No idea if it’s just me or there have been some changes made. But I was flying over Rome again last night and noticed some improvement in the photogrammetry areas. Previously blown out highlights now had less glare and fine detail was visible, especially the white marble Victor Emmanuel monument on the Capitoline hill overlooking the forum. Previously I had to use the toolkit post processing to lower the highlights, as no details were visible. This was in clear skies in July at midday, where it had previously been washed out.
With more fine tuning of VR graphics settings, combined with DSLS Tweaks on Performance mode, I am now able to get acceptable clarity at 45-48fps low over Rome using “native” 4312 x 5102 on a Pimax Crystal OG at 120Hz in the Magni gyroplane. Oversampled to 4600 x XXXX I get a sharper image, but fps drops to 38- 43 fps.
However, in MS 2020 same scenario, but with Cabri helicopter, I get much sharper imagery and 58-60fps, so for low and slow sticky-beaking over photogrammetry areas, MS2020 is still preferable.
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The oddest thing to me is the variable results. I get terrible VR performance, and ok 2d performance. I often wonder if the people getting great VR performance are just ok with low settings. To me it just does not look good. I could play VR very smoothly in 2020. In 2024 with medium ish settings I hover at 24 FPS, and at times extreme stuttering or slideshow 1-2 FPS.
600MBPS wired internet, Ryzen 5700X3D, 3080. Should be alright!
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Do you by any chance have Dev mode enabled when you get those 1-2 fps? On my rig there appears to be a bug with Dev mode plus frame counter on. Sometimes it causes the CPU render thread to blow out to 30-50ms and my fps tanks. Other times it stutters for a second or so and then comes good.
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This has been my assumption too, and from what I’ve seen, this is the case. They usually are running very low res or are happy with fps <45.
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I’m using the Quest 2 and still the game is unplayable for me in VR. Laggy mouse cursor makes it impossible to fly big airliners (and no it’s not the issue when you go to the 2d menu and return to VR and the cursor won’t interact at all with the cockpit and you have to “re-focus” it with the controller). Most big airliners are unflyable with issues, the quality of VR is more “fuzzy” and lower quality than the one in MS2020 (I have a 4080 special card) and overall graphics rendering is worse. I (try to) fly in High settings so quality is worse than 2020 which in turn runs smooth in Ultra and looks great. When I crank 2024 up to Ultra performance plummets. Lighting is also problematic (at night the cloud light scattering from city lights only render to 1 eye) and if you turn on the 737 max at night you will burn your corneas in VR due to how intense lighting is! I cannot state my disappointment with this game at all levels. I know that asking for refund is quite late now and at some point I would buy it again so I’m just sitting on it until it becomes playable for the type of flying I want. But I learned a very valuable lesson not to buy an Asobo/MS game again on day one but wait for a few months or even years!
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It looks like the Vision Jet, at least in Career Mode, might be “eating” memory for fun, with the memory allocated to the FS2024 .exe file climbing with every minute. This will be the third time it’s happened, and FS2024 eventually crashes to desktop, following a resource exhaustion warning for memory. VD gets closed too.
I think I’ll steer clear of the Vision jet for now, at least for any career mode flights of over an hour.
I suppose it might also happen on other aircraft, but with MSFS apparently trying to tell me something, I think I’m going to listen. 
Doing a VIP flight in it right now. RAM use for the app is reasonably constant at just under 16GB.
Mine started at around 7GB and gradually climbed throughout the flight. It was only 9GB when I’d last looked before the freeze, then CTD, but was still climbing steadily. Maybe it’s supposed to do that, but it certainly shouldn’t be doing the CTD thing. 
Are you using Virtual Desktop?
Maybe I need to try a flight in pancake mode and see if VD and MSFS might be conflicting.
If anyone is using ASW on Quest 3 like me and then wondering why ASW suddenly stops working, you can fix it by changing the reprojection mode setting in FS2024 to ‘Depth’ and then back to ‘Off’. For whatever reason that triggers ASW to start working again and things are back to being smooth.
Mine is using 45 in VR max
It’s excellent you say, but then it’s not.
