Microsoft Flight Simulator
FPS performance data for different CPU and GPU combinations
Take to the skies in a 1:1 recreation of Earth, powered by satellite data and Azure AI in this photorealistic simulation.
Minimum Requirements
- CPU: Intel Core i5-4460 / AMD Ryzen 3 1200
- GPU: NVIDIA GTX 770 / AMD Radeon RX 570
- RAM: 8 GB
- Storage: 150 GB
FPS Performance Dashboard
Compare FPS performance across different hardware configurations. Add systems to see how they perform at various resolutions and quality settings.
About Microsoft Flight Simulator
Microsoft Flight Simulator is the title that made "CPU limited" a mainstream phrase among PC builders, and six years after release that reputation has not softened. Asobo Studio's globe-sized sim renders the entire planet from streamed satellite imagery, simulates live weather, air traffic, and a full flight model at once, and routes a startling share of that work through one heavily loaded processor thread. Across 3,714 measured CPU and GPU combinations in our database, the average system records 73 FPS at 1080p Ultra, 58 FPS at 1440p Ultra, and 43 FPS at 4K Ultra. The fastest pairings reach 356 FPS at 1080p Low, while the slowest measured combination manages just 19 FPS at 1080p Ultra. That spread, together with the unusually gentle falloff as resolution climbs, tells you nearly everything about how this sim treats hardware: it asks your processor first, your memory second, and your graphics card third. Anyone planning a gaming PC build with this sim on the shopping list should read the sections below before assigning the budget.
The Asobo engine: one thread rules the sim
Microsoft Flight Simulator runs on Asobo's in-house engine, and its hardware behavior follows from an unusual workload. Most games hand the GPU a scene and get out of the way. The sim builds its scene continuously from streamed terrain data, runs aerodynamics at high tick rates, drives AI traffic and live weather, and prepares an enormous draw list every frame, with the bulk of it serialized on a single main thread. That is why reviewers still use it as a CPU benchmark: it remains one of the few shipping titles that can pin one core of a flagship 2026 processor at 100 percent while neighboring cores sit at half load.
Core count still matters. Scenery decompression, weather, and traffic spread across worker threads, so modern six-core and eight-core parts clearly outrun older quad-cores. But single-thread speed and cache dominate the results, which is why large-cache X3D processors sit at the top of our Flight Simulator tables the same way they do in every main-thread-limited title.
Memory is the second pillar. Sixteen gigabytes is the practical floor, and the sim will touch it; photogrammetry cities like London, Paris, and New York push committed memory well past that point, and this is where 32 GB stops being a luxury. Speed matters too: fast dual-channel DDR5 measurably improves frame pacing in dense areas, because the main thread stalls less often waiting on data. Storage is the quiet third factor, since the sim streams the world as you fly. An NVMe SSD with the rolling cache enabled removes most of the texture pop-in and approach stutter that players on hard drives complain about. The GPU, contrary to instinct, ranks third at 1080p: the engine rarely feeds a modern card its fill at that resolution short of Ultra clouds and heavy render scaling.
1080p: the processor sets the pace
The 73 FPS average at 1080p Ultra sounds comfortable, and for most modern systems it is, but the composition of that figure matters more than the figure itself. The 19 FPS floor comes from weak processors buried in photogrammetry cities or sitting behind complex airliner avionics, while the 356 FPS ceiling comes from strong CPUs flying light aircraft over sparse countryside at Low settings. Same resolution, same game, a nearly nineteen-fold spread, and the variable doing most of the sorting is the CPU.
The practical consequence cuts against normal buying logic. Pairing an expensive graphics card with a budget quad-core lands you at the bottom of our table, because the card spends its time waiting for frames the processor has not finished preparing. The reverse pairing, a fast CPU with a mid-range card, lands near the top. For high-refresh play on a 144Hz or 240Hz monitor, the only reliable route is a top-tier processor with tuned settings; no GPU purchase fixes a main thread that is already saturated. This is also why two friends with "the same graphics card" report wildly different frame rates in this sim.
1440p and 4K: the graphics card gets a vote
At 1440p Ultra the average falls to 58 FPS, roughly a 20 percent drop from 1080p. At 4K Ultra it falls to 43 FPS, another 26 percent. A purely GPU-bound game typically sheds a third or more of its frame rate with each step up in resolution; the sim sheds a fifth, then a quarter. That gentleness is the CPU's fingerprint. Even at 4K, a large share of systems is still waiting on the processor, which almost never happens in modern AAA releases at that resolution.
