Microsoft Flight Simulator 2024: a deep dive into PS VR2 mode artical

120 fps isn’t mandatory on the PSVR2; I read an interview with Jorg (which I can’t find now) a few months ago where he explained that he was aiming for native 45 fps with upscaling to 90 fps, which is acceptable in VR and much more realistic for MFS24. 60fps is already unworkable on a flat screen on console, so in VR the graphical degradation would be enormous.

:check_mark: Horizon Call of the Mountain
One of the first PSVR2 games to make extensive use of upscaling.Internal rendering ≈ 45 FPS, 90 Hz output.Very graphically intensive → upscaling required.

:check_mark: Resident Evil Village VR Mode
Capcom uses a hybrid pipeline.

DF analysis: internal frame rate ≈ 45 FPS in demanding areas.

Upscaling to 90 Hz.

:check_mark: Resident Evil 4 Remake VR Mode
Same principle as Village.

Rendering ≈ 45 FPS in complex scenes.

Upscaling from 45 to 90.

:check_mark: Switchback VR (at launch)
Version 1.0 very unstable.

Internal rendering often 45 FPS, sometimes less.

Aggressive upscaling → visible ghosting.

Subsequent patches have improved stability.

:check_mark: The Walking Dead: Saints & Sinners – Chapter 2
Uses a 45 → 90 pipeline to handle the load.

Reprojection visible in dark areas.

:check_mark: No Man’s Sky VR (PSVR2)
Very variable depending on the scene.

Often 45 FPS in dense areas.

Translated with DeepL.com (free version)

Interesting, i guess 45fps is quite likely then, makes sense.

It’s not upscaling though BTW, graphics/resolutions are upscaled. Frames/fps are reprojected

Yes this is reprojected ….google trad