TnT Quest 2 Settings - Sharp and SMOOOOTH!

Hi absolutely love these settings could i sharpen up at all cockpit clarity for the f15 by doing anything.

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Good guide, Im glad you took the time to report it like this, some good ideas to grab and test.

I also turned ASW OFF recently. The ASW management itself consume CPU and/or GPU obviously and I saw this with my test scene. I had 38fps with ASW ON (requesting ASW ON locked to 45) GPU usage was around 90%. it was stuttering a lot. Same test scene and I reached my 45 with ASW turned OFF, and GPU usage was also around 90% (weird I know). I can reproduce this behavior, tried from yesterday 3 or 4 times with success, just to be sure as results can be really inconstant with this sim. So now I keep it off, less stutter, more fps, until devs optimize as ASW could be a good things, later…

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Yes, totally agreed! ASW is a great technology and given enough computing headroom the results can be amazing. On a good day and when everything works it can really look & feel like 80 or 90 native headset fps. But as you rightly said: it’s eating up free resources, so you need some good 10fps “spare” for it to work. And then it often suddenly comes with aftifacts and jelly-judders. I tried everyting 18fps, 30 fps, but finally gave up and hoping for ASW 2.0 to get enabled in FS… It’s out since April 2020, but needs some limited, active programming by the devs to get enabled in games (transmitting Z-axis pixel data etc.). Let’s hope and stay tuned…

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I’ve done some quick tests and found your settings to be a very good compromise between visuals and performance. And yes, it is smooth and still crisp, even with the lowered resolution. But I’ve found aliasing to be more pronounced now with reduced renderscale, however you mentioned that yourself already. And distant objects (trees and buildings) seem to be more blurry, but that might be just my imagination.

I hate to derail your thread with another alternative settings and perhaps make you question your ‘sweetspot’ findings, but since we have same GPUs I wonder what you would say about the settings I use. If you ever have time to try it, of course.

The settings highlighted in red I’ve found to be important in terms of visibility or performance and I’ve tested them thoroughly. None of it should be surprising, except perhaps the reduced Terrain and Objects LoD. While in 2D, I prefer Terrain LoD at 200 and consider 100 to be minimum, I’ve found that in VR there’s not much immediate visual difference between 70 and 100, while the performance gain is noticeable.


I think you’re right in that the difference between Texture Resolution on High and Ultra is noticeable mainly on aircraft textures. But I believe that, at least with Quest 2, the difference is visible on the enitre cockpit panel. In fact, what made me switch to Ultra was the increased resolution of all the steam gauges and even the GNS panel (I fly Da40 Tdi, dlx ed.).

EDIT: That might not be true actually.

You got me interested in trying! I’ve been documenting how EFIS resolution depends only on the render res, not the post-processing res, and how this forces using TAA100 for best legibility, but it didn’t occur to me texture resolution would change the EFIS rendering resolution (actually I believe I tried but didn’t find any diff). I believe I’ll have to see for myself! If this is true, this will allow changing some of my recommendations in “Balancing Visuals and Performance” chapters of “My VR Settings” topics.

I believe this depends on the headset resolution. In effect, if you’re lowering the rendering resolution (TAA scale) or the post-processing resolution (the resolution of what’s displaying in the headset), there are combinations which are lowering the effective perceived resolution to a point a lower terrain texture resolution (Terrain LOD) is not distinguishable from a slightly higher one. However there are combinations making the best of each pixel (what I’m trying to describe in “Balancing Visuals and Performance” in my topics), and in this case raising the Terrain LOD is making a visual difference even in the Index, let alone in the G2.

PS: about LODs, You might want to read this:
LOD: settings and suggestions
LOD Problems - Distances revisited


Thanks for the links, I am quite amazed by your thorough analysis.

I am curious whether you find any success with the increased Texture Resolution. It’s quite PITA to test, because changing that setting requires game restart.

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Thanks a lot for your review and sharing your findings and settings. Fully agreed on the aliasing being more pronounced at 60% (nice wording btw), it’s also the same reason for trees and buildings looking “different”, even if I wouldn’t call it blurry, just missing an accurate term…

And yes: as it’s just this, then it is the price I’m more than happy and willing to pay for the huge fps gains. Solid world smoothness kills smooth-looking trees imho.

I was just checking your setup and have been at its core as well, also tested in multiple flights: renderscale 100%, full Oculus-app SS, no SS in OTT. I recall well how it looks and how attached I’ve been to 100% renderscale. It’s a good setup, just wouldn’t give me the steady motion/fps smoothness I’ve been looking for.