VR is not without its quirks though, like sometimes the toolbar will not open up, no matter what I do, so I have to exit VR mode to access it. Also, occasionally the VR camera viewpoint is somewhere outside the aircraft, usually at an odd angle, and no amount of re-centering or resetting the camera view will fix it. In those instances, I have to exit the sim completely and start over. I’ve also had a fairly frequent issue with the mouse suddenly not able to interact with anything in the cockpit while in VR, but that can be remedied by just using the motion controller momentarily in the cockpit, then mouse control returns. (I don’t like using motion controls to manipulate instruments and switches.)
I’ve noticed that terrain tesselation and ray traced shadows don’t work in VR, but I don’t know if that’s intentional on Asobo’s part.
Controversial take: Anyone saying they’re getting good VR performance please post your render resolution + DLSS choice + FPS (not headset resolution or recommended render resolution, but actual pixels rendered by the game). If you dont know how, or dont care, sorry to say but you probably aren’t actually getting good performance, you just think you are because you don’t know any better.
Render resolution should be 1.5x (absolute minimum) - 2x (ideal) the resolution of the pixels inside the actual headset, for optimal clarity in your headset. This is a simple fact of every single VR headset on the market. So, if you have a meta quest 3, you should be rendering at around 4000x4400 per eye for top clarity. Forget what is recommended, if you think it’s snake oil - just try it - try upping it and you’ll see how much sharper it can be that you realized.
What I’ve found: rendering at these high resolutions quickly creates a GPU bound situation, even in MSFS 2020. However, I get about 50% more FPS in 2020 because 2024 has terrible graphics performance. I have not seen any single person counter this yet. ‘I get better VR performance’ or ‘2024 looks great in VR’ is not a counter. It is a subjective statement which hinders real improvement because when MS / Asobo see it, they will continue to ignore the real GPU related issues the sim has.
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When it does that, does it stutter like every second? Make the whole thing very choppy. I have had this intermittent bug happening.
I understand you are frustrated but demanding that your experience and your baseline (i.e. 4000px/eye for Q3) is the yardstick for all things VR is highly subjective, to be polite.
I am getting a better experience in VR in V2024 than I did in V2020 (13700,4800,Q3,VD) and I don’t need you or anyone else’s opinion to validate or invalidate the quality of my experience just as you don’t need my positive experience to invalidate your frustrations.
For me, personally, I just need Asobo to fix the stupid bugs (i.e. EFB not clickable in VR) and optimize streaming and I’ll be quite happy with what I’ve got in VR.
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1.5x or 2.0x is pretty crazy. Quest 3 maxes out in the meta app at this:

That’s the native resolution of the headset but that app considers that 1.3x
But using a render resolution benchmark of 1.5x or 2.0x it doesn’t matter if you are using DLSS or another upscaling method. Are you saying you can actually run 1.5x or 2.0x on TAA? That would be pretty nuts.
Just to try out what you were talking about though I did throw it on 1.5x in the Oculus Tray Tool and what I got was a really bad slideshow DLSS (quality), but the slides did look good for sure. If I tried that on 2.0x with TAA I think my computer might die.
What does better experience mean, then? How can others learn from such a post without quantification? My baseline / yardstick isn’t 2x render resolution. My baseline /yardstick is : FPS, Resolution, CPU (since the sim is better for older CPUs). The reason resolution matters is you aren’t getting optimal detail until you go 2x. So, i’m quantifying WHY resolution matters rather than saying just saying it matters.
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I dont know as much about oculus but the idea is the game is outputting 2x whatever the pixels in the headset are. Do you use openXR toolkit or something like it? that will show you the resolution and also let you fix the awful default colors, etc.
In 2020, my ‘slides’ (5500px in varjo aero) look good at 45FPS, solid, locked, in london. It not nuts, its extremely achievable. Its only nuts in that it looks great, and now 2024 is a slideshow, with the same settings. At least you can now see what true quality should be vs what the headset manufacturer or MSFS shoves down your throat as a default 
Best settings are about 2x render scale with DLSS performance, and high clouds. A lot of other stuff doesn’t matter that much. I’m on a 4090.
I get about 1/2 FPS for the same quality in 2024. Thats’ the issue.
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