All the same, 4K is where the graphics question becomes real. The 43 FPS average means a genuinely strong card is required to hold 60 at native Ultra, and this is the one context where asking about the best graphics card for Microsoft Flight Simulator has a meaningful answer rather than "spend the money on your CPU instead." Upscaling earns its keep here: DLSS and FSR at Quality recover a healthy slice of frame rate at 4K with modest image cost, and frame generation is unusually appropriate for this genre, since the added latency that makes it miserable in shooters barely registers at 40 knots over farmland. VR deserves a footnote of its own: it roughly doubles the rendering load and turns the sim into one of the most punishing workloads in consumer software, full stop.
Recommended settings: our tested configuration
Flight Simulator's menu is honest about cost once you know which sliders hit the CPU and which hit the GPU. Terrain Level of Detail and Object Level of Detail are the two heavy CPU-side options; they control how far out the sim builds high-detail terrain and how many buildings, trees, and airport objects it draws, and dropping each a notch or two recovers more real frame rate than any other change in dense areas. Glass Cockpit Refresh Rate is the sleeper setting: airliner avionics redraw their displays constantly, and setting this to Medium or Low hands a meaningful chunk of main-thread time back. On the GPU side, clouds are the big one; Ultra to High saves a solid margin for a modest visual difference. Shadows, ambient occlusion, and reflections step down gracefully. Render scaling should stay at 100 with DLSS or FSR handling the upscaling job instead, since the dedicated upscalers produce a cleaner image for the same cost.
Traffic sliders deserve attention because they tax the processor twice, once for simulation and once for rendering; if your frame rate collapses on approach into busy airports, this is usually why. Players on weaker CPUs should also consider disabling photogrammetry in the worst cities, and everyone should enable the rolling cache on an NVMe SSD. Finally, the DX12 mode is mature enough to recommend for most users now, since it unlocks DLSS and frame generation, though a minority of systems still run steadier on DX11, so treat it as a per-machine test rather than doctrine.
What hardware do you need?
Entry level (older quad-core, 16 GB, budget card): expect the lower end of the table, 1080p at Low to Medium settings with frame rates well under the 73 FPS average, and dipping toward the 19 FPS floor if you insist on Ultra in dense cities. Stay out of photogrammetry areas, fly general aviation rather than study-level airliners, and the sim is genuinely enjoyable on this tier.
Mid-range (modern six-core, 16 to 32 GB dual-channel DDR5, mid-range GPU): the sensible target. This lands near the 73 FPS 1080p Ultra average across most of the world, with dips in the densest cities, and handles 1440p with light tuning. Most of the sim's player base should aim here.
High-end (X3D-class or fastest Intel, 32 GB, strong GPU): 1080p high-refresh becomes realistic, 1440p Ultra holds near or above the 60 FPS line, and photogrammetry cities stop being a punishment. Large cache pays its clearest dividend exactly where the sim is heaviest: on final approach into a handcrafted airport with live traffic.
Flagship: 4K Ultra around the 60 FPS mark with DLSS Quality, high-refresh 1440p, and the only realistic entry point for VR. Even here, the sim finds the CPU eventually. It always does.
Laptop playability
Flight Simulator is middling to poor on laptops, and the reason is the same as everywhere else: the main thread. Gaming laptops with HX-class desktop-derived processors run it respectably, since their CPUs hold high clocks under sustained load, and their discrete GPUs are more than adequate at 1080p. Thin-and-light machines with U-series chips struggle, because the sim's sustained single-thread demand is precisely what power-limited processors surrender first, and integrated graphics is effectively a non-starter for anything above the lowest settings. Sixteen-gigabyte laptops also hit the memory wall in photogrammetry areas, and many thin models cannot be upgraded, so check before buying. If a laptop is the plan, prioritize the processor over the graphics card, make sure memory is dual-channel, and keep the charger attached; the sim will hold the machine at full power draw for the entire flight.
Streaming and content creation
The sim is a streaming staple, and it broadcasts gracefully with one adjustment: do not encode on the CPU. The main thread is already saturated, so x264 software encoding competes directly with the frames you are trying to show, and the sim loses. A hardware encoder, NVENC on GeForce or AMF on Radeon, is effectively mandatory for a clean stream, and current generations produce excellent 1080p60 output for a single-digit performance cost. The content itself is encoder-friendly: slow camera motion over terrain compresses well, though heavy clouds and dense tree cover are noisy and appreciate a bitrate bump. A typical streaming setup for this game runs long sessions, so thermals matter; the sim holds CPUs at high load for hours, and borderline cooling that survives a twenty-minute benchmark will throttle by hour three. For creators who also cut videos, the build logic carries over: the strong single-thread CPUs that top our sim tables also excel on editing timelines and in export queues, though serious video editing workstation use argues for higher core counts than the sim strictly needs.
