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

Thanks for your detailed reply. I have been looking forward to the upcoming upgrade but had concluded it was very unlikely to solve my problem because I am convinced it has nothing to do with MSFS per se. In brief, when I look at my monitor (under my Quest 2) while moving my head around I see nothing on the monitor resembling the glitches. Further, on my rather ordinary system I can do 2D at Ultra, with Photogrammetry, in LA, without any problems. One other thing, yesterday sitting at a desert airport I discovered that just turning my head back and forth generated the glitches. All this has led me to conclude that the problem is somewhere in the connection to the headset or the headset itself. (Problem is pretty much the same on Air Link and Virtual Desktop.) it was all this that led me to directly ask you for help yesterday. Again, I very much appreciate your help.

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Hi @CptLucky8, I know you are still experimenting with things post update, but I would love to hear your thoughts on some things regarding SU5 & the follow-up patch. My system is very close to yours, except that I have a 2080S.

I’m one of the folks who sat back and wondered why so many people had issues in VR pre-SU5. Using many of your suggestions and other random tweaks I had a great balance of performance and excellent visuals. Things looked crisp, cockpit was very readable, and the sense of immersion was excellent in part due to the quality of reflections in the cockpit, etc.

Post SU5 my experience has been the opposite. There was perhaps a minor performance upgrade, but the visuals took a huge hit. And I am ignoring the LOD pop-in issues, which don’t bother me too much at 200. My real problem is just how blurry and washed out everything is. Not just the terribly aliased menus, but the entire sim. It also seems that the reflections in windows have been degraded to where they barely exist even on ultra.

The only way that I can come close to the image quality that I had before the update is to run at TAA 100% and SS 200+. This is somewhat playable, however a net performance decrease. I actually think it is slightly better with motion smoothing turned off, but still worse than pre-SU5.

Could you possibly give an update on your experiences with the Index post SU5, even if it is just some brief highlights? I am so shocked by the differences I see that I would love to know what your thoughts are. I read posts from others who seem to agree with me, but some who don’t seem to see the same downgrades. But I am especially interested in what you have to say given that you have a similar system to mine, AND you are our most trusted Good Captain, who has never lead us astray! :wink:


Thank you for your kind words!

This is preliminary but here was I’m using right now with the Index:


NVidia 471.47 SD (Studio Driver)
SteamVR Beta 1.19.4


FS2020 Settings (same in 2D and VR)
Setting Value
Render Scaling 100%
Anti-Aliasing TAA
Terrain LOD 200%
Terrain Vector Data OFF
Buildings High
Trees High
Grass And Bushes High
Objects LOD 200%
Volumetric Clouds High
Texture Resolution High
Anistrophic Filtering 16x
Texture Supersampling Off
Texture Synthesis HIGH
Water Waves HIGH
Shadow Maps 768
Terrain Shadows 512
Contact Shadows Off
Windshield Effects HIGH
Ambient Occlusion Off
Reflections HIGH
Light Shafts Off
Bloom ON
Depth of Field Off
Lens Correction Off
Lens Flare Off
Glass Cockpit Refresh Rate HIGH
SteamVR Settings
Setting Value
Refresh Rate 90Hz
Brightness 130
resolutionScale 152%
FOV 95%
Motion Smoothing ENABLED
Fixed Rate 18fps (15fps on ground with FBW 320 - higher with GA analogue)
Prediction 33ms

NB: 152% is a good tradeoff between legibility and computing power needed for motion smoothing on the 2070S. Anything above with motion smoothing requires a very light aircraft or a more powerful video card.

NVidia Settings


  • When on final, you can quickly change the FOV to 50% to get a very legible runway in the distance and crisp cockpit lettering/EFIS.
  • I use no more than 95% FOV even with nearly shorter eye relief settings, I still can’t view beyond on the sides.
  • With the FBW 320 and complex airport, you might have to reduce to 15fps but onces airborne you can restore 18fps.
  • If the aircraft/airport is really too heavy, you can quickly disable motion smoothing and set a fixed rate of 30fps
  • If your hardware permits, you can try SteamVR 300% and this gives you the same legibility as SS152%+FOV50%.
  • The only SS settings worth the legibility differences to me are 126%, 152%, 220%, 300%

Your settings are nearly identical to mine. With my 2070 super. Difference is I’ve got my texture supersampling up to 4 by 4 cuz otherwise I can’t get rid of that blurry Center Line down the runway.

