Edit: actually I’m not sure if this is reducing FOV at all for me, it looks like it’s avoiding the game to render some pixels that are not displayed in my FOV anyways (quest 2 via oculus link, no steamvr)
Edit 2: i can confirm that this is not reducing fov while looking straight for me, if i compare the fov on my oculus with what’s being shown on screen, the 2d screen is rendering a much wider FOV than my oculus when I don’t modify the FOV on the oculus, reducing the FOV makes it so the FOV on the mirror scene matches my oculus scene, but it makes it more likely for reprojection to work smoothly when moving my head quickly
The Bang for the buck guide has a lot of details on how to get more FPS in msfs2020, however, I still couldn’t get consistent 30+ fps on my 2060 max-q g14 laptop. I haven’t read about this trick anywhere so I’m sharing it, maybe it’s VR heresy but it was a game-changer for me.
I ended up reducing the FOV on my oculus quest 2 to 0.7x (Oculus debug tools → FOV - Tangent multiplier), and now I get stable 45+ fps on my laptop at 80% render scaling.
I need to press ctrl tab twice after changing the setting for this to be picked up in the game.
This was a game-changer for me, I can barely tell the 0.7x FOV reduction after a while, and it reduces pixels the GPU has to crunch by half, I think it’s a better tradeoff than decreasing the resolution scaling by 0.7x. Peripheral vision still feels immersive IMHO when you look ahead.
I’m really optimistic about devs being able to figure out some optimizations like aggressive Fixed Foveated Rendering that reduces FOV in the game that could bring VR to folks without gtx1080+.