Hi VR enthusiasts and MS/Asobo team!
I think its important to point out that MSFS at this point is not natively supporting VR headsets with wide FOV (such as Pimax). Which is quite concerning.
The current workaround to run MSFS properly with Pimax VR headsets is to enable Parallel Projection (in PiTool settings) which does make the sim render correctly with wide FOV. But using Parallel Projection reduces the performance by up to 20-30%, because of the higher resolution that needs to be rendered, which Parallel Projection requires.
While running MSFS without Parallel Projection enabled, does render the 3D image and wide FOV correctly, but the issue remains that objects and textures in peripheral view (outside of 110 FOV area) gets invisible and pops in/out while you look around.
Some objects are visible in the peripheral view, while others aren’t. This creates a weird effect of textures, gauges and some 3D objects to pop in when they gets inside the 110FOV area only, and pops out while outside of the area.
This issue is well known as “frustum culling” and most developers are nowadays adapting to wide FOV (which is now becoming a standard in VR) by fixing this problem in their VR games and sims, simply by removing the use of frustum culling in the game/sim engine. Developers of well known simulators like DCS, Elite Dangerous, RFactor2 among others have already solved this.
Now, I would like to raise the voice in here, on the official MSFS forums, and hopefully make the Asobo developers aware of this frustum culling issue, as I feel its something that needs to be solved in MSFS VR.
Personally I’m quite surprised that this haven’t been addressed already during the closed Beta phase, as I know the Beta program included a whole bunch of Pimax headset owners being early Beta testers.
By getting this minor issue fixed, MSFS would proudly support all high-end wide FOV headsets such as Pimax 8KX and 8K Plus, the XTAL 8K as well as StarVR. Meanwhile, it would improve the VR performance by up to 30% when wide FOV is used.
And being an active VR enthusiast myself, I know there are thousands and thousands of VR Flight Simulator enthusiasts out there, with wide FOV VR headsets, that are eagerly waiting for native wide FOV support in MSFS VR. I hope many of you in here agree with me on this.
We would all highly appreciate if Asobo could solve this in an upcoming hot fix.
From Pimax in this link: Support for Wide FOV VR headsets (removing Frustum Culling issue)