Quest 2 Quality

I am using the Quest 2, BUT here is the catch:

I am using my compute (which is in Madrid) from the island of Tenerife through Teamviewer to launch and interact with the game and through my quest 2 to see the game by using Virtual Desktop.

Thus I am loosing a lot of quality on the way (bitrate must be terrible) but the quality is quite good inside the cockpit, the scenery outside is mediocre since the bitrate makes it blurry when I move, but otherwise I am really happy with the results!

Could anyone do a video “through the lense” like this guy did?

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The render of the textures in the headset is not that fine, if I watch the preview on my screen, the game looks pretty, but not through the lenses

Try to go through this topic as it helped me, also on a Quest 2:


30 fps? How can you play at that low of a FPS on a 90hz HMD?

That is extremely bad for VR, and bad for your eyes.

Oculus and Sony wouldn’t ever allow a game to release with a frame rate that low on their stores because it would cause severe motion sickness.

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Only 30 FPS ? So does this mean that your system will struggle with more complex AC even though you have an RTX 3080? Might I ask what CPU you have?

I don’t have VR so I am asking purely out of interest since now we have it for FS2020 it could be on my list of future purchases but i’m left wondering what sort of system will be needed to sim with more demanding AC :slightly_smiling_face:

I agree with you if you’re playing HLA and want to avoid a Head Crab jumping on you, or if you want to break a blue box with a light saber with the beat of a tune…

However, what matters the most is not fps but angular velocity of the pixels: if you look forward flying an airplane mostly looking horizontally, the pixels passing by and moving in view are slowly moving only (even if flying 300kts). But if you look side ways they are passing by fast because you’re looking at the pixel in a perpendicular direction.

For these reasons what matters most in Flight Simulation VR is not much fps but smoothness, which is best experienced when you get a regular xx fps value with no spikes. And in this case because the simulator is CPU bound most of the times, it is easier to keep 30fps stable in pushing some of the settings adequately, which is also one of the aspects of fine tuning the settings like I’m explaining in “My VR Settings”!

Of course if you’re doing aerobatics… forget about 30 fps…

Here is a more detailed explanation why 30 fps stable is better than 40 fps varying (and why you rather set Gauge Refresh Rate HIGH in VR).


I fully agree with the above


I recorded it today. The flicker depends on the Oculus Quest 2 refresh rate on this 90hz video.

Oculus screen refresh rate - 90 Hz
Steam VR SS-150%
The resolution of the Oculus Link-3616x1840

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What are your in-game graphic settings ?

Tip from this topic, added me today about 7 frames and a very smooth flight experience with ASW-off.

P.S. Today I ran the simulator through Oculus, rendering resolution x1. 7, 90hz . On the recording in the video, the SIM was launched via SteamVR

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I followed your settings and this VSync parameter, and it’s definitely going smoother than before, thanks for the tip !

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Using the oculus debug tool performance meter, I’m getting 30 Hz refresh rate which is unplayable. I’ve tried all sorts of settings in both Nvidia, MFS2020 and oculus and it still won’t achieve the 90 Hz required. My PC meets the requirements and have no other issues playing at 90 Hz from the most demanding Rift games. Using the MFS2020 performance meter it shows an in game performance of 30 FPS, that would be playable if the refresh rate ran at 90 HZ. In the menu in VR it shows 90 HZ, but as soon as the flight loads up it just drops to 30 HZ or less or more, but no where near the required for VR.

If you’re referring to the performance overlay, the plot on the left is the app frame rate, not your headset’s refresh rate. The plot does say Hz, but all the unit Hertz means is “cycles per second.” It might technically be more correct to label it fps on that plot but they mean the same thing in this context.

The real problem you’re having is that you aren’t able to get an app frame rate better than 30fps, which is then being interpolated by ASW up to 90fps (for the 90Hz refresh of your HMD screens). This means you already have way too little performance headroom to run smoothly, because it won’t automatically step down to 30fps until the GPU is choking and probably at 99% utilization. Start by lowering the settings of Link (the render resolution and the refresh rate) in the Oculus PC software, and set supersampling to 0. Also dial back the render resolution in MSFS, too. Only once you’ve found a starting point where your system can keep up, can you start adding other stuff into the mix to see if it kills performance. Lastly, if you’re using Quest with Link, open up the Nvidia control panel, go to the per-app settings, find MSFS, and change the Vertical Sync setting to ‘fast’. If you don’t do that, even after dialing back your settings you will still have a persistent stutter that will not go away.

I’ve tried capturing what I do get with the G2 which you might find interesting:

Smooth A320 low level flight over photogrammetry - Through the lens video with the G2 (9700K + 2070S)

PS: it is 30fps footage and it is smooth.

Super sampling is already 0, and after dialling the resolution down to the minimum and 72 Hz, and dialling all the setting in MSF down to low and the lowest unplayable pixilated image, I’m still only getting 40 HZ and performance headroom showing 20%.
Without the requires 72 + Hz App frame rate, it is unplayable.
My PC is a Intel Core i5 9400F Six-Core CPU, NVIDIA RTX 2060 6GB GPU, 16GB 3000MHz DDR4, and can play the most demanding rift games very well at 90 Hz and with super sampling.
MFS2020 is using steam, maybe I should play via steam VR rather than just using the oculus software. But that would make performance worse.

That sounds correct to me. Just to clarify, the way that performance headroom plot works is that as long as the value is between 0% and 100%, you should, in theory, be able to run at the full refresh rate of your HMD. If it’s between -100% and 0%, you should be able to run at half framerate and interpolate up to the full frame rate with ASW without any stuttering.

That’s how it should work, and how it does in most VR apps that are well optimized (no huge CPU spikes, etc.). But there is some kind of frame timing bug in MSFS, as well as X-Plane, which causes frame rates to never quite hit their mark nor stay stable when they should be locked to a certain value (this bug is specific to the Oculus runtime). In the meantime, to overcome that, you need to set that V-Sync option in the Nvidia control panel that I mentioned. It’s a band-aid fix that causes the frame timing to mostly work as it’s meant to, and will allow ASW to lock the value as long as you have headroom, and if you have positive headroom you should see it go up to the full 72Hz.

Does this apply to those using the app from the MS store?

Hello guys,
Why are using steamvr with an oculus headset? Any benefits over the standard oculus openxr?

My performance drops to 30 Hz while using MS Flight Sim, but it stays at 90Hz when I am using Google Earth.