Hey, you realize that this is nothing “default” in DCS with quad views. The only reason quad views works in DCS is because of intense hacking I performed in 2023 and beyond.
Since beginning of 2023, quad views support on DCS has been a hack that Eagle Dynamics never made any efforts to improve.
The “base support” in DCS suffers from numerous bugs (incorrect lighting and camera position, double-vision cursor), does not support dynamic foveation at all, and in its default fixed foveated rendering provides near-zero performance gains. Many of these issues are worked around via various hacks in my implementation of the Quad-View-Foveated mod.
In 2024, Eagle Dynamics broke some of these workarounds with their 2.9 update, and only after the outrage of users on their forum, they finally fixed one of their bugs that had been long-standing for 18-months.
(I have explained many of the things below on the quad views MSFS2020 thread already, repeating for visibility)
Furthermore, there are no VR platforms beyond Varjo (aka less than 1% of the PCVR presence on the market) that actually offer quad views support in their OpenXR runtime out-of-the-box. All other platforms require modding such as my Quad-View-Foveated API layer, which would not work with MSFS2024 since my API layer doesn’t support DX12. The case of Pimax that you are making is just Pimax bundling my API layer with their software, with all the same limitations that would prevent it from working with MSFS2024.
If Asobo were to implement quad views in the OpenXR way tomorrow, it would only work on Varjo headsets (a vendor who has discontinued their general-population Aero headset and currently only sells $4000 headset). It wouldn’t work on Pimax (the official headset of the game as you pointed out). It wouldn’t work on Oculus Quest (the most widespread headsets on the market).
The recent announcements of OpenXR 1.1 including quad views in the specification are also completely misleading, as quad views remain an optional feature of OpenXR 1.1 (and frankly the only change from 1.0 to 1.1 is just a rename to remove Varjo from the feature name).
In addition to all these limitations, implementing quad views today in MSFS2024 would only reduce performance. This is because MSFS does not implement “stereo instanced rendering” and therefore quad views would double the CPU usage which is already quite high. You would go from GPU-limited to CPU-limited in the blink of an eye.
Folks on this thread are lobbying for the wrong things.
What you need to lobby for instead:
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Oculus (Meta) to support quad views in their OpenXR runtime. Without this, the technology will continue to be largely irrelevant. Unfortunately Meta had shown us in 2024 that they are completely abandoning the PCVR market and in fact sabotaging it with their software, such as the OVRPlugin fiasco.
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Asobo to implement stereo instanced rendering. This is a prerequisite to quad views.
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Given that 1) is never happening because of Meta, the only remaining option for Asobo is to implement a custom compositing solution in their engine (as described on my wiki). I have already discussed this approach with some engineers at Asobo in the past, they are aware of it.
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The catch with 2) and 3) is that the implementation is complex and will require 1 if not 2 engine developers dedicated to it. As far as I understand today, there are 0 engine developers at Asobo working on VR. Asobo needs to fund this effort and to fund VR engine development in general, something they have proven they are not doing since MSFS2020 SU10 back in mid-2022 