3 Months After VR Launch - Any Better?

I don’t think they can do specific optimization on VR side of MSFS. They are working with the OpenXR implementation of each headset (Oculus, SteamVR, WMR). For oculus user (like me) they can implement ASW 2.0 instead of ASW 1.0 which will give a far better quality when retroprojection is ON, but I don’t dream, this is Oculus specific, so no sure they will spend time on this…
The problem seems to be more on the Sim using too much CPU. It mean optimizing the base sim will automatically benefit for monitor and VR sessions.
They can give more control to us on post processing side, like let us tune them (E.g. the “haze” at the distance) or better: having a slider to set the AA crispness, as it have nearly zero impact on performance and give a sharp image. This is what I can see in various VR apps like Automobilista 2 or in Star Wars Squadrons, where we can keep a renderscale at 100% and get a very crisp image like if we supersample 200%, at no cost at all.

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