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MSFS 2024 - Is this all we get for VR??

Featured Replies

Seriously?

I thought VR was in for some much needed TLC...


General VR fixes:- Fixed the ratio of panels in VR flight* 

Fixed the appearance of the toolbar when going out of VR flight
* Fixed some 3D UI that were appearing in front of the panels in VR flight
 

Not sure now whether to install SU2 beta?

Anyone tried it?

Then again.. just kept reading as below...

Virtual Reality

  • Fixed an issue causing some attached interations to not block the VR ray in some cases
  • Fixed an issue causing hidden yokes to still affect the VR rays
  • Fixed mission steps not displaying VR controller icons
  • Removed the “VR Compatibility” popup
  • Fixed UI inputs broken after using the certification tree
  • Fixed in game panels position and size not saved in VR
  • Fix invisible in game panels when exiting VR mode
  • Fixed grouped missions on worldmap impossible to select in VR
  • Holding the yoke will now disable its highlight.
  • Fixed no free cam control with VR controllers default profiles
  • Fixed not being able to rotate the player character left/right during preflight with VR controllers default profiles
  • Fixed VR graphic preset LOW not setting rocks, grass and plants to a lower setting
  • Fixed holding and dragging a list should not click on the selected tile
  • Fixed right VR controllers missing default input profiles for some headsets
  • Fixed an issue preventing the Yoke Controller from working after leaving the pause screen
  • Improved the gesture detection for lever & Knobs interactions
  • Fixed an issue preventing the Yoke Controller from working properly in VR for the Skyship
  • Fixed “Ready to fly” button not clickable in VR
  • Fixed in game panels position and size not saved when going to the pause menu
  • Fixed missing scrolling in menus with right joysticks on VR controllers
  • Fixed inverted “IN-FLIGHT UI PANEL - ZOOM AXIS” on VR controllers

 

Edited by vonduck
more added info

i9 13900KF @ 5.5Ghz | MoBo MSI PRO Z690-A WiFi | Corsair Vengeance Black RGB RS 64gb DDR4 3200MHz | MSI GeForce RTX 5090 Vanguard SOC 32GB | MP33 Pro 1TB M.2-2280 NVME SSD for OS | Samsung 870 QVO 2.5" 4TB SSD SATA2 | Samsung 990 PRO 2TB | Corsair RM1000X 2021 1300W 80 Plus Gold PSU | Antec Dark Fleet DF700 Flux Gaming Case | Win 11 home | Samsung 65" 4K TV | G512 Keyboard | Razer Basilisk V2 Mouse | WinCtrl URSA MINOR 32 Throttle Metal / 32 PAC Metal  | WinCtrl Ursa Minor Sidestick |Velocity One Rudder | MiniCockpit FCU and EFIS | WinCtrl MCDU | Stream Deck XL | Tobii Eye Tracker | Pimax Crystal Light |

Doug 

I tried it already and for me most of the annoying issues in VR are solved, like:

  • Different rendering between eyes was fixed
  • The black box in front of you when jumping into VR from the plane is gone
  • Toolbar seems to keep working
  • Performance is much better and smoother

Downside so far:

  • EFB is still not working
  • Sometimes the clickspots still stop working (easy workaround: just activate a VR controller and then move the mouse again)

The very fact they've not fixed two main bugs they said they would speaks volumes, unless they get fixed during this Beta in out I and it's uninstalled (again).

I have far better things to do in life than continuously wait for Asobo to get over their hatred of VR!

Edited by MarcG

Pico Neo3 Link VR - Windows 11 64bit, Gigabyte Z590 Aorus Elite Mobo, i7-10700KF CPU, Gigabyte RX 9070 XT OC 16gb (AMD GPU), 32gig Corsair 3600mhz RAM, SSD x2 + M.2 SSD 1tb x1

Saitek X45 HOTAS - Saitek Pro Rudder Pedals - Logitech Flight Yoke - Homemade 3 Button & 8-directional Joystick Box, SNES Controller (used as a Button Box - Additional USB Numpad (used as a Button Box)

So the Mouse bug is NOT fixed?  I would say I'm surprised....but that'd be lying.

Dynamic Foveated Rendering is now scheduled to be in SU2 (native)! (of course you need a headset that supports it, like Pimax Crystal Super).

