I might miss it but you seemed not mention about paying with the PPDPO setting? To me it’s a game changer!
I have Oculus Rift S with i7-3770 & 1660 Super. My test showed that I MUST set “pixels per display pixel override” (PPDPO) to 2 (in Oculus Debug Tool) to get clear image in VR, no matter how I set my TAA render scale (in game) or SS (customer render scale in Open XR Developer Tools). Setting PPDPO to the default 0 or 1-1.25 (someone said it’s recommended for NVidia 1xxx cards) would make my VR scenery very blurry, unstable, and colored unreal. And digital instruments were impossible to read. However once it’s set at 2, outside image was sharp & great even when I set TAA render scale as the minimum 30, and by increasing the same setting to 40, I could read EFIS digits without focusing.
If I felt FPS was bad (I didn’t check it in VR because I found the moment I put on the headset the FPS shown would drop significantly but I could not see it in flying), I would lower the two “details” scale in MSFS to 75% or so, or lower SS to 70%. I hardly noticed any outside scenery quality drop, because it’s still quite sharp.
I disabled ASW and motion reproduction because they only caused problems. Without them the stuttering or occasional distortion seemed to be caused by low FPS or so, which I could always address by lowering TAA (at 30 I had to focus read instruments) and SS rendering.