The image inside my quest 3 often seems sort of blurry/pixelated, esp in areas with many details - but only for the left eye! I noticed this by chance, the right eye image looks perfect. This does not happen to the photos shown during loading the next flight. Different ASW settings in oculus debug tool don’t change anything.
The VR set is connected via USB cable with sufficient bandwidth, MSFS and PC are up-to-date. The ‘cloned’ image on the monitor is absolutely OK.
Does anybody have an idea how to fix this?
Maybe check your nvidia control panel 3d global settings (if you have an nvidia gpu, always useful to include your pc specs). Make sure you don’r have vsync enabled. This can cause issues with VR. I suggest you start off with everything default except power = prefer max performance.
If you have similar problems with other games/sims you probably should contact Meta support and start a ticket. Always possible your Q3 is faulty. Good luck mate and cheers.
Hello, this is a problem that I also encountered. I have an i7-13700k, RTX4070Ti.
My headset is a PICO4 with VirtualDesktop connected via ethernet to usb3.
I have this problem when using DX12 with OpenXR Toolkit and DLSS.
I switched back to DX11 and used TAA and disabled OpenXR Toolkit.
My Nvidia Driver is 556.12 in default mode on settings. Today I no longer have a problem.
If it helps you, look into getting a DX11 and TAA, for me it’s the only configuration that allows me perfect sharpness
Thanx for the replies so far. Yes, I have an NVidia 4070, forgot to write that before ![]()
I did some testing, and the result is that the ‘left eye problem’ seems to be related to DLSS (with TAA everything is OK). DX version (and possibly Vsync) don’t seem to be important here.
Who to blame for this… NVidia, Asobo, Meta?
Another small problem, maybe related somehow:
Every now and then I encounter very light (but annoying) flickering esp in the upper part of clear blue sky. This is still present even after my new settings. Any clues?
no idea, maybe some settings need to be adjusted (Nvidia drivers, MSFS settings…) also in VirtualDesktop (if you use it…) like VDXR for runtime and HEVC 10-bit or AV1 10-bit for the Quest3 for the Codec.
Afterwards I remain convinced that Asobo has not optimized MSFS for the use of VR, I think they will do it on MSFS2024, but that is only my opinion…