My 2070 SUPER VR settings and suggestions (Index - SteamVR) 🟢

Looking forward to this!!

The TAA 140 seems a bit high, even with a 3090, and even with openxr at 70%. I would maybe try to start at TAA 100 and slowly work your way up from there while in LA.

That is what I did

Consider lowering your clouds setting from ultra to high or even medium, it should give you substantial FPS gain.

If you have a similar setup to mine then I suggest turning off AMD SMT (hyperthreading), I can pretty much max out every setting in VR and it looks breath-taking with around 30fps+ everywhere. I’m now hitting 60fps on 4k max settings on everything in non-VR too as opposed to 20-40fps.

Reverb G2
AMD 5950X SMT OFF, PBO ON, Curve Optimiser negative 15 all cores - you may need to tune this for your die.
32GB CL16 3200 RAM OC to 3800 with 1:1 ratio
3090 Founders Edition with +90core OC and +250 Mem OC.
G-sync OFF
Open XR custom render scale at 70%
Motion Reprojection disabled
Everything else is pretty much maxed out, my Ambient Occlusion is currently OFF but will try that out too.

The main thing that allowed me to play this at any acceptable level was to disable SMT, so I assume with the 16C 16T config of a 5950X with an 8C CCD means that all the game runs on one CCD without crowding the threads on two of the best cores for all the DX11 API stuff. It seems FS2020 uses 6 cores with 4 DX11 cores? I imagine similar results can be expected from a 5800X with SMT OFF, not sure if a 5900X will since it might be 6+6 config rather than 8+4, not sure. Try it out in any case :slight_smile:


The G2 topic is now live:
My 2070 SUPER VR settings and suggestion (Reverb G2 - WMR)

I’d suggest keeping discussion here just for SteamVR from now on!

NB: I’ll revisit this Index VR discussion later, just to make sure the recommendations are still relevant and whether I can make things better or not.


I’ll talk about my Quest setup here since I’m using Virtual Desktop and it doesn’t go trough Oculus Runtime at any point and uses SteamVR…
I have a 1060 6GB, i5-7400, and 16GBs of RAM. I currently run 100% supersampling and 70%TAA but I might adjust that a bit since I wouldn’t mind trading a bit of external visibility for not having to zoom in to see the DA62 MFS properly. I updated Nvidia drivers + set VSync to fast yesterday, and forced both ATW (Standalone rotational correction) and SteamVR reprojection (which I have no proof actually does anything in VD but it feels better) on. Rest of settings are basically as low as possible save texture stuff which I crank a bit up. Since the driver update I’m getting stable 15-20FPS in reasonably populated areas, flying close to the ground. To be fair I’m still surprised I can like, get graphics that I consider objectively good looking and not puke

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Tried older drivers today. Back from 460 to 446. absolutely no difference. I call this placebo. I am back to the newest driver now with same results as ever before.

@Dawu777 Do you mind also letting us know what video card are you using? The recommendation about the drivers is for the 2070S (and should equally apply to all 20XX) and it is possible 460.x is finally giving good results with 30XX. Just let us know!

1080ti with index

This might be why then because no driver past maybe 430 or 440 are changing anything for the Pascal architecture. This is why it does change much for your hardware.

This post is so awesome. Thank you much for all this information and all your hard work. I haven’t had much of a chance to mess around with settings over the holidays, but the little I’ve flown, I’m having terrible stuttering and a fairly choppy , but flyable FPS.
I’m curious to see how your settings may help.
One question though, I am using an Index with an RTX 3080 (I9 10850 k, 32 GBS 3200 ram and fast firecuda ssd drive.

Didn’t get to finish last post …
Since I am using a 3080 and not the 2070…where do you think I might be able to raise some settings?

To be fair reprojection at 80hz and almost all medium + TAA should work pretty ■■■■ well. 3080 can consistently hold 40FPS in reasonably populated areas.

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Has anyone noticed a difference in framerates using steamvr and index, jumping from monitor to vr and back again? If I start game up and get everything setup so my plane is on the runway and then do the ctrl+tab then go back to monitor then back to vr it kills my framerate. It will start bouncing from 30 to 0 constant, then i have to exit all the way out and reload the game.
I also noticed my framerate is much better if i jump straight into vr at the main menu of the game and never switch back to monitor.
8700k 4.8ghz
16 gig ram
2080 super
valve index

Thank you all again for your kind words!

@FLYINGkeys65 I recommend generally to start with Terrain LOD 150 and Clouds HIGH. These are the most useful from the pilot view. After these, the rest is mostly cosmetic to me and doesn’t change much the VR experience (whereas in 4K for example due to the flat display and higher pixel density some of the “cosmetic” settings are useful, such as Bloom, Reflections)

@CausativeBlock6 I didn’t notice but usually when I exit VR I also close SteamVR. The next time I enter VR it opens automatically again.

Now that I’ve posted my suggestions for the Reverb G2 - WMR, I’ve spent a few hours with the Index again.

First I’d say there is visible difference with the lower res panel I had expected, but with TAA60+SS220 I was quite pleased with the outside view and the amount of details I could read on the Cessna Citation Longitude EFIS.

My settings on the G2 are showing me I can push my test system to rendering 2K x 2K in VR at a smooth and constant 30fps in dense/photogrammetry areas, and higher in sparse areas (try Hawaii for example). My recollection of test flight during the beta also lead me to think there is a problem with the latest SteamVR release and beta versions.

In effect, the main difference between my G2 and Index settings are the Terrain LOD and Object LOD values (50% with Index and 100% with G2). The reason is during my flight tests I’ve noticed, monitoring frame timings using the SteamVR graphs, that during fast turns there was an increasing number of stuttering over photogrammetry areas (testing around KSNA). I’ve attributed this to FS2020 sending large chunks of vertices (geometry) and the VR software stack being held up from processing the frames during this time. In reducing the Terrain LOD to 50% I’ve managed to workaround this to acceptable levels. However, there is no such hiccups with the G2 (at least not as visible).

Therefore I’ve tried different things this morning to try finding out a better way and actually I believe there is. I was actually hinted about this from someone (I don’t remember who, please let me know so that I can credit you). Here is:

  • Open Steam Client, go to Library
  • Right click SteamVR and select Properties
  • Select the Betas tab (on the left)
  • Pickup the following in the drop down list:
    linux_v1.14 - Older build, for Linux users

Steam Client will download this version which will show as “SteamVR [linux_v1.14]” in the Steam Library list. I know it seems silly because you’re running Win10 but I believe this only means: use on Win10 the same version as the one available on Linux.

Now you can try again your flights with TAA60+SS220 (I didn’t try any other) and crank up Terrain LOD and Object LOD both to 100% and compare how most stutters are gone (there are a few remaining but not as intense as with SteamVR 1.15.16)

Please let me know how it goes for you and I’ll update my suggestions if this proves beneficial to more people!

Can confirm I’m using 457.30 with no issues this far. These are also compatible with xp11 vulkan if anyone’s still using that too. The earlier ones are not.

I’ve got a rift s and I have been running 120% in the SIM no change in Oculus and using the locking to 27fps for some smooth results.

Should set a 2.2 in Oculus and 60% in the SIM?

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Thank you for this. Did some tests while Main Thread limited, and am getting ~10-12% gain in FPS with SMT off on a 5900x.


I’ve tested ht on and off on the I9-9900K and saw no noticeable increase in performance.

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