Jetliner Cockpit Textures in VR

  • One of the reasons I love AeroFly FS4 is the sharpness and stability of the jetliner cockpits. it's relatively easy to read the screens, unlike MSFS 2020 and MSFS 2024, where the cockpits (standard A320 as an example) were fuzzy and jittery with head motion. The only solution was to run TAA instead of DLSS, which slowed down the frame rates but gave passable legibility, although nothing like AeroFly.

    I pored over all the blogs, and even enlisted various AIs (Grok seems to be the best for this purpose) to get the settings that would make the cockpit screens and controls sharper, to no avail. I had just about given up, when I decided to download the free A320 from flybywire.com into MSFS 2020. Imagine my surprise when I got into my Quest 3 headset and was greeted with cockpit displays that were crystal clear and sharp, with the settings unchanged,

    Asking Grok about this prompted the opinion that cockpit clarity is highly dependent on the resolution of cockpit textures when the plane is modelled. I'm wondering if that's part of the reason AeroFly is so sharp in VR, and whether even better results can be obtained by upping the resolution on the textures when modelling the cockpit.

    Any thoughts would be appreciated...

  • The screen texture is created dynamically and isn't part of the 3D model textures as such. For best readability we render the view at higher resolution than what the VR headset can actually display and only convert to the final resolution at the very end (downsample). Competition products sometimes render the image at half resolution for performance reasons and then use AI upsampling and dynamic frame interpolation to receive the final resolution at the desired frame rate. This can result in a blurry image compared to rendering natively at high speed at high resolution.

    Regards,

    Jan