Common problems and fixes
Good FPS over countryside, stutter in big cities: photogrammetry load on CPU, RAM, and bandwidth together. Lower Terrain and Object LOD, reduce traffic, and make sure you have 32 GB if London or New York are regular destinations.
FPS halves when switching from a Cessna to an airliner: complex avionics and systems simulation loading the main thread. Set Glass Cockpit Refresh Rate to Low; it exists for exactly this.
Fine at cruise, slideshow on final approach: airport object density plus traffic. Drop Object LOD and the traffic sliders before touching anything on the GPU side.
Texture pop-in and hitching as scenery loads: storage. Move the sim to an NVMe SSD and enable the rolling cache; hard drives cannot keep up with the streaming pipeline.
Stutters despite high average FPS: frame pacing, usually memory-related. Dual-channel memory is mandatory, fast DDR5 helps, and capping the frame rate a few FPS below your average steadies things noticeably.
Upgrade priorities
Flight Simulator has a firm upgrade order, and it inverts the usual one. First, the CPU upgrade: single-thread speed and cache are what the main thread starves for, and large-cache X3D parts hold the steadiest floors in our data for exactly that reason. Second, memory: 32 GB of fast dual-channel DDR5 is the fix for city stutter and long-session degradation, and it is cheap. Third, storage: an NVMe SSD for the sim and its rolling cache transforms loading and approach smoothness. The graphics card comes fourth, relevant at 1440p and 4K, largely irrelevant at 1080p behind a strong processor. Most upgrade regret in this hobby comes from buying a flagship GPU to fix frame rates that a processor was holding hostage; in our Flight Simulator tables, that mistake is visible at a glance.
Frequently asked questions
Q: Is Microsoft Flight Simulator more CPU or GPU intensive?
A: Strongly CPU-intensive at 1080p and still CPU-influenced at 4K, which is nearly unique among modern AAA titles. The GPU only becomes the primary limiter at high resolutions behind a strong processor.
Q: How much RAM do I need for Flight Simulator?
A: Sixteen gigabytes is the floor and works for most flying. If you frequent photogrammetry cities or fly with heavy add-ons, 32 GB of dual-channel memory removes the stutter that 16 GB systems develop there.
Q: Does DLSS or FSR help in the sim?
A: Yes, mostly at 1440p and 4K where the GPU takes a real share of the load. At 1080p behind a mid-range CPU, upscaling often does little because the processor, not the graphics card, is the limit. Frame generation is unusually well suited to this genre since latency matters less than in shooters.
Q: Why is my FPS so much lower in airliners than in small planes?
A: Study-level airliners run complex avionics and systems code on the same main thread that renders the world. Lower Glass Cockpit Refresh Rate and Terrain LOD; no GPU setting touches this.
Q: DX11 or DX12?
A: DX12 for most users now, since it unlocks DLSS and frame generation and has matured considerably. If your specific system stutters or crashes on DX12, DX11 remains a stable fallback.
Q: Can a mid-range PC run Flight Simulator well?
A: Yes. A modern six-core CPU, 16 to 32 GB of memory, an NVMe SSD, and a mid-range card reproduces the 73 FPS 1080p Ultra average from our data. Spend on the processor before the graphics card.
In short: Flight Simulator in 2026
Six years on, Microsoft Flight Simulator remains the hobby's most honest CPU benchmark and one of its most-played sims, kept current by years of world updates and a deep add-on marketplace even as the 2024 sequel finds its footing. Its performance story has not changed because its architecture has not changed: one hungry main thread, a world streamed from the cloud, and memory demands that reward the prepared. The 3,714 combinations in our database make the pattern impossible to miss, with averages of 73, 58, and 43 FPS across 1080p, 1440p, and 4K Ultra, a floor of 19 FPS for the unprepared, and a ceiling of 356 FPS for a well-built machine in the right airspace. Buy your processor and memory for this game, let the graphics card follow the resolution you actually play at, and the sim repays you with something rare in PC gaming: a world that feels genuinely limitless, running smoothly. Few games reward smart hardware spending more visibly, and none punish the backwards version of it more reliably.