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No
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Cleaned up the Community folder
Brief description of the issue:
The VR screen view flickers between two screens (frame buffers ?). One is a blue ground with some light objects in the lower half. The upper half of the screen shows the sky with some clouds. The other screen is the normal cockpit view. The flicker frequency is about 1 Hz. The frequency increases with any change of the view direction. The frequency can be decreased a bit by lowering the TAA rendering resolution to the minimum values. The bug appeared with the installation of world update 11 (Canada). Other simulation in VR mode, for instance DCS World, works perfect with the current
base configuration in PiTool and SteamVR. It even worked perfect with FS2020 before the Canada update was installed.
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I have exactly the same issue since WU11 Canada as well However i have more than 2 screens it flicks to. When I have my Reverb G2 on and look to the left I am transported to the outside of the cockpit looking back at the aircraft I am flying. When I llok back to the front I am back in the cockpit. If I look down I am tranported to looking at the top of the aircraft about 10 metres above the cockpit. It would be good to find a solution as It is not enjoyable to fly like this
Hi,
Yes, the symptoms you described, are exactly the same. I develop simulation software since mor than 30 years and have an assumption of the reason. A well-known technology is the off-screen preparation of sceneries, which need not to be changed for every frame. These are objects, far away at the horizon and other static objects. These are prepared once in a buffer and held in memory as long as no view change was observed. For each new frame, the buffers are copied to the foreground buffer. As soon as all prepared background buffers are merged in the foreground buffer, the foreground buffer is swapped into the screen. This works perfect as long as the frame rate does not drop below a certain time interval. If the framerate is below, the buffers are not complete rendered and the foreground buffer misses some of the background buffers. The unfinished foreground buffer is swapped into the screen. It seems, that the software does not evaluate any flags, which signal the completion of the render process. Instead, the buffers are swapped after a fixed time interval. What we see as flicker, is in my case, for one frame the background buffer for rendering the clouds. The other buffers, responsible for near moving objects, have no chance to be copied to the foreground. Since we have multiprocessor computers, it is even a good idea to give the rendering of the different buffers to different threads. But this needs a well-thought-out synchronization of the threads. Threads are working independently with its own time period. If they are not synchronized, the result could be the bug we observe. Under the line, the flicker is an unfinished framebuffer. Other simulation software, for example DCS (Digital Combat Simulation) works perfect with the driver configuration. Therefore, the bug is not assumed to be in the FS2020 configuration, which was intensively tested out by me. It must be deep in the FS2020 software. There is another thread in the FS2020 forum, where a lot of people describe the same symptoms without a straight solution. I would wish, that Asobo would at least answer in any way on our message. Simply to know “We are working on it” or “We have no solution because the bug cannot be seen in any configuration”. I think, this forum thread is made for this.
With the latest update, she sunshine is back in my tiny world. The screen flicker has gone and the simulation runs smooth as expected. As a notice beside, I even changed over from three connected monitors (3 x 1980 x 1200) to one wide screen monitor (3980 x 1080). May be , that this has an impact in the VR behavior too. Its up to Asobo to use this information. Another bug came up a couple of days ago. MSFS crashed during startup when the company logos were shown. This is fixed with the latest update too.
Thanks
TOWSIM