New to MSFS2024 help with VR please

I am just trying to switch over from 2020 to 2024 post SU4, and I am really struggling with VR.

Whenever I am on the ground it is like a slide show. As soon as I’m airborne it is amazingly smooth until I am a few feet above the runway again and then it returns to slide show mode.

I have tweeked all the settings, but nothing seems to be helping.

I’m running a G2 with a 9950X3D and a 4090

Thanks for any advice

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My advice is that you are going to get advice from others to search the forum for threads that discuss VR troubleshooting. There are many.

It would help to know which VR headset you are using. Maybe search for that particular headset. I’ve seen that different headsets require very different approaches to optimization.

I wish I could help you further, but I’m a 2D guy (for now) since I don’t (quite) have the hardware to support a trouble-free VR experience. It sounds like you do.

Easy way to know if it’s just settings, select Low End Preset and fly. If it works, it’s a settings issue. Slowly increase settings one at a time until you achieve the results you desire. You have a beastly system, but don’t think you can just turn on Ultra Preset and profit. I have the 9950x with a 4080S, and I run Medium’ish settings.

I had a G2 Omnicept way back, but I don’t know how things work with the Oasis driver. Also, I don’t know if you are running OpenXR Toolkit, but you can disable that until you sort out this issue.

Stutters are a well known issue and most pronounced in VR indeed. Performance is way better in 2020 atm but hope devs will continue to improve the performance in VR in MSFS 2024 into next year.

Hi @LCYCowboy ,

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Turn off “displacement mapping”. That will save you a lot of FPS in VR.

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Can you post your settings? I see your system specs an headset in your first post. There is no reason why you are getting very poor performance, might be worth putting your settings up and letting the whole of us pick through them?

These were my December of 2024 settings. I have upped them significantly over the year especially in the past few days do to SU4 being released.
My system specs

7800X3d, Asrock x870 based motherboard, 64gigs of DDR5 6000mhz memory, stored on a 2tb m.2 SSD. RTX4080, Running through a Quest 3 and Virtual Desktop, Eero Pro wifi mesh system with a mix of Wifi 5 and 6e nodes. Not the fastest system, but not a slouch. Could be a good starting point for your settings?

My render scaling is also now at 130, not 100 anymore. Much crisper visuals with only a few fps drop.

I think I found the issue. I emptied my community folder and then added in one bit at a time. It seemed to be a combination of FSHud and AIG.

I had one quick flight after and it is all a lot better. Still doesn’t perform as well as 2020, but I will keep tweeking.

Thanks for all the help

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If you want good performance or better said acceptable performance in VR, you need a headset with eye tracking facility to take advantage of the native in game DFR implementation. G2 has not got that feature unfortunately. You can try to lower your settings, particularly LOD for better results. Upgrading you GF to a 5090 will also help with better frames and general smoothness.

The most important (GPU-related) setting in 2024 is resolution, and GPU horsepower is usually the limiting factor. Turn down resolution and/or switch to DLSS performance to see if things improve (with low preset or lower in game). If they do, work your way back up to see if you can get an acceptable balance of fps and visuals.

If not, additional investigation is probably needed. I’d start by looking at the frame times in DevMode.

Eye tracking makes a big difference with DFR enabled. I set my mask at 25%.

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For me, even with a 9800x3d/rtx5090/64Gb 6000 ram msfs2020/2024 is still mainly cpu limited. Might be different if we had better multi-thread optimization.

As far as DFR goes I don’t see any improvements with my Quest Pro (with eye/face tracking enabled). Actually worse stuttering, with higher latentcy. Probably a non-DisplayPort thing I guess.

If you don`t see a difference with DFR, you probably badly set. I am running resolutions up to and beyond 6000 x with my Varjo Aero on a 13900/ 5090 Asus gpu, 45fps locked with occasional stutter now and again.

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MSFS2024 Foveated Rendering offloads a lot from the GPU and puts some additional relatively small load on the CPU. If you are CPU-limited, enabling Foveated Rendering may make your FPS worse.

There are many guides explaining which MSFS settings impact CPU, you may lower them. If you are not yet running DLSS you may also consider switching to it.

