Clearly they have to have some mechanism of prioritising development, and the feedback snapshot and voting on bugs is it.
At the same time they understand that VR specific threads can not compete for votes with universal threads, so they rely on the community folks to bring any major VR problems to their attention.
Therefore a VR specific problem being brought to their attention has to now be slotted in amidst the naturally prioritised universal stuff.
So they’ve actually made it more difficult for themselves to manage and prioritise BOTH universal and VR issues.
Here you have a situation where a community manager must fight the case to get a VR issue on the list, and then a dev has to fight the case to get the dev time to work on it.
I bet it was exactly this messy setup that led to them creating a dedicated VR team in the first place, then the VR team quickly discovered that without a stupid amount of different headsets and hardware they couldn’t reproduce half bugs being reported.
So the real problem at the root of all this isn’t that only 10-15% of MSFS users are using VR - its that 10-15% of MSFS users are using any single combination of headset, connectivity (could be usb, wireless etc), third party software, settings for resolution, smoothing, then you have it acting differently between Win10 and Win11, AMD and Nvidia and so on and so on.
On top of that you have to realise that each user arrived at his or her specific combination after months (years?) of tweaking and experimenting.
So how the hell can any organisation effectively reproduce, capture or test for any of this? That is the state of PC VR, it’s a big sprawling mess.
It’s a miracle that what we have works as it does right now.