
- Flight simulator rig Patch#
- Flight simulator rig Pc#
- Flight simulator rig series#
- Flight simulator rig tv#
After that, just make peace with allowing as few shadow-related toggles as possible. Your best path to higher average frame rates in VR comes from lowering the resolution within MSFS's VR graphics menus.
Flight simulator rig series#
I'm hopeful that fixing this is a matter of small patches for either Xbox Game Studios or AMD, especially since I had expected AMD to win this particular battle (since Xbox Series X/S consoles leverage AMD's RDNA 2 GPU architecture already). I also tested a few VR flights with AMD's RX 6800XT in the same rig and was surprised to see that GPU struggling more to reach comparable frame rates. (Though in certain settings, particularly in the Seattle gallery above, MSFS can still look mighty fine in VR, thanks to how well many of its weather systems run.) Unless you own a supercomputer from the future, you're in VR for increased visibility and general comfort, not photo-realistic visuals.
Flight simulator rig Pc#
Between that issue and lower-resolution elements like textures and water reflections, your brain won't necessarily be tricked into believing that you're in a real-life flight, even if you surround your VR rig with realistic and satisfying PC control systems. That's because an aggressive level-of-detail slider keeps the demanding game running at a smooth rate. I'm not sure how much those pauses had to do with the game's servers being pounded by new console owners, but the hitches were certainly annoying-though I'll take those kinds of pauses over the constant stutters in the VR and PC versions of old.Īlso, be warned: Geometric detail still weirdly morphs as you approach it in VR. I found that dense cities were more likely to trigger mild drops in frame rate than massive stretches of nature, while all scenarios were still subject to occasional, bizarre pauses lasting as long as 10 seconds. And a few required that I fly through valleys with intense terrain and strong weather systems to match. Others are boring, desolate stretches of flat land. Now, with CPU-based stutter dramatically reduced, I can safely say that PC-VR enthusiasts no longer need the most expensive rig imaginable to see what MSFS's VR mode might feel like.Īs in my tests of the console version, I spun up cherry-picked locales I'm familiar with to conduct my VR tests. If that means you'd like to run this game on slower hardware or crank up various settings to reach a maximum frame rate of 72 fps or even 60 fps, then more power to you. You may very well be fine with a slower refresh within the confines of a slow-moving virtual airplane, especially since MSFS revolves around the intentional, careful piloting of realistic planes, as opposed to whiplash-inducing dogfights. That improvement is the secret sauce to enduring lower frame rates in VR.
Flight simulator rig Patch#
The patch targets the game's CPU-based performance and delivers far more stable frame rates, whether on a standard monitor or spread across a pair of VR headset lenses. This comes in the wake of a giant patch that was released alongside the new Xbox Series X/S version of the game. I now recommend that everyone with a performant gaming PC and a VR headset do whatever they can to test MSFS's VR mode.

The only stutters should come from the air up there

That pledge kicked off months later with serious turbulence, and after my earliest tests, I warned interested fans to prepare their stomachs for a bumpy ride. Since July 2020, the teams responsible for Microsoft Flight Simulator have been pledging to deliver a truly playable VR version of the game.
Flight simulator rig tv#
Your average 16:9 TV or monitor is fine for most video games, but flight simulators are all about the spatial awareness of sitting in a cockpit, peeking at a massive console of virtualized buttons and screens, and having your midair view framed by a plane's windshields and windows.Ī wider monitor is better for that simulation, while a freakin' virtual reality headset opens up the virtual skies-but at the cost of VR's high processing demands. Anyone who has played a flight simulator knows that screen real estate is critical.
