@CodeLoran69 It might well be something related indeed. However, the VR display is supposed to be in “Direct Mode” which is the application is using the Video Card in a mode where there is no monitor and pure graphics only, which then send it via HDCP for example. In the case of the Q2 using USB or Wifi it might be a limiting factor though because the headset is not directly connected, but on the other hand, I believe they would have coded their Oculus driver in a way which is using Direct Mode too and they are only intercepting the final render buffer (or something similar in Direct Mode).
What I found puzzling though is that when trying Motion Reproj. with WMR OpenXR and the G2, It seemed quite consistent I got smoother fps in changing the NVidia CPL settings:
from these (2D or VR without reproj):
Low Latency ON | Threaded Optim. ON | Vertical Sync FAST
to these (VR with reproj):
Low Latency OFF | Threaded Optim. OFF | Vertical Sync OFF
My 2070 SUPER VR settings and suggestion (Reverb G2 - WMR)
Every other combination of these 3 settings was not as smooth. I’m attributing this to WMR Reproj. having other requirements with regard to frame timing for it to work and these are helping achieving this.
Having said this, there is still something which makes me wondering: FS2020 is displaying the VR eyes view and this need refreshing and vsync of some sort. I don’t know how much displaying this in a window (borderless or not) is actually having an impact on the VR frame timing. It shouldn’t at all because these are 2 separate rendering paths, but we don’t know either whether FS2020 rendering loop is also 2 separate paths regarding frame/draw sync.