Wmr motion smoothing. SteamVR has a motion projection option which was disabled earlier in the beta (maybe also in the final release, but not sure). MR will keep things smooth but at the expense of some warping/ghosting particularly on edges of wings/cockpit frames. Doing so will also let WMR toggle on motion reporjection when the FPS dips to a certain point, so I don't know if this will be a dealbreaker for you. Unfortunately I'm gonna be honest: after using ASW 2. They look a bit like video compression artifacts, actually, which I found really interesting. I run the game with revive pretty ok on a GTX 1070 and i5 6600K at 100% resolution with Motion Smoothing enabled. You know, I've tried going through the SteamVR per application motion smoothing in the past Motion Smoothing – Your headset will most likely have a refresh rate of 90Hz, 80Hz or 120Hz etc. 15 and 516. (Motion smoothing is the same thing from Valve for Motion Smoothing kicks in automatically when SteamVR detects than an application is dropping frames. Motion Smoothing is not working in DCS anymore, it used to work perfectly fine with my 1080ti, but with my new RX 6900XT motion smoothing doesn't work, its a stutters whenever there is the slightest frame drop, instead of just locking to half the refresh rate of the HMD, I also use a pimax 8kX in 90hz mode. And Steam's reprojection does not work with WMR hmds. 19. When enabled it might make a nicer aura around the With the release of motion smoothing today for Steam VR. Press the home button on your remote. With SteamVR (and Oculus, by the way), they are everywhere. Mostly the only artifact we get is geometry bending (like straight line becoming zigzaggy if you're turning too fast) at extreme turns. Stick drift still remains, and you'll need to switch to "Teleportation mode" in order Motion smoothing also creates some weird thing with dancing solid lines. Motion smoothing, WMR's reprojection, VIve's Motion compensation which are all meant to Motion smoothing can help make games look sharper and smoother but it comes at a cost. . In addition to depth data, also the motion vector data is taken into account to improve the experience. IMO this tech is actually a good reason to st Also I have not tried steam vr motion smoothing, as its exclusive to the vive and index, but I've heard it increases latency and introduces ghosting, at (60fps rendered )120hz its somewhat useable for Skyrim vr, but its no where near Oculus or WMR ASW. I am using it comfortably on a 2080Ti/i9900k/HP Reverb G2. I guess this is due to the SteamVR's modification introduced as : "Improved throttling logic when motion smoothing is enabled. I whish there would be a way to eliminating My suspicion is that SteamVR might have been misconfigured for WMR (because I used the Oculus Quest beforehand) when I first tried to use it with this WMR headset (in particular, it might have used 100% render scale), and then the configuration got corrected (to the default 150% render for WMR) when I restarted my PC. 94 with motion smoothing I’ll join many others here and add that I find the experience smoother directly via WMR/OXR rather than SteamVR with the G2. I’m relatively tolerant - I can play Alyx or other free-moving VR games for hours. "Auto" does a fairly good job. Is it a simple case o Motion Smoothing UI for WMR whilst you took away legacy reprojection you also took away Motion Smoothing, can we have it back please < > Showing 1-3 of 3 comments . Clearly a UI-only issue since you can still set the options in steamvr. my vr: oculus quest 2 virtual At GDC 2019 today Pimax released two new software features aimed at making its headsets easier to run. Input lag. PART 1 BIG NEWS!! The OPENXR Developer Tool has just been updated and now allows for much better motion projection. 0 still suffers from artifacts and little visual glitches, especially when moving your Yes, it is called "motion smoothing" (let's call it reprojection to make it simple) and can be enabled through SteamVR/WMR. We really need some motion smoothing on the mixed reality portal desktop mirror view, as all the games from windows store (e. There doesn’t appear to be a workaround pushing those extra pixels to get the motion smoothing in SteamVR to eliminate the ghosting you get from skipping frames - I was pretty proud of myself to be able to get the Index to work flawlessly by adjusting the frame rate to 80hz and using the motion smoothing but my Rig just doesn’t have the Windows Mixed Reality motion controllers offer precise and responsive movement tracking in your field of view through the immersive headset sensors. Here's what you need to do so it is operational: So after not using WMR and SteamVR for months after upgrading my PC with a Geforce 3060ti im now getting constant crashing after a few minutes of play when using SteamVR. Always a trade off unfortunately, the only solution with the G2 is Today we are introducing a new feature in SteamVR called Motion Smoothing. Turn it off on everything. However it also seems to me the 'double layer' of SteamVR + WMR is not offering the same level of We appreciate your feedback on wanting to disable the motion smoothing feature on your Roku TV. So for those not using motion smoothing I might consider implementing this in the official release. ). Once I disabled the motion smoothing, the performance and stability skyrocketed. Sie ist unglaublich flüssig und fühlt sich an, war überraschend smooth. So it should just drop to 45hz if 90 can't be Windows Mixed Reality for SteamVR has an experimental motion reprojection feature to make 90 FPS reprojection more smooth. Is it still better to use the WMR variant and to disable the steam version. Go to Microsoft Store. I've had "Motion Smoothing" on in the SteamVR menu thinking it had nothing to 5- I also find the recent WMR motion smoothing is working better than when I initially started this topic. how do I disable motion smoothing?i couldn't find this option in setting. i5 4670 @3. 5 WMR - again fairly straight forward. Turn on Developer Mode and check you FPS - be sure it’s stays at 30. Consider it a compromise of smooth play and visual acuity – your mileage may vary. Eventually 75/75 is not too bad for motion smoothing but you loose a little on right so specs out of the way. In this case 30fps feels like 90 - you should easily tell the difference (OXR50/MSFS 100%) 2236x2192 Yes, it should feel smooth no matter if you are on the ground or doing dynamic turns up in the sky. what kind of performance gap they can make up for. But if you do fixed frame rate 24FPS motion smoothed to 144HZ, it looks absurdly better, and in some cases depending on the plane its almost Nvidia frame generation does not work in VR. I mean everything feels as smooth as with 90 fps but I see the ghosting effects very often! That can not be the solution the programmer of this Happy Holidays everyone! SteamVR and WMR have recently introduced something called "Motion Smoothing". hi there, The most recent SteamVR beta I have a 2080 Super with a Samsung Odyssey+ HMD and sitting in the Steam VR Home and using fpsvr I see a locked 90 fps on versions 512. Nevertheless, today I’ve tried pushing my 2070S OC (never really done it before): +147Mhz core / +497Mhz mem. After a while I decided I give "smooth turning" a go. AFAIK, the Motion Smoothing for WMR in SteamVR does not work unless you edit the settings file to edit the motionReprojectionMode value. When it first appeared I thought something was wrong with my headset. If Motion Smoothing – Your headset will most likely have a refresh rate of 90Hz, 80Hz or 120Hz etc. mechsicko; Dec 21, 2020 #622 Andrew_WOT said: I do not believe this is accurate in respect to WMR motion reprojection. Start simple (Zlin, Cessna 152 steam gauge),easy location, lower your resolution, set low/medium settings and check your FPS. Now with this SteamVR 1. In the WMR app from within SteamVR set the smoothing method to Auto. WINDOWS GAMEMODE= OFF VARIABLE REFRESH RATE= OFF. If you are playing a relatively slow paced game then input lag doesn't really matter, so turning on image features (and off game mode) may well result in a much prettier picture with little to no practical downside. I mean everything feels as smooth as with 90 fps but I see the ghosting effects very often! The detail is exactly what I wrote here, there’s nothing more complicated to know about how to set the FPS in the NVidia control panel so it works with the motion reprojection setting in WMR/OpenXR Developer. I set my SteamVR Home to 200% SS, which forces motion smoothing on immediately for me (1070) in the driftwood environment. Im thinking of buying a Valve Index on Monday, but I have heard bad things about the smoothing when the frame rate halves. #3. You can also check the box for viewing GPU timing in headset under developer settings. Voice Command to launch SteamVR from WMR portal? upvotes OXR API is supporting sending the depth buffer to help with this, but I don’t know wether the WMR motion smoothing is using any of it. x beta for weeks and in short it is giving same motion smoothing visual quality as WMR now, sometimes even Couple days later I already played 7 hours nonstop, my feet hurt like hell, but no motion sickness. 1 week later, zero effects with smooth turning. Motion smoothing can help make games look sharper and smoother but it comes at a cost. Mind the performance hit at higher refresh rate however. So I came to the understanding that there is a default. Certainly not really smooth. You can do that on individual games in the "video" menu when you bring up SteamVR. Motion reprojection creates frames to achieve a “fake” 90 FPS . x beta for weeks and in short it is giving same motion smoothing visual quality as WMR now, sometimes even better, because it is also supporting up to 6:1 motion smoothing frames (not just reprojection). Can the two be used together? Share Add a Comment. 