Terrain LOD is yet another, long story. I would love to run it at 200 in VR as I love mountains and only then they start getting these interesting, real shapes, especially in distance. Unfortunately 200 is quite a performance hit and does work sometimes (e.g. on bush trips), but not in all conditions. And almost any value inbetween 100 and 200 causes LOD polygon pop-up motions which I don’t like. 100 does them only rarely. I didn’t dare going below 100 yet as I thought this would already be a hard compromise, but I’ll try…


One piece of info that I would like to have along with your settings is the render resolution that is printed out while in VR MSFS2020 (plus the res info that is printed out with the FPS printout in Dev mode). I just don’t think I am getting the same result as you are (I get a much reduced clarity in the Q2 and not really smoother). I have a 9700K@4.8Ghz + RTX2070


Hey man, nice work! I just tried your settings to the letter, oh so smooth.

My trouble is that I’m used to flying with:
Oculus - 72hz 1.3 (4704 x 2384)
Tray Tool - 1.6
FS2020 - TAA 80 (sorry folks I said 100 by mistake!)
ASW - off

So your settings seem really burry for me by comparison

I fly a lot around Florida, with all its photogrammetry around Miami and Orlando, plus Keywest Int addon by FS Dream Team. I also fly a lot from EGGD Bristol UK2000 addon, being my childhood home. All these places I’m buttery smooth with the aforementioned settings.

But now London is killing my FPS after this update, and Heathrow is also giving me issues.

So I guess I’m just sharing my thoughts for discussion… this is the trouble with VR, I have seen the beauty of what I could have, and it works so much of the time, but then I get slapped down again whenever I venture close to the big PG areas or hand crafted airports! Darnit…

I’m getting closer to my sweet spot, everyone’s is different with their individual rigs of course…

Oh FYI my spec is:

CPU: AMD Ryzen 7 5800x
GPU: MSI RTX 3070 Gaming X Trio
RAM: 32GB (2x16GB) Corsair 3200 MHz
Storage (OS): 500GB Samsung 970 Evo NVME M.2
Storage (FS2020): Sabrent Q 1TB NVME M.2
MoBo: Asus X570 Tuf Gaming Plus
Cooler: Corsair H100x
PSU: Corsair RM750x
Case: NZXT H510
Monitor: 1080p 60hz HDMI Benq
VR: Quest 2 64GB

Oh, and a seperate thought on the FOV:

I wear glasses, so have the spacer fitted in my Quest 2.

0.8 x 0.8 FOV is perfect for me, I can’t see the edges at all.

The Quest 2’s native FOV is so good, and i see a lot of people narrowing it down in various ratios to gain FPS, which is totally worth it.

BUT, with your settings, I tried both 0.75 x 0.9 and 0.8 x 0.8, and the performance was the same. I enjoy 0.8 better because it’s as good as 1 x 1 for me.

Plus anything less than 0.8 H or V means the black edges are visible and any momentary lag when turning my head is really distracting.

Anyways… enough rambling, hope that’s good food for thought. I wonder if people who don’t wear glasses might find it worth putting the spacer in, just so the FOV can be reduced but you’re getting “goggle vision” edges rather than seeing the edge of the rendered FOV.

You my friend are a wizard!
im serious… ive tried guide after guide , sunk whole days tweaking stuff but nothing comes even remotely close to your suggestions. The image is as crisp as 1.3 in Oculus Software and 100 TAA in the Sim, but it runs soooooo much smoother. Its like voodoo magic, and i cant even express how thankful i am (and yes im still dead serious!) Thanks - you just made it so much more enjoyable for me.

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Thanks for this. I have a G2, so much of your careful numbers related to resolution settings don’t apply. But I did learn something useful anyway. Given your findings, I decided to stray from my self-imposed requirement to keep in-game render scaling at 100%. I felt that it was better to lower the resolution outside the game (as necessary to give FPS and smoothness) and keep it at 100% in the game to have the best cockpit instrument clarity. However, in trying your ideas, I discovered that increasing the resolution in OpenXR (kind of the G2 equivalent of OTT) while reducing it in the game gave BETTER cockpit instrument clarity. By quite a bit, actually, with approximately the same overall resolution (as shown on the slider in the game). The Garmin text was not any better, I don’t think, but the other instruments are much better this way for me. However, interestingly, the FPS dropped for a given resolution when achieving it with a higher setting outside the game and lower setting in the game. But the clarity is worth it, I think.

