This is how I’m running my G2. I don’t have SteamXR or anything to do with Steam installed on my system.
I have only MSFS (of course), the Windows Mixed Reality portal, which drives the G2 and is installed as part of the headset setup process, and OpenXR Dev Tools from the Microsoft Store here
OpenXR Dev tools allows tweaking of the settings, I’m using a 50% custom render scale and motion reprojection turned off. Once the settings have been tuned in OpenXR the application can be closed.
Thanks, that is what I thought. New to all this so wanted to confirm I wasn’t missing something. I have been using the XR Dev tools. I am able to get very high graphics settings to run with not too much stutter. Surprisingly, reducing graphics settings doesn’t have too much effect on the stutter. I need to work on the stutter now.
Now that it has been sorted out that you don’t need anything Steam VR for MSFS, there’s still some fun there for your new VR headset.
I installed Steam VR in parallel and it doesn’t hurt. Steam VR has some impressive free apps to try like, e.g., Google Earth or a virtual cinema.
Stutter is one of the main topic around, and even with lot of GPU headroom you still see them, so it’s more probably CPU usage spike that monitoring don’t catch in all case due to granularity (frequence of monitoring I mean). E.g. lowering the instruments refresh rate on the last graphics settings give lot of CPU headroom if you didn’t experimented it yet, but it’s not magical.