But normal foveated rendering is there in the options. And it is applied early in the chain, not late (like it is applied with Pimax Play or OpenXR Toolkit).

I agree with above post by AGuther that fps (and therefore tracking and smoothness) is better in the SU2 BETA right now.

 

Edited by Fielder

5800X3D, RTX4070, 600 Watt, one or two 1440p 32" screens, 64 GB RAM, 4 TB  PCle 3 NVMe, Warthog throttle, VKB NXT EVO stick, Honeycomb Alpha yoke, CH quad, 3 Logitech panels, 2 StreamDecks, Desktop Aviator Trim Panel. Crystal Light VR.

 

I stopped investigating a lighthouse faceplate and base station for my PCL. Because now I don't need better tracking after I changed to SU2.

5800X3D, RTX4070, 600 Watt, one or two 1440p 32" screens, 64 GB RAM, 4 TB  PCle 3 NVMe, Warthog throttle, VKB NXT EVO stick, Honeycomb Alpha yoke, CH quad, 3 Logitech panels, 2 StreamDecks, Desktop Aviator Trim Panel. Crystal Light VR.

 

If only the toolbar wasn't now stuck in the middle of the screen in VR - with seemingly no way to close it.   And EFB still doesn't work in VR.

13 minutes ago, PlumCrazy said:

If only the toolbar wasn't now stuck in the middle of the screen in VR - with seemingly no way to close it.   And EFB still doesn't work in VR.

I have no problem closing mine. Just map it to a button. And I too want the EFB, but foveated rendering easily tops it. I’m confident they’re working on it and it will still be patched in SU2. 

Edited by Gulf76

Anyone else having the problem where the ATC menu is now not displaying properly in VR?  I didn't try disabling Community folder add-ons, so not sure if it is just an incompatibility with one of my add-ons.

Edited by PlumCrazy

Latest SU2 Beta:

Virtual Reality

  • Added the option to move the EFB when it’s undocked in VR
  • Made the EFB interactable in VR when externalized
     

It's still not perfect, but now the aircraft with EFBs built in work properly, the Toolbar one is messy and displays two screens which you can hide one but then the one you can move is massive and the scaling is off (but just about useable)


There's also a new VR setting called "Exposure Compensation EV" which has a slider to control the amount of Exposure, you can see it working in the Menu screens so that's another step in the right direction.

Pico Neo3 Link VR - Windows 11 64bit, Gigabyte Z590 Aorus Elite Mobo, i7-10700KF CPU, Gigabyte RX 9070 XT OC 16gb (AMD GPU), 32gig Corsair 3600mhz RAM, SSD x2 + M.2 SSD 1tb x1

Saitek X45 HOTAS - Saitek Pro Rudder Pedals - Logitech Flight Yoke - Homemade 3 Button & 8-directional Joystick Box, SNES Controller (used as a Button Box - Additional USB Numpad (used as a Button Box)

6 hours ago, MarcG said:

There's also a new VR setting called "Exposure Compensation EV" which has a slider to control the amount of Exposure, you can see it working in the Menu screens so that's another step in the right direction.

That's encouraging.

Ryzen 7 9800x3D @5.2GHz; ASUS X670-P Motherboard; nVidia 4080 (factory o/c); 32G 5600MHz DDR5 SDRAM; Pimax Crystal Light VR Headset; Quest 3 VR Headset

14 hours ago, MarcG said:

Latest SU2 Beta:

Virtual Reality

  • Added the option to move the EFB when it’s undocked in VR
  • Made the EFB interactable in VR when externalized
     

It's still not perfect, but now the aircraft with EFBs built in work properly, the Toolbar one is messy and displays two screens which you can hide one but then the one you can move is massive and the scaling is off (but just about useable)


There's also a new VR setting called "Exposure Compensation EV" which has a slider to control the amount of Exposure, you can see it working in the Menu screens so that's another step in the right direction.

How do you undock the EFB in VR like in the C172. If I click the side button, it completely removes it. I can’t find a click spot to undock. 

Ignore question above. I thought this was something different. I still get two EFB’s when undocked. Thought that was fixed for the aircraft with EFB’s built into the cabin! You get the undocked tablet in tablet form, but still have the second tablet in your windshield. 

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