • Water Waves (4/5) – Resolution level of wave simulation.
  • Shadow Maps (3/5) – Resolution of shadow maps.
  • Terrains Shadows (4/5) – Resolution of terrain shadows from a distance.
  • Contact Shadows (2/5) – Quality of shadows for screen space objects up close.
  • Windshield Effects (2/5) – Quality for rain effects and reflections on the windshield.
  • Ambient Occlusion (4/5) – A technique used to create artificial shadows on objects and surfaces.
  • Reflections (3/5) – Quality of reflections on reflective surfaces.
  • Light Shafts (3/5) – A technique to simulate shafts of light from bright sources.
  • Bloom (1/5) – Effect of bright lens bloom.
  • Depth of Field (3/5) – A technique to simulate background blur when viewing certain objects.
  • Motion Blur (2/5) – Intensity of motion blur increases at higher setting.
  • Lens Correction (2/5) – A process that corrects camera lens distortion.
  • Lens Flare (2/5) – A technique that adds small flares to bright light sources.
  • Use Generic Plane Models (3/5) – Use simple models instead of flyable plane models.
  • Glass Cockpit Refresh Rate (5/5) – Smoothness of the cockpit screens.

Next, I do recommend reading the Maximize Performance Guide.

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