Microsoft Flight Simulator 2024's SU6 Beta 1.8.5.0, released July 6, 2026, is one of the more substantial VR-focused updates the sim has seen in a while. Below is a rundown of what's in it, straight from the official release notes.
PSVR2-Specific Optimizations
This patch is explicit about naming PSVR2 as the target: Sony's headset gets an improved graphics pipeline with higher central resolution, better performance, and a lower memory footprint. Night vision rendering was also fixed, and cloud rendering quality has been bumped up specifically for PSVR2.
Universal VR Fixes (All PCVR Headsets)
Smoother controller interactions Releasing the "grab yoke" VR controller interaction now transitions smoothly instead of snapping, which should make hand-flying in VR feel noticeably less jarring.
Reworked default controller bindings Taking over character control and toggling photo mode have been remapped to trigger + grip + top/bottom button combinations, while cockpit interaction sensitivity increase/decrease now lives on grip + top/bottom button. The stated goal is to reduce accidental inputs for systems overly sensitive to hand tracking.
Transition and UI fixes The VR camera no longer shifts position before the fade-out when exiting pause or photo mode, and the missing prompt text for an empty "recenter" binding has been fixed.
Controller deadzone reduction 25% of the outer deadzone has been stripped from VR controller joysticks, which should make subtle stick inputs register more precisely.
Rendering quality improvements Tree LOD transitions are less abrupt, and foveated-region ray-marched shadows have been reworked to eliminate the uncomfortable outlining artifacts that used to appear around objects near the edge of your foveated rendering zone. Quad View resolution scaling issues were also addressed.
Also worth noting, though not VR-exclusive: this patch adds DLSS 4.5 as the default native upscaler with dynamic frame generation synced to in-game vsync, plus simplified FSR4 support. These are general rendering upgrades rather than VR-specific ones, but they'll still affect frame rate on any headset, PC-based or console-based.
Best VR Headset for MSFS 2024
Separate from any single patch, one of the most common questions in the MSFS community is simply: which headset should I actually be flying with? Here's how two of Pimax's current lineup stack up for flight simmers, based on what matters most in the cockpit — resolution and comfort.
Pimax Crystal Super — Best for Cockpit Detail and Instrument Reading
Flight sim is one of the few genres where resolution is directly tied to functionality — if you can't read your gauges, MFDs, or distant traffic, immersion breaks fast. Crystal Super is built around high pixel density for exactly this reason, letting you read instruments and scan complex airport scenery without leaning into the headset.
For pilots who fly detailed glass cockpits or fly long approaches into busy airspace, this is the headset built for that use case.
Pimax Dream Air — Best for Long-Haul Comfort
Flight sim sessions run long, and headset weight becomes the limiting factor before graphics settings do. Dream Air's lightweight, glasses-like form factor is designed to be worn for hours without the neck strain heavier headsets introduce, while still delivering the resolution MSFS needs to look right in VR.
If your typical session is a multi-hour long-haul or a full training flight, comfort ends up mattering more than any single spec.
Which One Should You Choose?
Prioritize instrument clarity and detail → Crystal Super
Prioritize comfort for long sessions → Dream Air

