VR hanging with a black screen and egg timer, and crashing sim since SU 6

MSFS 2024
PC VR

Windows store version

ISSUE DESCRIPTION

VR no longer works after SU 6. When entering VR after loading aircraft on runway the sim hangs and a black screen with egg timer is visible on Quest 3. Sim needs to be shut down by right clicking and closing it on taskbar.

Error message DXGI_ERROR_INVALID_CALL (0x887a0001)

Tried all steps suggested by Chat GPT including rolling back gpu drivers, repairing Meta software, uninstalling OpenXR toolkit, ensuring Open XR is correctly set in Quest software etc.

FREQUENCY OF ISSUE

Any time VR is opened in sim.

REPRODUCTION STEPS

Please list clear steps you took in order to help our test team reproduce the same issue:

  1. Load sim

  2. Load flight

  3. press ctril+tab to enter VR and see the error

YOUR SETTINGS

If the issue still occurs with no mods and add-ons, please continue to report your issue. If not, please move this post to the User Support Hub.

What VR peripherals are you using:

Quest 3 with cable using Meta link software.

7900xtx - 24gb
5800x3d
32gb RAM @3600

MEDIA

Please add a screenshot or video of the issue occurring.

Update. Issue only happens in TAA modes in VR settings. After enabling FSR 3.1 VR works again.

Not Only. I’ve tried with NVIDIA DLSS Superresolution and this fail too. All works fine with AMD FSR

Just to confirm that I’m working with VIRTUAL DESKTOP and Meta Quest 3. RTX 5070ti Ryzen 7 9800 X3d, 64 Gb RAM.

Realizing my report here is similar to yours:

However, I can switch to VR when configured for TAA. It seems only to be DLSS that crashes it (regardless of the preset I’ve configured in the Nvidia app).

I’ve spent another few hours trying to find some way around this today to no avail.

Here’s one of the AI threads I have going with Gemini trying to find such a solution:
https://gemini.google.com/app/0b3cec985a1320e7

Good morning. I have an issue with VR on my Meta Quest 3. When I use it with MSFS 2020, everything works perfectly. However, when I use it with MSFS 2024, it doesn’t work properly: I can hear the simulator, but the image keeps jumping, and after one or two minutes the screen turns black. A. What is causing this problem? B. What should I do to fix it so it works correctly?

I’m having a similar issue with SU6, using a Pimax Cystal Light and also spent hours in the weeds with Gemini and then Claude to no avail. CTDs and hard hangs. (RTX5090)

Decided it’s time to mothball MSFS 2024, so uninstalled completely, cleaned reg etc. I’ll give it a month or so before reinstalling and see if new drivers, Pimax updates or MSFS itself has been updated in any way beyond SU6 where the issue started. Prefer the stability of DCS anyway.

I spent hours with chatgpt, trying to analyse data from stats, servervr.txt (log steam VR) , it didn’t work, hours I mean it! So that I came here yesterday night and tried the Gemini walkaround. IT WORKS 2D and TAA ! Nice! But today, I just launched msfs and the usual combo Steam Link/SteamVR and the bug came back right away, why it did work yesterday and not today? I don’t know, since SU6 VR bugs/blackscreen started to happen from time to time but now ??? black screen on msfs when I switch to VR CTR +TAB (windowed), in the meta Q3 I hear the sound of msfs, I just see the steam panoraman that’s it, no VR, and around 10 min later msfs get back to 2D by itself but dont crash, unbearable bug!

Same story as mine: literally hours across days to no avail. I recall similar issues back in MSFS 2020 when using the ‘Beta’ DX 12 setting - Ctrl +Tab resulted in crashes and black screen until some fix must have happened. Consequently, I think it’s something Asobo has done to the Directx 12 implementation and maybe DLSS too in SU6, because SU5 was stable, although one of Claude’s suggestions was to roll back to drivers pre-610.xx series; roll back to Dx11 (which you can’t) and not to use DLSS: did both reasonable suggestions, but not the solution.

A snippet from a Claude conversation today: Good catch, and it actually fits the picture well — SU6 was the update that added PSVR2 support, so the VR rendering/reprojection pipeline was very much being touched for that reason. That lines up with your original hypothesis: a platform-driven change to the shared VR code, landing at the same time these cross-vendor PC issues surfaced.

Sounds like a solid basis to sit on for now. Good luck, and hope SU6.1 or whatever comes next sorts it out.