The other thing I was motivated to try was seeing what resolution I really need in my headset. I finally decided/saw/proved to myself that the G2 is dang good for cockpit clarity (my #1 priority) with “just” it’s native resolution of around 2160x2160. I’ve set my overall resolution at this now by setting OpenXR to 100% and in-game render scaling to 70% instead of the other way around.

I’ve also gotten encouragement from your post to try (again) to run the latest 461.40 drivers with my RTX 3090. We’ll see how it goes this time. I also took your advice on the Nvidia control panel settings. I may try only 1 pre-rendered frame if I experience much stuttering or tearing.

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Ok! Here is the result of my tests with the Index: I see no difference at all. I’m used to HIGH, so I first tried LOW and then ULTRA, and this changes nothing whatsoever to the EFIS screens, and I can’t find any particular difference on the decals either. It might be possible some of the cockpit interior materials and fabrics are showing maybe a few more details but I’m not even sure of this. Either it doesn’t work on my system, or this setting works in tandem with another one I didn’t set like yours, or the Index resolution is lower and in practice it doesn’t show, or maybe it was just placebo, or actually my vision has become so poor I can’t distinguish any difference either. ???

Nevertheless, as far as I remember, this setting was supposed to only affect cockpit textures but more particularly, the cockpit texture overlay effect (this is the effect of recreating bumps and ridges on the plastics and the fabrics). It is not dissimilar in nature to the other setting, Texture Synthesis, except this one if I’m not mistaken is about the “details” on the ground.


I appreciate all your effort and this might work for high end cards and systems, but lower scale -just no. We will have to accept basic settings. Screen tearing/flashes of light and judders will be caused by this. One day MSFS will be as fluid as Aerofly FS 2, no tweaking needed. Really The amount of money people have spent just to get into MSFS 2020 VR is incredible! I would never have thought I would spend over $2500 on a computer simulation! but here we are.

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Thank you so much for the feedback and replying back! I had exactly that WOW-effect after endless combinatioms, finally having found this config. Blown away how smooth it runs and how sharp it still looks, my next thoght was “you gotta share this”! I was just very nervous if it applies and works that well for others. And after a day I see it really does for many, not just here, but also on FB. And I’m just a happy man!
I acknowledge not everyone will embrace the super-sharpened 60% renderscale appearance, but as said I find everything relevant like cockpit and landscape supersharp, I accept how trees and contours look and this resulting smoothness is just unbeaten. Yeehaa! :smiley:

Oh yes, this is indeed a big finding. I’ve also been attached to 100% renderscale for long and under-estimated the powers of super-sampling.
And the advantage is obvious: it takes much longer for a CPU to actually render a full image with all geometry, 3d-positioned, anti-aliased, super-sampled textures, lighting, reflections, etc. than to just scale it up - with an apparently very smart algorhythm. One just have to find the right combination, which gives full speed advantage yet still looks good. I’m glad you’ve found it on the G2 with 70% game-scale and 100% OXR. And pleased my guide could also be of some help for a G2 user!

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I try yesterday your Setup, and its the first time in vr i have 2 Times flight the same result without evertime flight make a new Setup. i am really happy. but i have a Problem. i fly VfR without Landing Prozedure, and i See the Landing lights From the airport to late or have Problems to find that in vr. which Setup Position make the lights on ground from the airports better to See?

Thx for your Hard work i love IT so much

ryzen 3700x
32 GB ram
quest 2

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@CptLucky8 thanks for sharing the texture findings. I did a quick test yesterday and the only difference on ULTRA I noticed were the cockpit surfaces. The textures are very fine and also the bump-maps on plastic covers, fabric and leather are indeed very sharp and nice. I noticed an FPS drop though (2-3 fps) and in the end, I also went back to HIGH. It looks very good as well and I try to preserve my fps buffer/headroom.

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@Rug4Ever thanks a lot for the feedback, I’m very glad it works for you!
I’m a bit puzzled by the airport lights, because I also fly a lot at dusk (love the colors and lights when slowly getting dark), but didn’t notice that visibility problem. In the end I’m afraid this may be linked to the 60% renderscale, which is kind of the magic of my recommended setup. You could carefully try 70% renderscale in-game if it helps on the distanced lights, but please bear in mind the smoothness trade-off for that increase is quite considerable. By increasing renderscale only from 60% to 70% you are actually increasing the number of rendered pixels by 36%. Good luck!