Do Microsoft/Asobo just not care about VR users?

I was very close to uninstalling but I’ve had a (very) few flights that held me back where the visuals and smoothness took me by surprise with no asw wobbling and weird lines, then next time it’s like the sim is underwater again with horrible frame rates.
I’m wondering if vr isn’t hooking up properly.

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I have a similar experience: sometimes stars are aligned and I’m in Heaven, sometimes, more often, it’s wobbling, stutters and bad fps festival. I’m guessing partially due to a bad Spacewarp management. The VR settings where it propose OFF, Depth, and Depth + Movement -from memory- seems broken as it don’t reflect at all in game, and confirmed bugged by all overlays I tried (Quest 3).
Last fly few hours ago was Heaven side! weirdly it was the very first time I tested SteamLink over Virtual Desktop (I’m a huge fan of VD), Airlink and direct MetaLink though Ethernet. I don’t know at all which settings was used (codec, transfer speed, etc. SteamLink is kind of a Blackbox to me) All was smooth, sharp, no wobbling, very good, and I was unfortunately kicked off SteamLink with error 450 “Desktop stopped responding” after only 15min.
Pffiiuuuu at least I learned reading this thread than some of you have some success with the Toolbar, as I though it was fully broken, as I never saw it in VR even after mapping a key for it.
Edit: BTW if you know an overlay which can work with SteamLink for me to know which codec, fps, resolution, etc. it use, It will be appreciated, thanks!

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Explanation by mbucchia:

Q: What is the motion reprojection setting in Flight Simulator VR settings doing (“Depth and Motion”)?

A: Short answer: it does nothing today.

Long answer: it implements something called application-assisted motion reprojection, also called AppSW by Oculus. It requires your OpenXR runtime to implement a feature called XR_FB_space_wrap, which as of today, no runtime implements (not even the Oculus one - the only implementation of AppSW today is for native Android apps running on the Quest 2). When/if this feature is implemented by vendors, it will allow MSFS to pass its own motion vectors (computed during rendering for TAA, DLSS, motion blur etc) to the motion reprojection process. This will allow to 1) remove the need for motion estimation (which is mostly done on the video encoder anyway, so it will not affect performance dramatically) 2) use high-quality motion vectors for motion propagation (which can increase quality).

The “Depth”-only setting enables the game to pass depth information which is used on WMR for better spatial reprojection (when motion reprojection is off - this setting has no effect when motion reprojection is used). I can’t speak for other vendors, but I suspect they can also do better spatial reprojection with this setting. As for Oculus, I have not verified this information, but the claim is that depth information will also enable ASW 2.0 if you use motion reprojection.

More here:

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Well, I have to revise my original comment below. Looks like things are ok after all. After installing the patch things were definitely botched in the way described. However, after closing the sim and reloading, I got a CTD making things seemingly even worse. But the third time was the charm and after starting the sim again it started working to pre-patch stability again. The “hiccups” are gone and I can move the toolbar windows again. So I guess that’s a good thing.

Well I just updated to the latest patch today and VR is now even worse! I had finally had 2024 tuned nicely, and while the patch seems to maintain my overall framerates, there are now serious “hiccups” periodically. These occur mostly when I turn my head, but will also occur from time to time in level flight. I thought it might be from loading in new textures, but upon a second loop around the region, it does exactly the same thing. It’s actually bad enought that I might stop playing until this gets fixed. On top of that, when bringing up an app from the toolbar I can no longer use the mouse to move the window around. This basically makes my Knobster app useless since the window is critical to have open but blocks my view if I can’t move it. So two big strikes for this update.

Yes, because night lighting affects every single person playing the game. The needs of the many outweigh the needs of the few. Expect VR specific bugs to be low on the priority list. Things that affect every user should be prioritised over things that only affect some, unless they totally prevent being able to run it.

Sure, but they tell us with a straight face that VR has truly taken a step forward compared to FS2020. It’s a lie.

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Since VR gets the same lighting and graphic improvements as the 2D engine, I think they feel justified in saying this. So its true and not true at the same time, and definitely misleading. It does look pretty though.

“In progress” = couple of weeks, hopefully?

Assuming they still have the developer skilled enough on VR to fix it.

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“flight simulator has been the best therapy for me in years for my mental health”

I also need VR for my sanity. I was a real pilot but lost my med cert due to cancer. VR gives me some of my dreams back.

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Hopefully, they said that the VR bugs were all part of a bigger issue that was being worked on, so I suspect when they get that bigger issue solved we will get all 3 of the big VR bugs taken care of in one swoop.

Why can’t they just hire mbuccia and be done with it?! For the love of god.

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That is it, exactly that. I work hard for a living and flying MSFS in 2D after a long day simply won’t cut the mustard. Only in MSFS VR do I get that immersive, emotional, even therapeutic effect I need.

I do understand MS chasing those many thousands of fickle GamePass users but if Joerg told me tomorrow that there’s a subscription for $20 a month to get a bespoke VR solution with high-priority Azure streaming for smooth, enjoyable VR, I would sign up within milliseconds so, as Sazzle said, please throw us at least a bone to get the worst VR bugs ironed out.

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I’m not that kind of developer. Fixing EFB and toolbar sounds boring :slight_smile:

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I think he meant just to get in there and make VR stonkingly good at the source.

Let the monkeys that didn’t even check the EFB and Toolbar fix that (eventually)….

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@stekusteku Many thanks for your great explanation!

Which seems to mean ASW 2.0 is working right now when only DEPTH is selected? I can say for sure it’s not on Oculus/Meta. It wasn’t with the MSFS2020 and my Rift CV1, and still not with MSFS2024 and my brand new Quest 3. I can easily see when ASW 2.0 is working in a games, as it’s night and day. I suspect SteamLink to have a working solution here as I could rotate around my plane with very few artifact on the plane, and ASW seems to be ON as the background was turning smooth, and I don’t think I reached the 72/80/90/120 fps (blackbox, I miss an informative overlay here) SteamLink was displaying, so ASW probably kicked ON.
I need to do more tests!
Edit: Mmmm thinking out loud: I have an Overlay which can do the trick (at least on FPS side), it’s Remote System Monitor, a tool running on the PC and its App running on my Android phone. Let’s try it! :slight_smile:

The credits go to mbucchia, I only copy-pasted.
What I understood - the mentioned MSFS settings do nothing or close to nothing.

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They care about as much for VR users as they care about users with multiple monitors. Bare minimum.

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I don’t think Meta ever properly implemented ASW 2.0 on PC with OpenXR. They completely gave up on PCVR and haven’t been properly supporting anything on PC for the last many months.

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Indeed, No love for VR users which has been from the beginning. Remember the bug in 2020 that did reset your cameraview when switching off avionics? It was brought up many times, but never solved. As many people here claim, VR is a special experience. I even build a cockpit so that buttons and knobs are in the physical location where I see them in VR. But it is a dealbreaker that I am not able to use the toolbar and tablet.

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We VR users seem to have been particularly hit by the false promise of better and more fluid VR implementation. I was naive enough to delete my well-working 2020 install the day before 2024 released.

In 2020 with roughly the same settings I achieved around 35 fps in low cross-country sightseeing and around 25 in PMDG or Fenix when departing or approaching a major airport.

Now cross-country is around 30, Fenix and other airliners give me around 10 - 15 fps on final which makes airliner flying pretty unuseable.

VR in 2020 has been a refuge sometimes and always a great joy. The current state of VR in 2024 is frankly depressing and tends to turn me away from what has been my most cherished hobby for almost 40 years.

(5800X3D, 4070 Ti, Aero Varjo)

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