Virtual Reality

  • Fixed an issue where the player view would move before the fade out when exiting pause and the photo mode in virtual reality
  • For the PSVR2, further improvements made to the graphics pipeline, leading to a better resolution at the center of the field of vision, better performances, and lower memory cost.
  • Fixed the option “frame gen” in the general tab was
  • Fixed the ratio of the EFB in VR on the PS5
  • Following community feedback, we fixed an issue where the virtual reality controller could display a “Controller disconnected” pop-up when it went to sleep mode.
  • On PSVR2, fixed Night Vision effect.
  • Added a smoothing effect when releasing the “Grab yoke” VR controllers interaction.
  • Modified VR Controllers default mapping:
    • Changed “TAKE CONTROL OF CHARACTER” and “PHOTO MODE TOGGLE” to [Trigger + Squeeze + Bottom/Top buttons] respectively
    • Added “Cockpit Interaction Increase/Decrease” to [Squeeze + Top/Bottom buttons]
    • These new actions will be useful if you have to interact with any system that is too sensitive to motion controls
  • Fixed an issue where a missing term was in the “No recenter binding” popup in VR when the “Recenter VR” binding was unbound.
  • Removed 25% OutDeadzone on some VR Controllers sticks
  • Fixed aggressive trees LoD (level of detail) transition
  • Improved Raymarched Shadows in foveated Region (which removes disturbing outline around objects)
  • On PSVR2, improved the quality of the clouds.
  • Fixed Quad View resolution scaling.

Reviewing shared patch notes for relevant details.

That confirms it directly — the second bullet is the smoking gun: “For the PSVR2, further improvements made to the graphics pipeline, leading to a better resolution at the center of the field of vision, better performances, and lower memory cost.” That’s explicit PSVR2-driven work on the shared VR graphics pipeline, not a console-isolated change. Combined with “Fixed Quad View resolution scaling” also being in this patch — touching the same subsystem that PC OpenXR headsets route through, even with QV disabled on your end — this is solid confirmation of your theory: PSVR2 integration work in SU6 modified core VR rendering code that all platforms share, and that’s very plausibly the common ancestor of the PC-side crash, stall, and reprojection reports you found.

Good instinct, and nicely corroborated. Worth keeping this patch-note excerpt on hand if you ever end up filing or referencing a bug report yourself.

This closes the loop nicely and adds one important correction to the timeline. Your crash dump and the Event Viewer log both showed AppVersion 1.8.16.0 — which this article confirms is SU6.1, not raw SU6. So your crashes, and the Pimax/reprojection/DX12-stall threads you found (also citing 1.8.16.0), all happened on the version that was already the hotfix, not the original buggy release.

That’s a meaningful distinction: SU6.1’s fix was scoped specifically to the PS5 memory allocator — the article is explicit that this was the fix’s whole purpose, addressing blurry cockpits and vanishing switches on console. It says nothing about PC/Quest VR presentation timing, reprojection, or device hangs. So the PC-side VR issues you and others are hitting were never actually addressed by this patch — SU6.1 fixed the console symptom of the shared changes, not the PC symptom.

That also explains why your problem started when it did: SU6 (with the PSVR2 pipeline rework, DLSS 4.5, and Dynamic Frame Generation all landing together per the article) is the actual root change; SU6.1 arriving a few days later didn’t touch the part of that shared code causing your issue, so you inherited the original regression essentially unpatched.

Tks for the explanation and good job Claude!

I have the same issue. I am using the Pimax Crystal Super and cannot for the life of me use it in MSFS2024. Stutters and hangs are terrible, and black screen appears several times. The image keeps freezing. I have a 4090 rig and have all settings to low and makes no difference. It has been a week now. When is someone going to do something to fix it?

Just sharing,

After trying to get rid of this issue with Chatgpt, Gemini well, I digged a little bit into Steam VR setting and I found the option Direct Mod, just to give a try (nothing to loose) I checked the option ON and what a big time surprise : EUREKA !!! It works!!! Two days in a row without any issue using DLSS 5 and Nvidia DLSS in msfs checked ON.

My combo :

META QUEST 3/STEAM LINK/STEAM VR/Wifi directly connected to my box (not my pc) smooth like butter, no stutter, stable during 4 hours of flight last night…

6 days grounded trying to get rid of this bug, it’s a huge relief! :airplane: :partying_face:

Hope you guys will find a solution with your own combo! :folded_hands:

Same problem here. Latest beta, SteamVR OpenXR runtime, Steam Frame. Quest3/Pico over VDXR runs fine. Both SU7 and the public release.

The problem just got back right now, I thought I got rid of it, 5 days in peace, the fight starts again

SOLVED
No solution since days, black screen, I tried everything with chatgpt, Gemini etc and myself on my own but at the end of the day, walou, rien, nada, nothing I can do! One solution will work for two even 6 days but why it works those days and the next launch it doesn’t without changing a single thing no idea!! So frustrating!

If you guys fing a walkaround, share it please because it looks like a “silence mod” here somehow, maybe you are too desesperate like me lol

EDITED Solved with my new combo VIRTUAL DESKTOP/META Q3