PSVR vs FS2020

Over the last two weeks, I have been tweaking my FS2020 setup to work well at near max settings with the Sony Play Station VR (PSVR) and thought I’d share my system spec and settings to show how I have achieved this.

Firstly, my system is reasonably high end, being an i9 10850K, 3080 10GB, 32GB RAM, 1TB SSD and runs FS2020 at Ultra settings at 4K quite nicely.

The PSVR is obviously not native to the PC, so I am using the iVRy driver from Steam and SteamVR to run it. The most important settings for this configuration to run smoothly, with descent FPS and visual clarity are:

  • NVidia driver: 457.30
  • Windows Game Mode: OFF
  • Windows HAGS: OFF
  • iVRy Mode: VRDirect
  • SteamVR Motion Smoothing: OFF
  • SteamVR Scaling for FS2020: 250% (1856x2088)
  • SteamVR Refresh: 120Hz
  • SteamVR Advance SuperSampling: OFF
  • Steam FS2020 Settings: Use Desktop Game Theater while SteamVR is Active - UNCHECKED

You will note the scaling is very high compared to other VR headsets people are using and this is because the PSVR is relatively low res at 1920x1080 total, so this high scaling level is necessary to achieve the clearest image possible when downsampled but still well within the capabilities of the 3080 card so as to only minimally affect performance.

Within FS2020, my VR settings are:

  • TAA: 100%
  • Glass Cockpit Refresh: Medium
  • Everything Else: Max/Ultra

I have been using these specific settings over the last week and have had a very smooth and enjoyable VR experience. Performance obviously depends on where I am, what I am doing and in what aircraft, but overall I am getting around 35 FPS in most places, upwards of 40 FPS in non-urban non-glass cockpit aircraft and down and around 30 FPS with more complex scenery, weather and aircraft. Smoothness I am very happy with, especially looking straight ahead in the cockpit, and there is only minor stuttering watching the ground with head turned full left or right, which is not very often.

The only real drawback of using the PSVR with FS2020 is that the iVRy driver does not currently support the PS4 camera, hence movement tracking does not work so you are limited to using the seated position setting in SteamVR. This means that you can’t lean in to view instruments closer or lean to peer around an aircraft pillar when looking for a runway. Fortunately, the iVRy team is supposedly working in integrating PS4 camera support to provide movement tracking, so this may be resolved in the next few months.

Hopefully this information is of some help to those with a PSVR wanting to give VR a go with FS2020. Suffice to say it is good and immersive enough for me that I will primarily fly in VR from now on!

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Will this work with Microsoft Store version of MSFS? And is the PSVR connected via the USB C port on your GPU?

The iVRy driver method only works with SteamVR, so I believe only the Steam version of FS2020 will work. There is another driver called Trinus, which works with SteamVR (or in my case didn’t when I tried it), but also has a VirtualVR mode that produces a poor man’s version of VR that could work with the MS Store version of FS2020.

The good news is that you don’t have to take my word for it and can try both drivers yourself, as they both have trial versions that stop working after X minutes and is how I worked out that iVRy was the one for me and Trinus was not.

Re connecting the PSVR to your PC physically, both drivers use the same method which is to plug the HDMI input of the PSVR to one of your video card’s HDMI outputs and to connect the PSVR’s USB connector to one of your PC’s USB ports. There are full instructions on the two drivers’ respective websites, the links for which are:

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Thank you mate.

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The sim uses OpenXR, so I believe you can config it to use SteamVR regardless you have bought MSFS from Store or Steam (or disk).

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That’s good to hear and expands the possibility of getting this to work with FS2020 obtained from any source.

When I tried using the beta version of the linux_v1.14 driver on SteamVR, the operation speed became comfortable, but since iPD was not reflected, the appearance of the aircraft and the size of the cockpit seemed to be strange.
(PSVR does not have a physical iPD setting method, it is set on the software side)


The latest version of SteamVR, or the regular beta version, seems to reflect iPD properly.

Conversely, if you are not using linux_v1.14 and have problems with cockpit size, you can change the “Interpupillary Distance” value on the iVRy settings screen to adjust it to the appropriate size.

It seems that other items can also be set on the iVRy side.

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For those of you who do not own a high end computer with a 30XX GPU, the good news is that the relatively low resolution of the PSVR (in comparsion to the reverb G2 for example) will make flying in VR a viable and enjoyable option. In my case, with a Ryzen 7 3700X CPU and a 2060 GPU, I can get a smooth 30 fps (i.e. 90 with reprojection) with a SteamVR scaling at 200% and FS2020 render scaling at 120% (which equates to 1627x1828 pixels /eye). That is the optimal resolution I can get with my hardware after a bit of testing, and it makes it possible to read all the analog cockpit information. Most other settings are set to medium (clouds: high), but I have to stick to aircarfts without a glass cockpit and I stay away from big cities.
I suspect users with a GPU as low as a 1060 should be able to get a playable experience by following these tips and turning the resolution down a bit.
One interesting question @RESETMCPALT: with your 3080 GPU, what is the actual bottleneck in terms of picture detail in VR? Is it the processing power of your GPU or is it the number of pixels displayed by the PSVR? In other words, could you get an even more detailed VR experience by further increasing the scaling (thus reducing your framerate) or is the potential of the PSVR already fully exploited with your current setting?

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I have found that increasing scaling more than 250% gives neglible improvement in sharpness but, once past 280% in particular, makes FS2020 almost entirely GPU bound. It also introduces transient black parts on the far left and right sides as you turn your head in those respective directions and mild stuttering. I found 250% scaling to be the goldilocks setting for my system - excellent sharpness, smooth head movements and negligible stuttering.

I am impressed that you can get your render scaling nearly as high as mine with a 2060 but, as you say, you are running more moderate FS2020 graphics settings than I am and you are staying away from complex graphics scenarios. Nonetheless, what you are achieving gameplay-wise is what I read many here are similarly achieving but with top end graphics cards and newer, higher resolution, VR headsets, so it just goes to show that the old PSVR can be dusted off and used for a great VR experience with FS2020 on more moderate hardware!

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