I don’t believe I have a solve for your question, but related to it, here are a few topics about this you might want to check out to see if you agree with:
Add a command to toggle wearing Sun Glasses (not just in VR by the way).
If you’ve already tried looking to the sun in game through a sun visor in an aircraft, the suggestion is to make this a standard option you can toggle with an event you can bind (keyboard shortcut / hardware etc…).
In using the same rendering principle as the sun visor but in front of the camera eye(s), this would work great, with the game renderer as-is. In turn it is like a follow-the-camera 3D glass material stuck in front of its lens(es) (one per eye in VR)
TL;DR:
The full screen average brightness system used in 2D doesn’t work in VR. The latter requires a spot meter or a center weighted average system instead.
I’d like FS2020 implementing a different metering system for the EyeAdaptation algorithm.
As of now it is overexposing any view from the cockpit where there is some of cockpit in the frame (typically sitting in the A320 Captain seat and looking through the right windows in a sunny day). It looks to me the metering is implemented as an average of the frame luminosity, which is fine in 2D.
However in VR, it requires a spot-metering or a weighted average because more often than not the VR technology is making most users looking at the center and moving the head, instead of moving the eyes.
I’d suggest FS2020 to offering and using the following post-processing and user settings options. Most are missing and mandatory for achieving a better experience with the game.
Tone Mapping Gama slider
Allowing adjusting the game dynamic range because no all headsets have any brightness adjustment nor are restituting the full sRGB spectrum.
Tone Mapping Brightness slider
Allowing adjusting the game white clipping because some headsets panels are not fully sRGB (the Index is clipping whites a little bit more than the Reverb G2 for example) and this shows badly when in VR.
CAS Sharpen Strength slider
Allowing anyone adjusting the strength based not only on personal taste but also based on the render-to-display size ratios. In effect, it may require more or less strength to make this effect not overdone when using certain different size ratios. NB: UserCfg.opt might only supports 0 or 1 but could be supporting 0.5 for example. See References below for more details and source code.
Color Space and Display Devices
Whether it is a monitor, an Oculus headset or any other display device, and whether the extension is present or not, end users would be able to overriding the default in a unified way.