Worked like a dream when first implemented Now CTD nearly every flight…
well i fly 1.5 hours at most with a couple of breaks in between so i don’t fly long. plus the vr headset is natural head movement so it doesn’t ache.
For most cities it’s OK, but for places lik LAX, CDG, New York, Chicago, etc; stutters, video freezes intermittently, even when settings are on low and sometimes locks up. Using a G2
I don’t think anything has changed in the sim since VR was first introduced. At least I don’t recall any VR specific fixes or performance improvements in any of the subsequent patches.
What has been improved is support for OpenXR in the various VR headset software/drivers. Back when VR was first released I had to switch to the beta version of the Rift software just to get it working without a bunch of bugs in the sim. Now it’s a relatively painless experience. Still have performance issues and the clarity of my Rift S isn’t very good for this type of game, but it’s still become my preferred way to play if I’m just flying for fun/sight seeing.
I’ve given up on VR to be honest. For the time being anyway. I’ve got a Quest 2 and its a total mess for me and I just can’t be bothered anymore. I just want to enjoy the sim, not faff around with software getting VR to work. I think the Quest 2 is a technically really capable headset its just that currently it and the sim are not well optimised together.
I’m guessing that Asobo just have their hands full at the moment with the upcoming Xbox release and don’t really have the time to sit down and see what they can do to make the Quest 2 work.
Not much has changed si ce the VR lnch, the performance has gotten a bit better though. Crucial for performance is flying a plane without much glass in the cockpit. Piper Arrow from JF runs beautifully!
I have the Quest 2 as well and couldn’t bother with the virtual desktop/link cable methods for PC Gaming. I use my Quest 2 for mobile entertainment and Rift S for PC. No jacking around with anything except MSFS internal settings. No tray/debug tool needed either.
Funny story: I can only fly in VR now, because of performance issues.
Wait. What?
Starting with a recent MFS or graphics driver update, when I try to fly using a monitor, the sim will often hang for a couple hundred millisecs, even when my aircraft is sitting on the ground (so it’s not “slow internet while trying to pull in world data”). I had to lower the graphics settings to “low” to mitigate the issue (the sim will still hang, but the intervals between hangs are longer). That’s with Ryzen 9, 32GB, 1080ti, M.2 SSD.
On the other hand, I told SteamVR to interpolate three of four frames (22.5 fps → 90 fps), and the experience is as smooth as it can be (it would be even nicer if I could enable Motion Smoothing, but I cannot tolerate the resulting artifacts), and with graphics settings between medium and high, it looks just fine. For me, that’s good enough, but YMMV.
I used P3D and XP in VR for years, and I can definitely get away with much more eye candy in MFS (though I have not tried XP with Vulkan – the default XP world is just too barren and I can’t be bothered to bake my own ortho). I have enough performance to spare so I don’t have to change settings based on whether I’m bush flying or visiting densely populated areas (I even have CPU cycles left for in-flight entertainment – I love watching a show or movie in a docked window in VR on longer flights).
I’m looking forward to 2022: at some point (after the Xbox version is released), Asobo will get to optimizing VR, and at some point (after the cryptocurrency bubble has burst), I will be able to afford a new graphics card.
I´m afraid DX12 alone won´t be enough for VR at least they use DLSS 2.0. And that, looks like it´s out of their planning for MSFS, which is…
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