Your PC seems to be a monster, with relatively low-res headset like Quest Pro and reasonable set of MSFS settings you should easily achieve 35-45 FPS (if your headset runs at 90 Hz, 45 FPS will give you 1/2 refresh rate, no benefits of going above).

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Ya, I use 80Hz refresh rate with meta-link app res slider full right, then use forced 45 with asw = off. This gives me a nice smooth stutter-free 40fps. I also use dlss/balanced with overrides and preset K.

I think that the main reason I don’t get any benefits with DFR is that unlike DisplayPort connections, Link, Air Link, and VD end up adding a lot more latentcy. I believe the VD developer (Godin) has already mentioned this a few times. In contrast he says that DFE (encoding) can work well but even this does add some latency, albeit a lot less. Right now only SteamLink has DFE and while it does seem to work ok, I don’t like using it because it’s wireless-only and only uses Steam apps (meta apps with Revive, but often a bit hit/miss). I believe VD is working on introducing DFE in the near future. Cheers.

Sounds like you might be running comparatively low res and/or really high LODs?

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Both my Q3 and QPro at ~headset native res (~2K). Tlod/Olod moderate for my PC specs; 130/180 with msfs2020 (DX12), 150/150 with msfs2024.

I think that most mid-high end users will find that they are cpu limited. You overall cpu usage may seem low but if you drill down with cpu monitor apps you’ll find that at least one cpu thread is often hitting near its max.

There are some good 2020 guides that help show which parameters effect cpu/gpu usage. Here’s one that also includes a link to 2024;

FS2020 Graphics Settings and Performance Guide (SU12 Update) (7/26/2023) - Community Content Hangar / Community Guides - Microsoft Flight Simulator Forums

It’s all relative, but yes I find Q3 and especially Pro to count as low res in 2025/2026.
Some CPU graph spiking isn’t really that relevant imo. I watch frame times in fpsVR, and as long as CPU time is below GPU time, it’s GPU limited, which is nearly always.

I have a very different setup to you though, BSB2 at 75fps. So the high fps amount is also straining the GPU (5090) a lot, even at 3560x3560 and with DLSS Performance, which is effectively also very low res.

But if I were running 45fps, as I have done for most of the last few years, res would be much higher, at just below where it gets GPU limited (which is what you want as that causes fewer stutters than hitting the CPU limit).

I think it’s pretty difficult to be CPU-limited at 45fps with a good CPU, unless you max out the LODs.

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Are we just pasting LLM output now without even marking it as such? Come on now.

In any case, what you posted primarily applies for 2D where there are usually much higher FPS and much lower GPU load. This is not usually the case for VR.

Have some LLM summary too, this time actually talking about VR:

" In Microsoft Flight Simulator 2024 (MSFS 2024), performance in VR is typically GPU-bottlenecked during active flight. ..

Unlike the previous version (MSFS 2020), which was notorious for being limited by a single “Main Thread” on the CPU, the 2024 engine features much better multi-core utilization. This shift pushes more of the heavy lifting to the GPU, especially given the extreme resolution demands of VR headsets like the Quest 3, Pimax Crystal, or Reverb G2.

  • Multi-threading: The new engine distributes tasks across more CPU cores. While MSFS 2020 would often show 100% usage on one core and idle on others, MSFS 2024 spreads the load, making it less likely for your CPU to “choke” the GPU.
  • GPU-Centric: Many users report that they are now truly GPU-limited. This is actually considered “good” because it means you can improve performance by simply lowering graphics settings (like Volumetric Clouds or Resolution), whereas a CPU bottleneck is harder to fix without hardware upgrades.
    "

And this also echoes most user exeriences I’ve read about on the forums (specifically IN VR), as well as my own.

If you’re CPU-bottlenecked you should probably supersample more.

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Ya, I guess we’ll just have to agree to disagree mate. While 2024 does have a bit better multi-thread opt, it’s still far from optimized imho. With my 9800x3d/rtx5090 when I increase settings, including super sampling, to the point where I get some stuttering, then drill down to my CPU usage, there’s always at least one core/thread that is close to max’d out. I’ve actually never seen anything close to 100% gpu usage (or even close to 100% Vram usage).

In any case, as long as we’ve both found settings that give nice smooth stutter-free results (40fps in my case) that’s the main thing. Cheers.