Apparently 200% render scale in PC settings does wonders for VR performance

I am taming my expectations. I am strictly GPU-bound when using my Reverb 1, usually CPU at 50%, GPU at 100%. Given, optimizations are mostly CPU-related I don’t expect miracles on my machine.

Actually it’s quite smooth thus I wan’t complain and fps are bearable in “normal” settings, but I would certainly enjoy a bit more horespower to enhance the TAA setting.

1 Like

Yeah, that’s very similar to my situation. The back of my mind is telling me to tame my expectations as well.

I guess we’ll find out at the end of the month.

1 Like

I’m really envious of all who have seen this PC 200% magic…I have tried many of the variables posted here with absolutely no affect.
Using Reverb G2, 2080S, i7-9700, 64 ram, I’m getting smooth performance with G2 settings maxed out, msfs 2020 graphics at med-high. Only below 1200’ agl with lots of objects do I start to see a bit of lag…but only when looking out the left window, always very smooth looking anywhere else.
The one MAJOR help was disabling/turning off Hardware-accelerated GPU scheduling. I had a lot of stutter and lag almost everywhere I looked, it totally cleared up after disabling it.

I have a question, if I didn’t buy my msfs though Steam am I able to run msfs through Steam using all their options/settings?

Also what is OpenXR Developer tool used for, are there settings there that can help?

A recent discovery is making me wondering something:

for those of you who are seeing a change, is this mostly on the popup items (like the gamer tags in MP or the POI labels) or the entire VR view (gauges, aircraft, trees, buildings etc…) ?

I asked the same question a few hundred posts up. It’s apparently everything. It’s not just the 2D scaling which seems to be bound to your flat screen resolution or game window size.
Thats also why I asked to include screen resolution and game Window size in success / failure reports.

1 Like

@CptLucky8 Entire view. It’s like before the trick it was a little blurry like I needed glasses but didn’t have the, after it’s like someone went and got me my glasses. I’m going to try a test, go into VR WITHOUT the trick done, take a screenshot of the mirror. Go in WITH it done, take a screenshot of the mirror. Go into 2D, take a screenshot.

I don’t know if it’s going to work, but if you look at my recent post about flying near the Arizona Crater, you’ll see what my VR with the trick looks like, it’s quite clear. That post is here.


1 Like

Looking forward to your screenshots, thanks!

Is the meteor crater one through the lens?

@CptLucky8 If you mean VR, then yes. Screenshot of the mirror.

1 Like

Everything, I got bold at put VR scaling to 100%, it wouldn’t run very well but the glass cockpits were crystal clear. If July 27th make this game run smoothly when it looks like that then happy days. For the moment I’ll settle on 70% in VR.


Took some pics through the lense of my G2 but you can’t tell a difference. :frowning:

Here are my results. EDIT: Scroll to picture #4 for a definitive result that even Stevie Wonder could see.

This pic is 100 2D Render Scaling, Screenshot of Mirror

This pic is 200 2D Render Scaling, Screenshot of Mirror

This pic is a non-VR Screenshot

And since I am concerned about whether or not this site (or even my computer) is doing data compression, and at what amount, I did what I think is a coupe-de-gras.

This is a zoom of the compass (duh!). On the left is 100 2D Render Scaling, Screenshot of mirror. On the right is 200 2D Render Scaling, Screenshot of mirror. Assuming this pic does not get compressed to hell and back, it is definitive.

The “trick” works, at least for my setup. i5-10600K paired with a 2070 Super. The non-VR screenshot was taken on a 32" 1440p Samsung display. If you have questions, hit me up!



It is definitive in that the latter mirror image is higher resolution than the former. I get this too with the mirror image when changing 2D RR, but it makes no difference to what I actually see in my G2 headset.

@ResetXPDR it’s the same resolution. It’s just more clear in the image on the right. The zoomed in view in Pic 4 was done by, well, zooming in on Pics 1 and 2.

I’m sorry to hear that. In my G2s it’s even more pronounced that what the pictures convey. Do you have your VR setup per @CptLucky8’s instructions? Those can be found here.

1 Like

I’ve been using this 200% setting for some time and have no misgivings about its effectiveness in my CV1. Nevertheless, since there is still a lot of discussion about it, I thought I’d test the difference on something quite a few others may be able to do for themselves. No dispute that the experience may be different on other HMDs.
If you have the Stearman, you will have noticed a slip of paper to the upper right of the panel. At 100%RS in 2D settings I can’t make out what is written/printed on it. At 200% I can read the text and handwriitten courses and headings from the pilot’s normal sitting position. Needless to say, the gauges are as about as good as it gets with such an old HMD.


Maybe hold off the upgrade until the update on the 27th.

1 Like

Good to see an Oculus Rift CV1 user seeing improvement, so I have hope!

Can you roughly give your settings? mainly I would like to know about your VR RenderScale and if you apply any PixelDensity (supersampling) change with Oculus Debug tool or Oculus Tray tool? I may have wrong, I’m guessing this is a combination of those settings which make you see a difference. If you can provide other settings (2D and VR) feel free to do it :wink: Thanks!

1 Like

Thank you for sharing these, it shows on the #4 especially on the grass.

Do you mind also posting your UserCfg.opt in its entirety?

it made no diff in my Index either, but I never look at the mirror image thus I never noticed any change there either. This is starting to make me wondering whether the mirror view they are rendering is really the mirror view of what they send to the HMD… This might also explain other reports of people having better VR fps with a lower res monitor, or some reporting perf differences in windowed mode and/or full screen mode, etc…

The most accurate mirror view to compare would be the SteamVR mirror view because this one displays the actual pixels sent to the HMD.


@CptLucky8 Not at all. 'Cept I don’t know where it is. And while you’re focusing on grass, I was trying to point out the obvious differences on the compasses. Like I already said, even Stevie Wonder could see it…


It is located here: