Wmr disable reprojection reddit. You can then disable reprojection from that.


Wmr disable reprojection reddit Place to discuss Windows Mixed Reality platform In the Developer tab, disable (ie. By far the most heinous crime is a warp miss, where the run time fails to deliver a frame to the HMD (either 'real' or reprojected), with the new beta missing 3x more than asynch did and 9x more than always on. yea that's with a 3080 ti and pleeeeenty of head room. Maybe you're talking about motion smoothing? That's not reprojection. 94 the indicator is green but on 522. WMR uses its own built in variety of asynchronous reprojection to smooth out occasional stutters. I can’t really tell what SteamVR’s motion smoothing is vs WMR’s optional reprojection. - Motion reprojection. You get half refresh rate because your GPU can't handle your video quality settings for the game. Thank you! I saw openxr-toolkit updated and reprojection isn't causing crashes anymore, or shouldn't be, which was the other thing holding me back. You also may want to try selecting Steam VR beta and or WMR for Steam betas in the Steam menu on your desktop. Oh i thought you jsut had to shut down WMR for Jun 3, 2020 · WMR config file reprojection I would like to set it up so i can control wmr reprojection in per app settings inside steam vr. lock WMR to 90hz and "high" quality, not ultra (which is supersampling). untick) both Reprojection options (at the botttom) EDIT: Removed the audio setting. Make sure to disable it everywhere that may affect it (steamvr, wmr for steam settings inside steamvr overlay). so use either one or the other. too bad. I’ve been experimenting with WMR vs steamVR and I feel like I see more ‘squiggly lines’ with SteamVR’s reprojection, at least in SkyrimVR which I can run at about 80-90fps most times, vast outdoor spaces knock it down to the 60s and kick in the most reprojection. These settings are still on by default even now when they are no longer needed. A frame time for 45fps is 22ms (Because of possible spikes due to smoke/explosions/other shit, our frame time target should be lower. Most noticible when ur game freezes up a short moment and user rotates the head, if fast enugh users can see the edge if this image. So if you set OpenXR Toolkit Motion Reprojection to Default, it means "use the setting from OpenXR Tools for WMR". awfull wmr disabled, steam per application smoothing enabled => same thing as disabled, stutter and ghost images of buildings trees. Depending on your headset, reprojection settings might be located elsewhere, Oculus has its own app, wmr has a settings file and I'm not sure about vive. Ridiculous actually. 15 and 516. The standard settings in steam VR are completely ignored. Select the Steam icon on the left side of that menu. so enabling a per game settings does not override the smoothing if it's disabled on WMR. Really annoying when playing racing games for example. Unfortunately DCS is one of those games that's quite tough to run, especially in vr, but yeah reducing game settings / resolution or getting better PC hardware would increase your fps and not need reprojection in the first place. untick) 'Enable VR Dashboard' In the Performance tab, disable (ie. If steam is giving you issues, I highly recommend running the experimental motion reprojection if you aren't already. If you're trying to play some super demanding shit with 1. Best option is to disable motion reprojection. He also mentioned that the vive options like reprojection and other tricks vive used do nothing in WMR for steamVR; the control is on a driver level by Microsoft itself. Not certain but I think this will globally disable reprojection even overriding SteamVR settings. Obviously it's better to play always with no reprojection if you have a beefy PC. Again, it's the sudden changes in fps that causes the most issues. Why is there no way to disable Motion Reprojection (not Motion Smoothing!) in order to get an unconstant framerate between 45 fps and 90 fps (for 90 Hz)? Disabling Async did not helped. It seems obvious that motion reprojection rate must be kicking in. They both perform the same in FO4 VR, Payday 2 , VRchat, XP11. If this line is commented out or deleted it's possible to use the SteamVR UI to set the reprojection mode instead. Doesn't matter which game (Half Life: Alyx, No Man's Sky, Skyrim) - they will all run (well!) for a little while, then SteamVR crashes and I'm booted out in to the WMR portal. Oculus calls this "Asynchronous TimeWarp" Ghosting is a consequence of Reprojection/ASW nothing much can be done here. There’s a specific option in there to disable the thumb stick binding that is set by WMR. This might help to avoid confusion in the future. Is it that when WMR is on for you, win+y is always up? If you turn it off once, since it is in manual mode it should not be turning back on and that is how I have it. That wasn't the I meant to highlight. There are occasions that instead of 30fps, motion reprojection instead locks itself to 60fps when set to AUTO. I did the above; I rebound only my right thumbstick as a double click to open steamvr. Select graphics on the right and the SteamVR Per App Setting in the right. 35K subscribers in the WindowsMR community. Going into WMR settings and turning on the Motion Reprojection Indicator on versions 512. Oculus and WMR reprojection are perform identically at 40fps or 45fps (WMR), at least in slow paced simulation games. But in a few games like Skyrim , Oculus ASW has the advantage, it has significantly less ghosting, the WMR reprojection makes Skyrim near unplayable. Steam reprojection settings are completely ignored and unused when using WMR driver, and Microsoft has enabled async by default with no way to turn it off. only motion reprojection can be disabled. But after every couple of songs framerate is locking to 45. See the OpenXR Developer Tools for Windows Mixed Reality in the Developer Settings tab. Reply reply Currently trying to fix F1 23 VR being blurry af and having reprojection while playing on minimum settings (but high res and AA), get under 9ms at 72Hz (so way out of the reprojection zone) but still have some artifacts caused from ASW. There should be an icon at the bottom left of the menu when in steamVR, when you find it turn motion reprojection from auto to disabled, that may lower the framerate a bit, but should get rid of the artifacts. Also, WMR doesn't recognise my index knuckles as a way to cancel out of these (steamVR does recognise knuckles because I have lighthouse tracking linked to the headset for controllers), meaning I need to dig out my stupid useless WMR controllers every time WMR gives me an annoying pop-up I didn't Posted by u/[Deleted Account] - 50 votes and 32 comments OpenXR Toolkit doesn't do anything more than control the same exact Motion Reprojection setting than OpenXR Tools for WMR does. For legacy applications, I'm not sure. I must have done it wrong because when i delete that line steamvr becomes very stuttery. So i am using a Reverb G2 and apps i am using re: Of course Windows Mixed REality OpenXR Tools For Windwos Mixed Reality OpenXR Toolkit Companion Question is, where do we turn on the MR as, there is one in OpenXR Tools, on in the OpenXR Toolkit in game Menu OpenXR's reprojection is massively improved for WMR users if you choose to use the latest preview runtime. Place to discuss Windows Mixed Reality platform Imaging the game rendering the image to a virtual sphere and the reprojection than rendering that virtual sphere into your headset. Old information directly from the SteamVR devs but it hasn't changed since then: In the WMR for SteamVR widget you can select SteamVR motion smoothing or WMR motion vector or disable reprojection at all. 1 port if you have it and make sure nothing else is on the controller/hub turn off usb power saving in the device manager for the usb port your're using. Windows store games may also work this way, but Im not sure. Posted by u/bitapparat - 9 votes and 11 comments So, to "turn off" reprojection, lower the resolution scaling in the Oculus software, or change the FPS to something your hardware can achieve. This can be disabled or enabled by editing the WMR for steamvr file. Doing this allows you to remap your thumbsticks for steamvr games via the controller config. U need not be in beta to use this. if ur talking bout reprojection, then wmr first reprojection is always on and cannot be disabled. I got the G2 to play sims so I haven't really touched the controllers since I got it, so in turn I haven't really accessed in headset steam VR settings and have just been using the settings in the steam vr window on the desktop. There is also an indicator that tells you if it is using reprojection and if so why (GPU or CPU). I tried finding a void app to disable reprojection for but didn't see one. Some games tend to work better than others for example, Skyrim does not work well as there is excessive ghosting/ artifacting and latency, while Fallout 4 vr and Payday 2 work much better. I havent had that specific problem, but wmr reprojection is just not good in general. Something's definitely not right with the new WMR version- 0. Issue 1: If you force MotionVector to ON in WMR settings, it locks the framerate to 30fps instead of 45 even though frametimes are as low as 15ms. Reply reply more replies More replies More replies More replies More replies More replies More replies What if you'd be able to entirely disable WMR internal processing stuff and let any WMR headset be working in SteamVR like any other Vive/Index HMD. Best of luck! New to Windows Mixed Reality and am posting this for other new users. To set your WMR motion smoothing on a per app basis: Select the WMR icon at the bottom of the SteamVR dashboard. So, I think it's better to lower some graphics or ss settings to support 90hz than enable reprojection. Im running a HP Reverb G2 and a STRIX OC 3090. The behaviour you're seeing is in line with reprojection on. Does SuperSampling work through SteamVR like it should or have i just been looking at a placebo? I had initially set up OpenComposite to get the OpenXR (rather than OpenVR via SteamVR) to work with DCS and HP Reverb G2. Reprojection is simple, robust and doesn't produce any obvious artifacts, but it can't deal with motion in the virtual scene or your head moving around. Hope that helps! Pretty sure your issue is reprojection, even though you say it isn't. Thanks in advance! disable any Overclock on system reinstall nvidia drivers rollback nvidia drivers to 1 year ago uninstall and reinstall steamVr and wmr install non beta version is steamVr and wmr format pc fresh install Win10 pro + wmr + steamvr + steam + Automobilista 2 (this issue occur in any game what you can use Reprojection) Reprojection reprojects each frame a 2nd time, so 45fps reprojected is 90 fps. Turn this on and disable reprojection mode. Posted by u/Woulve - 5 votes and 10 comments Tried both Beta and Non-Beta versions of WMR for SteamVR and SteamVR. Sharper than 90% was before. Feb 19, 2021 · 1) WMR keeps giving me pop-ups mid-game. I have a 2880x1440 hmd (Acer ah101 wmr) and a 2070 so reprojection is pretty important for me. Windows Mixed Reality for SteamVR Beta has been updated to build 1. 8). I tried the new wmr motion reproduction, and it is pretty good for a lot of games if you need it. It allows you to set custom render scale, enable/disable reprojection, etc. I'm running steamvr beta, wmr for steamvr beta, and the fast track insider build for windows. Wmr reprojection only helps if you can maintain at least 45fps as far as I know, and then it fills in the other 45fps with artificial frames for 90fps. vrsettings file. Overclocked my GPU, tried AMD FSR, vSync, Steam motion smoothing, motion reprojection in WMR toolkit, thought it could be some vsync or motion problem, etc etc etc Kind Regards. Also, WMR doesn't recognise my index knuckles as a way to cancel out of these (steamVR does recognise knuckles because I have lighthouse tracking linked to the headset for controllers), meaning I need to dig out my stupid useless WMR controllers every time WMR gives me an annoying pop-up I didn't Jun 16, 2023 · Greetings guys! I do have a stupid question regarding Motion Reprojection that i always been confused since i actualy started flying MSFS. which is divided into non-temporal and temporal. ini to set it on / auto / off Get fpsVR on steam, it provides performance stats and very fast access to per app resolution, makes tweaking settings a lot easier. 47 the indicator is blue the only "fix" for this on the newer drivers is to disable GPU Scheduling then I can get 90 fps on the newer drivers while motion smoothing is enabled wmr disabled, steam per application smoothing disabled=> double images stutter on movements of buildings. First and last time I purchase WMR headset. I just upgraded to a 1070 to power my Lenovo Explorer (and I am running a ryzen 1600 clocked at 3. But the actual version of WMR for SteamVR gave me bad performance (half framerates). The headset always does 90fps unless you choose the 60hz mode (which has unbearable flicker for most people). . Generally WMR experience has been a nightmare for me, but now my HP Reverb G2 doesn't even turn on anymore. What asynchronous reprojection technique does WMR use when frame rate drops below 90? Is it like Oculus ATW and Vive acync reprojection, where you can see a ghost image following a moving object, or is it more like Oculus ASW, where you see no ghosts but some artifacts around them? For OpenXR applications, there is a setting to enable/disable reprojection. But now that DCS supports OpenXR natively, I did the following to get the DCS Native OpenXR (or at least I think I did): reprojection disabled (new setting). For example the legacy reprojection option does not have any effect on WMR headsets and the option will be hidden in the future if you are using one. On some AMD cards/drivers it seems currently broken and causes the right eye to flicker. Posted by u/MrSatan2 - 3 votes and 4 comments Which is to say, it can run on most hardware. Details of how to do this can be found here: I only played one game (IL-2 Sturmovik) on my HP Reverb, but I have to disagree: there are clearly visible graphical distortions when WMR motion smoothing (also called: reprojection) is active. (all reprojections disabled, and perfect 90 fps) My main rig probably gets away with it being a much faster cpu and usually won't mess around with the reprojection too much - though incidentally it does have a problem now with wmr going for reprojection even with 9ms frametimes. There's never been an option to outright disable reprojection. make sure you go into steamvr settings and disable it. - Asynchronous Rotation Reprojection. vrsettings file so reprojection is still enabled in the WMR driver. 5 scaling 90 or 120FPS it's just not gonna happen, so you will get reprojection. I recommend you try 60hz mode in the wmr settings and disable reprojection Ur right that only one has a settings. However, it seems to be a little bit buggy. It also introduces a new option called Prefer frame rate over latency to help boost performance in certain situations. The different terminologiea confuse me a little when it comes to motion smoothing vs reprojection here. I have Hades Canyon and and O+. Not sure that works It sounds like reprojection is on. But I use it mostly for sim racing… Of note was the new beta's reprojection resulting in 40x more dropped frames than asynchronous reprojection and 245x more than always-on reprojection. https I play Beat Saber with OpenXR, as the general performance is better than with SteamVR. I have this problem with both my acer wmr and hp g1, also this link reports the same for the hp g2. The problem is I have it disabled, with 'OpenXR tools for WMR'. A common source of feedback we've received is that modifying the settings exposed by the Windows Mixed Reality for SteamVR plugin is painful, involving modifying vrsettings files that might get overwritten by later releases. In SteamVR you can enable/disable or set to auto and in WMR for SteamVR settings you have another option in "Graphics" setting to either select "SteamVR per-app setting", "Auto", "Motion Vector" or "Disabled". 14 votes, 16 comments. That is enabled by default for everything. 90 Hz is the standard refresh rate for VR and that means you need AT LEAST 90 fps to have a smooth game experience, if your computer goes below 90 fps, WMR will enter reprojection mode and halve the game framerate to be able to keep your head movements smooth enough to I remember a Microsoft engineer talked about it on steam WMR boards. Feb 8, 2021 · Hey guys, need some help with figuring out motion reprojection/smoothing with WMR. Caution, there are multiple seettings for this. Aug 19, 2019 · I tried disabling motionvector for NMS, yet steamvr still said reprojection was on, and it was ingame as it had me locked at 45. When I'm using it, I get microstutters and frame drops despite frame times well under whats needed. EDIT: looks like its supported for legacy applications (aka "holographic" applications). But it is very poor comparing to SteamVR settings unfortunately. repro is steams way to handle fps of 45/90, but can´t achieve what their competetors do on Rift and WMR. This build contains the following changes: Introducing Settings. You need to lower them. Not sure if it has any effect, but I did disable all 3 reprojection settings (OpenXR tools for Mixed Reality, WMR settings, SteamVR settings). Well nothing can fix WMR's reprojection being shit, but ideally you don't want it to be activating in the first place, it's more of a worst case scenario kinda deal. Posted by u/Lonnopo - 4 votes and 8 comments Disable WMR environment: [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Dwm] DisableBloomFor6dof =dword with a value of 1. You can then disable reprojection from that. But the super sampling in game is still active though. I think the tracking on the WMR headsets is pretty mediocre honestly. Always on reprojection (the only way to reach highest pixel density/clarity possible), if you like to fly without it, you might want to use much lower resolution than listed below. I have an i7 8700k and still have split second freezes when the reprojection kicks in. 1080ti is running at around 90% and framerate stays at 90 with some dips now and than into the 80s. I notice in rf2 that cars passing aside have their rendering slightly doubled. It was clear that in games resolution goes down etc. The G2 doesn't rely heavily on image warping. 10 votes, 19 comments. I had Lenovo WMR before and it was working better due to lower resolution. Either that's a placebo or you haven't restarted the WMR portal after making the change to the default. Anyway I've never found motion reprojection very good - there's always something weird about it. // Comment out or remove this line to use the SteamVR settings for controlling motion reprojection Try to disable reprojection, it's a bit of a performance hog at the moment. 25 and 526. I have a Samsung Odyssey+ and I love it, great image quality, wonderful colors and most importantly true black. Use usb 3. After i installed WMR for SteamVR onto another drive everything started working, no matter if actual or LKG Version. 60 Hz doesn't do any reprojection even if it's enabled, so that's why your FPS is increased. If you also set Motion Reprojection to Disabled in OpenXR Tools for WMR then it's just disabled, period. Even if things in the game are choppy, your head movement is smooth as butter. 0 does improve on this technique but it has to be supported on a per game basis. To control motion reprojection for WMR headsets you need to install "Windows Mixed Reality for SteamVR". I wouldn't recommend that, because it can cause discomfort if the fps fluctuate a lot. What used to work to disable it was to bring up the screen mirror, then hit Shift+A. Disable motion-smoothing in SteamVR or motion-reprojection in the vrsettings file. The new experimental "always on" reprojection has to be enabled by editing config files through the WMR for steam app. reprojection mode commented out or deleted from the default. personally i prefer disabling motion reprojection and use the default reprojection. It is a major distraction for me, but I am admittedly picky. 5 = 45% gives me a perfectly sharp picture and a framerate that stutters only occasionally. After some googling I found this fix but all it did was disable any AA I had, making everything thats not in hand reach extreamly jagged without fixing the shadow bug. Fortunately with the teleport and snap turn, it was totally fine with WMR reprojection activated, even when my PC was struggling. And yes, for most people 45 reprojection feels better then 60 fps, especially when moving. See my other reply. Is it a simple case of setting the Frame rate option to “Let Windows decide” in the WMR settings. Reprojection artifacts I had when head was sort of stable but in view was some fast moving object. When you are in the Steam Vr menu, on the bottom left hand corner there is a button for wmr settings, go in there and you should find an option for saving gpu memory (cannot remember what the option is called entirely). Try disabling motion reprojection in the WMR settings In the steamvr menu. pics get interpolated by caculating extra frames. It's not possible to disable it via the UI. also if you have major fps drops lately and a Nvidia card, there may be an update causing it. 2. However it should still be possible to force-enable or disable motion smoothing on SteamVR for each game individually. I haven't noticed double images specifically though. 9 * 0. [snip]Did you restart the WMR portal first? You have to restart the WMR portal after making changes to the "default. I'm pretty sure SteamVR's setting just enables the regular WMR reprojection, their own flavor of motion smoothing is only for the Index and old Vive which run natively in SteamVR. disable HPET in your uefi/bios motion reprojection is insanely good at what it does, which basically takes low FPS from a game and gives high FPS to the headset. wmr is not resource intensive but steamvr home is. vrsettings" file in order for them to take effect. You should be able to disable that in the steamvr settings on a per game basis. Oculu's ASW 2. When i disable reprojection no more problem. "driver_Holographic_Experimental" : { // Motion reprojection doubles framerate through motion vector extrapolation // motionvector = force application to always run at half framerate with motion vector reprojection // auto = automatically use motion reprojection when the application can not maintain native framerate //motionReprojectionMode Best option is to disable motion reprojection. You only use WMR's reprojection/motion smoothing. That should pop up your SteamVR settings screen. Do i still need the WMR for SteamVR Beta to enable/disable motion reprojection through the config file? Is there a way to do per-app settings for motion reprojection like in SteamVR settings? Some games i would want to cap all the time others i wouldnt. That's separate settings at the global configuration. Since O+ I had performance issues but not like you have. There are actually 2 types of reprojection in WMR in Steam. Motion smoothing and legacy reprojection should be disabled so that it does not cut your fps in half. If only using TAA, go to WMR Portal>Settings>headset display>Best visual quality. But just to add on, There is another rotational reprojection. Actually, in the WMR graphic settings it still allows you to set reprojection to "SteamVR per-app", which is not possible anymore. Unless something changed recently all streamvr ui reprojection settings are useless for wmr, you need to change . Ideally reprojection ensure a steady 90 fps, even if the frame rate drops below 90. Not in front of it right now but something along the lines of Bypass WMR home. I am talking about not being able anymore to chose which games have reprojection and which ones don't, directly in the per-app graphic settings. How did you disable reprojection? It is very difficult to disable it - there are no options to do so. The indicator is working and showes a strange behavior of the Motion Reprojection function. Not sure exactly where