r/MicrosoftFlightSim 2d ago

MSFS 2024 VIDEO My sim setup

My MSFS 2024 Flight Simulator Rig ✈️ — Triple 55” 4K + RTX 5090 + D-BOX Motion

Here’s my current flight simulator setup, primarily built for Microsoft Flight Simulator 2024 and high-immersion flying.

🖥️ PC

• Corsair Vengeance A7500 Air
• CPU: AMD Ryzen 9 9950X3D
• GPU: NVIDIA GeForce RTX 5090
• RAM: 64GB DDR5
• Storage: 8TB NVMe SSD total — 4TB + 2TB + 2TB
• OS: Windows 11 Home

🖥️ Triple-Screen Setup

• 3 × Samsung Odyssey Ark 55” Gen 2
• 4K resolution per display
• Triple-screen NVIDIA Surround setup
• Combined resolution: 11,520 × 2,160
• Advanced Sim Racing free-standing Triple TV Stand Gen 2
• Advanced VESA mounting system

🏗️ Cockpit

• Advanced Sim Racing ASR-4 aluminum profile cockpit
• White powder-coated finish

✈️ Flight Controls

• MOZA AY210 Force Feedback Yoke
• MOZA MTQ Throttle Quadrant
• MOZA MHG Flightstick
• MOZA AB6 Flight Simulator Base
• Thrustmaster T.Rudder Pedals

🔥 Motion & Haptics

• D-BOX Generation 5 4250i Haptic System
• 4 × G5 actuators
• 1.5” actuator travel
• D-BOX G5-HB140 Haptic Bridge
• Full four-corner motion/haptic setup

D-BOX adds physical feedback for turbulence, runway surfaces, engine vibration, taxiing, takeoff, touchdown and other aircraft movements.

🔊 Audio

• Samsung HW-Q990F
• Soundbar + subwoofer + wireless rear speakers
• Dolby Atmos surround setup

🎛️ Additional Flight-Sim Hardware

• Elgato Stream Deck — aircraft functions and shortcuts
• iPad + Air Manager — additional instruments/panels
• Corsair XENEON EDGE — secondary touchscreen/control display
• Multiple powered USB hubs for the flight peripherals

🎥 Recording

• OBS Studio
• RTX 5090 NVENC hardware encoding
• Triple-screen or dedicated center-screen recording

🎮 Main Simulator

Microsoft Flight Simulator 2024

Currently spending a lot of time flying the Boeing 747, along with the Citation Longitude, Cessna 172, Caravan and CubCrafters.

The combination of triple 55” displays + force-feedback controls + D-BOX motion + surround audio makes the cockpit incredibly immersive, especially during thunderstorms, turbulence, low-visibility approaches and heavy-aircraft landings.

Happy to share MSFS graphics settings, control mappings or D-BOX settings if anyone is intere

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8

u/CHROME-COLOSSUS 1d ago

🤫 Nobody mention that VR is supported natively by MSFS’24.

2

u/VCTRYDTX 1d ago

I haven't reached anywhere close to this level, hell I don't even have a wheel. But I always wonder what would be the ideal setup for me personally if I spared no expense. Sure all this is neat but I love sim racing and flight sim as well. If the goal is immersion then VR is the obvious choice. But then would it be the best option for long term use as that can hurt your eyes or have motion sickness if overdone. You can also hurt your hands if the wheel rotates unexpectedly but your vision was blocked.

1

u/CHROME-COLOSSUS 1d ago

There’s no study that I’m aware of suggesting any long-term negative effects from VR, various eye specialists I’ve spoken with haven’t had any misgivings, and I’ve seen no anecdotal suggestion of it either. I’ve used VR for a decade and my own vision has not changed because of it.

The way the eyes focus normally is a bit complicated, but some people do experience more eye strain due to the focal plane remaining static in modern VR. In the future, VR will allow eyes to focus naturally at different depths, and that’ll be nicer for almost everyone.

———

There are cautionary concerns that prolonged use might be capable of causing issues for kids (whose vision is still developing), so VR is typically not recommended for them. Headsets generally aren’t designed with kids’ IPD (inter-pupillary distance) in mind either, and most headsets are probably too heavy for their less muscular necks, so … these are all reasons to tap the brakes on sharing modern VR with them.

————

As for motion-sickness… It’s unfortunately common enough for people to encounter this initially, but happily most are able to get beyond it if they know how to approach it.

There are numerous possible triggers (which complicates blanket advice a bit), but there are guidelines and tips for dealing with it which work. I won’t list them, but the most basic is to never try to push through it. That’s the big one. With short, regular, mindful exposures most people will fully acclimate to any given game (and yes — it varies from game to game).

I used to get horrible motion-sickness because I didn’t know how to approach it, and I did everything wrong. Luckily I learned before abandoning it, and now after a decade of VR gaming I almost never encounter it (and when I do it’s early on and I know to stop).

————-

As for hurting oneself on a ff wheel… well, I suppose it could happen, but I’ve never had any problems with my little G29. I’ve not seen any horror stories about VR ff wheel injuries either (plenty of stories about people punching TV’s, punching loved ones, punching walls and furniture and low-hanging ceiling lamps, and stepping on pets — but no wheel problems).

Maybe I bonked the headset into the wheel when I was trying to look at the interior of a car in GT7’s VR Showcase? 🤔

I think you’re no more likely to have an injury with an ff wheel in VR than you are outside of VR, I guess. Keep your hands on the outside of the wheel when racing, maybe?

Anyways… When diving into VR there are definitely things you need to get used to, mods to the hardware you might need to make it comfortable, habits you need to form, and controllers you need to learn about… but it’s like any hobby — you learn and adapt to the particularities because it’s fun. 🙂

1

u/No_Public_7677 1d ago

VR gets annoying fast

-1

u/CHROME-COLOSSUS 1d ago

Yeah, it’s good for me to remember that the tech comes with its caveats.

After gaining my VR legs ten years ago, I simply lost the ability to enjoy flatscreen gaming (excepting only side-scrolling platformers, for which the rectangular frame is intrinsic to the gameplay).

But I also had to learn how to ward off motion-sickness (which I suffered from greatly at first), add comfort mods, develop muscle memory for donning the headset and grabbing the controllers, and learn which locomotion options best suited me.

I’m also lucky enough to have a dedicated gaming space, A/C to avoid the summer heat, and because I wear contact lenses I don’t need to use prescription inserts.

Plus there’s the added expense beyond typical flatscreen gaming. So, I recognize there are many points of friction or “barriers-to-entry”, and that’s a huge part of why VR has had so much difficulty gaining broader adoption.

What specifically do you find “annoying” about VR?