I’ve also not seen any downgrades on the Index with SU5; performance is way up, and I’ve started bumping up my settings as well with a big improvement in visual quality so far.

Note that I reinstalled the entire simulator while tracking down other problems before I even touched VR.

I’ve disabled Tex. SS for now because in previous versions I believed this was one important factor to fps degradations at airports, especially large ones with lots of markings on the ground. This is why I’m using Aniso 16x for now in order to compensate, and except the RWY center line, usually it is still bearable with the Index resolution.

Otherwise after many tests in earlier VR versions, the best setting I’ve found back then (visuals and perf) was Aniso 8x and Tex. SS 4x4. I’ve not really tried it yet with SU5!

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As always @CptLucky8 , your settings make things better. At least a little more bearable for the moment. The blurry ground scenery/textures have been so immersion breaking in VR. My eyes keep telling me “maybe you need sim prescription glasses”! :upside_down_face:
Is it ironic that msfs added the Orbis flying eye hospital to the sim at the same time of the lod/clarity regressions?
WMR, Openxr @100 Repro-off, Reverb G1, 2080Super, i9 9900KS, 32GB.
Update: 0530 utc I just did the Orbis tour and things look even better…hmm :face_with_monocle: :grinning_face_with_smiling_eyes: and the new CYVR update looks much better than earlier today.

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Using this version of the settings it looks quite great for me, except for the motion projection which still produces unacceptable distortions at least around the prop, so I have to turn that off. Frame rate for stuff outside seems not great either way, but I can read many things on the PFD in the Pipistrel Virus. On the MFD most text is still too small to read.

Overall – had a very pleasant sunrise flight from KLAX to KPOC! Looks great, performance is pretty good once I get out of the airport, and was acceptable enough for the takeoff.

Thanks again @CptLucky8 ! :slight_smile:

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ah, le loto. Haven’t heard this one in a loooooong time :slight_smile:

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There are solutions for these!

And of course pre-made for defaults:

10 Propeller Mods for the FS2020 Standard Edition • Flight Simulator 2020

6 Propeller Mods for the FS2020 Premium Deluxe Edition • Flight Simulator 2020


That seems to be an attempt to hack things up to hide the prop? Definitely not something I’d want.

Note that at least previously, motion reprojection also created bad distortions on the wings, edges of hangars, etc. I took off before sunrise so didn’t see much out the window at takeoff so didn’t notice all of those except the prop distortion, but I suspect they’re still there if it’s something inherent to how the motion prediction works.

Motion smoothing on the Index (and the Oculus) is using NVidia Optical Flow on Turing+ GPU (part of VR Works libs), otherwise NVENC/DEC (part of the H264 encoder/decoder) on other GPUs:

This is based on analyzing the differences between 2 images in order to “detect” the direction and speed of the pixels between the two, so that it can interpolates the pixels among N frames in between. If a pixel suddenly changes brightness under a rotating semi transparent blurry blade, the algorithm will most likely think the pixel jumped from say 90deg right position to 0deg up position between the two frames and will therefore wrongly detect the changes.

The “hack” therefore is nothing else than raising the transparency of the rotating blade texture so that it has lees impact on the pixels. I’ve found empirically that changing the opacity of the texture to 64/255 is very effective in practice.

Besides, although it sounds like a “hack” I see this more as a needed change even in 2D: your eyes IRL don’t see the stroboscopic illusion FS2020 is rendering, only a camera is capturing such illusion IRL. In turn, in changing the transparency you not only solve and workaround the limitations of the motion smoothing technology, but you also cure the inaccurate representation (IMHO) of a rotating blade in the game.

Having said this it wouldn’t be hard for the game to do this for you automatically though:

  • Enforce that aircraft modelers tag their rotating blades object as “rotating blades” (which they already do if I’m not mistaken so that the game can choose among a set of more or less blurry textures ‘matching’ the rotation speed)

  • When in VR, automatically change the alpha transparency of the texture like we’re manually doing otherwise.