your issue is coming from. I previously had the resolution per eye set to 90% for steam VR home. Thanks for the tip! The problem occurs with or without motion reprojection. It's definitely playable but I'm sure it is WAY better with external sensors, such as on the Index. SteamVR doesn't actually apply any of it's own motion smoothing to WMR, only to native SteamVR headsets. That is no Windows WMR overlays, no Windows WMR notifications, no Windows WMR Windows stuff, just a direct display, 6DOF sensors and controllers. but no crashing at all. I have consistent framerate, I don't see any drops. I agree on #2 - we need to be able to open multiple "Desktops" within WMR as not all applications can be opened seamlessly. I hope this helps This release primarily addresses some quality issues with motion reprojection and some bugs reported by the community. I thing that´s the reason for the bad performance. If this is the case, I would highly suggest the WMR team takes a serious consideration to implementing interleaved reprojection; 45fps with the same frame projected twice makes for a much better experience for many of us, as compared to essentially driving with the equivalent of V-sync off and framerates varying wildly. Fix the CPU and therefore frame time spikes that occur when switching reprojection from off to on and vice versa. Thanks for the prompt reply as far as I can tell it is off by default this is the line in the wmr settings file. I have installed advanced settings for steam… For bypassing WMR home and launch directly into Steam, the setting is in the Windows 11 Settings under Mixed Reality. Bought FO4 VR just a few days ago and right away I noticed the "shadow bug" where a shadow/decal is rendered diferently for each eye. Jun 3, 2020 · I would like to set it up so i can control wmr reprojection in per app settings inside steam vr. From there, you'll see the WMR menu pop up. in general: these options makes you play games at a framerate of 45 fps instead of 90 fps, but giving you the feeling of actually having 90. It has only global settings, not per game settings. For some reason this reprojection is rarely mention, even by the devs I definitely see a difference between it off and on and my WMR reprojection is commented out. I know reprojection in VR is used to make sure HMD positioning never misses the 90fps mark (or whatever the individual HMD target refresh rate is). Turn off steam's reprojection entirely if the option exists. You could and still can disable asynchronous reprojection, and there was an interleaved reprojection option that could be disabled, but interleaved reprojection has since been replaced by motion smoothing which also has an option to disable. Currently I have the Frame rate set at 90 Hz in the WMR settings. I have observed with rtss that for a short burst the cpu load increases almost threefold when reprojection kicks in. Make sure to disable steam home, and double check your super sampling levels. Press the Windows button on your right controller while you're inside the SteamVR house. When I have the WMR for Steam VR reprojection option set to use the per-application setting (default is enabled but not forced), the Steam VR void ALWAYS has reprojection. As you can tell from the title, I have a problem with SteamVR crashing; it's when I set reprojection to 'Auto' from the WMR settings within SteamVR. The only way to control WMR reprojection is through config file. This Revive OpenXR mode is nice because I have worse performance with SteamVR on my Nvidia GPU and this at least helps with Oculus Store games. The reprojection will automatically drop to 1/3, and then 1/4 of the native refresh rate if the game isn't staying above the regular 1/2. The rendered FoV is quite the same as the perceivable FoV. This bug can be improved, but not completely fixed. All of my games follow the reprojection settings though. At the bottom left of that screen you should see a WMR symbol; click on that and select Graphics. Back before the Vive and even the Rift had reprojection solutions like ATW/ASW or Async Repro/Motion smoothing, the devs implemented their own reprojection solution and built it into the game. Any steam reprojection settings are off. You can think of it as your PC rendering a sphere and the reprojection than looking into that sphere with the correct orientation, much like a VR180-3D video. Reprojection is done all the time and can't be disabled. What does that part of the WMR config look like so i can get it to work? WMR Reprojection is less gpu consuming but with unexpected (for me) quality loss. It is impossible to disable async reprojection on WMR. 230. What I do usually is completely disable AA that makes everything blurry and takes out performance, and also set my desktop to 1080p resolution and that works wonders. fam chxxe nqdm gnbd qebav kgygj fiehx nhego ymilrb eog