So this won’t help with the wings, or the edges of hangars, or anything else that’s not transparent?

No this won’t help with the rest, but in practice I find the propeller is the most distracting.

What would help compensating for the wings and the rest, is:

  • Adjust the prediction to match. I find 33ms my all around performer with any aircraft/scene, but you can experiment and find if too high it distorts in one direction and too low in the other direction. Find the right balance for your system.

  • Lobby MSFT/Asobo to also send the depth buffer tot he OXR API so that it can more intelligently differentiate foreground and background. The Oculus API supports the depth buffer but I’m not sure for SteamVR.

Some reference which might be relevant or not:

OpenXR best practices - Mixed Reality | Microsoft Docs


Thanks. I’ll keep motion prediction off for now, as it’s unacceptably distracting to me. :slight_smile:

To each his own! after a while I’m getting used to it and don’t pay much attention to these artifacts, but sometimes I still do!

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Yep, the nice things about preferences is – we all get to set them according to our own. :wink: <3

One thing I do note though – it’s definitely sending the depth buffer for reprojection, because head tracking seems to be smooth at a much higher framerate than anything MSFS puts out. Even when MSFS freezes for a few seconds during loading, I’m able to move my head around and it’s not until I move/rotate a significant portion that it dims the screen and puts up the logo image in front.

If there was no depth buffer sent to SteamVR, this would be impossible.

I’m not sure of this at all, but I didn’t dig enough into this in particular either.

The other problem is that even if there is a depth buffer sent to the OXR API, is the SteamVR OXR Driver using it?

I’m looking at the Optical Flow SDK right now and it has provisions for hints:

NVOFA Programming Guide :: NVIDIA Optical Flow SDK Documentation

Flag to enable external hints:
NVOF API provides clients the flexibility for feeding external flow vectors which will be used as hints by NVOFA while performing the motion search.

Pass good quality flow vectors as hints.
NVOF API provides the option for passing external hints. The external hints are given highest importance while performing the motion search by the hardware. Hence it is recommended to pass good quality flow vectors as hints, and not use the feature in case the hints are not of good quality.

It happens FS2020 is already computing pixel motion vector texture for TAA and this would be a good hint. Should they be able to provide this texture through OXR, and SteamVR uses it to pass along to the Optical Flow lib, this would help a lot. But is there an OXR API for this? Or even an OXR Extension for this? And what about SteamVR?

This can only be solved if Asobo, Valve and NVidia sit around the same table and decide to implement this. Given what they seem to have told about Pimax though… Pimax answered my question😢

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Well this interesting. I am a Quest 2 user but used a lot of your settings and suggestions in the past month from this thread. After lots of experimentation I settled on using the SteamVR runtime instead of the openXR that ships with Oculus.

Few reasons for this choice:

  1. The SteamVR image didn’t look so washed out as the one that Oculus produced.
  2. SteamVR had less microstutters.
  3. I love the World scale option.

Within that choice I had been experimenting a lot with supersampling. Oculus users have this great OTT tool, but Steam can do it also. I tried many combo’s but in the end I settled on OTT doing the framerate lock on 18 Hz with ASW and the supersampling. Just leaving SteamVR on 100%. It just was more fluid that way.

Along came SU5 and as many users I was able to upscale resolution and settings without stutters. But after a few flights it became clear that the image quality had changed. I could not lay my finger on what the difference exactly was but the outside world looked more cartoonish and unsharp.

After reading your settings I tried to use the Steam supersampling again and Lo and behold! the sim looked like it was before SU5. Less washed out, more definition in objects and sharper…

I don’t know how this is possible but the change is visible. Only downside is that I now have some minor microstuttering again.


I’m glad this is helping!

One of the reasons behind 126% and 152% (+ FOV 95%) is that with the Index native panel resolution and lens distortion, it seems to me these are slightly enhancing aliasing compared for example to 125 and 150, compensating a little bit for the blurriness due to motion smoothing and/or FS2020 rendering. It is really subjective though but it seems it is striking a balance to me, enough to make barely legible middle EFIS small letters slightly more legible (but aliased).