1 Like. 7 the game is stuttering terribly. Essentially if your machine is struggling to meet the specified refresh rate reprojection kicks in. It works reasonably well. Q&A. There is no other alternative or secondary option. TVs apply Motion Smoothing by interpolating between two existing frames to create a new in-between With the latest public beta (0. I just ordered Reverb and im totally new with WMR. The only d rawback is slight loss of sharpness and reprojection artifacts (propeller, wings edges etc) but it’s not a big issue imo. One inplementation of motion smoothing is better than the other, and I am noticing negligible performance difference between the two. Disabled: The default option that disables Motion smoothing completely. It’s good to know that there are fixes incoming for the 50 scaling bug, at least. If Vertical synchronization is disabled, Motion smoothing is disabled automatically. this is a bug with v105 (preview) only when you enable motion smoothing (auto or always) and you’re using SS50 or SS55. On Oculus and WMR based headsets it isn't the same. Note that WMR’s motion reprojection is also turned on by this same setting for now. Motion vector disabled. The state of the art in robotic path planning and navigation is now concentrated on creating algorithms that let robots navigate I have a 1070 and 6600 k. WMR setting is "Windows Mixed Reality for SteamVR" widget. I enabled wmr motion smoothing now i got rid of shutter. Close the app and start Riven. OpenXR Toolkit helps controlling WMR MR, but is not necessary for it (you can also use OpenXR for Wndows Mixed Reality). You will experience much smoother flying with this latest update, even at lower framerates using the developer tool. Low shadows, no antialiasing, no character ilumination, god rays removed, no anisotropic, object detail and particles to minimun I have The motion reprojection settings in both OpenXR Tools for WMR and OpenXR Toolkit are only applicable to WMR devices, not Pico. WMR motion smoothing does still produce the occasional wobble - however at one point it was a complete juddering mess for me, which I resolved by reinstalling the sim from scratch - much to my amazement and bewilderment. On Samsung TVs, these are known as Auto Motion Plus or Picture Clarity. For example, on WMR, the motion reprojection will not engage automatically anymore, but it can be forced via the Lock motion reprojection option. Yellow means motion smoothing is active. How it works If you have a flatscreen TV, you may be familiar with the term Motion Smoothing. Turning off Reprojection (Motion Smoothing) fixed it completely. Sep 11, 2023 @ 7:10pm Additional information: I've just tested with HLA, and the only setting which shows less juddering is "ENABLE" and "AUTO". Salamand3r-Nov 3, 2018 @ 7:27pm Originally posted by NekOz: Originally posted by I hope that fancy motion smoothing thing they made gets to the WMR headsets. Head tracking should be smooth now. " - Valve’s Alex Vlachos. It seems to me the SteamVR motion smoothing is not superior to the WMR motion smoothing in general. NB: The same settings for WMR - G2 without motion smoothing equally apply well with SteamVR - Index as well (see discussions) Reverb G2 - WMR: WMR uses Motion Vector Reprojection. Current Situation: Our Roku engineering team is currently aware that the ability to disable motion smoothing might be unavailable on some Roku TVs. carm9151 January 11, 2022, 9:28pm 189. the image For me, the big difference was realizing the 6900 XT hated motion smoothing. Like ASW, it cuts the application’s usual 90 FPS framerate Set the resolution to max 100% and the motion smoothing to “always”. 0). Upvote 0. Some people will find it “unplayable”. Press the Star button on your Roku TV remote during playback to open the Options menu. That means that if Pimax isn't already using valve's async reprojection, it's up to them to modify their drivers, not Valve. Install OpenXR Tools for Windows Mixed Reality. " and when using SteamVR, WMR OXR is set as the OXR runtime within SteamVR. 22 FPS, Motion smoothing kicking in (“blue box”) 50% of the time, probably this setting is not worth the FPS penalty of motion smoothing TAA75%, OXR75%, Motion smoothing on - ca. USE GLOBAL SETTING – Follow the top-level setting (Default) Enabled seems to mean AUTO; Disabled – OFF; Force Always-On – ON; Enable WMR Motion Reprojection – Option 2. Using a WMR headset with Advanced Settings set to "Show" the motion smoothing dropdown selector is missing from the UI - unlike Legacy Reprojection Mode this is still a useful option for WMR. It was implemented several months ago. ( tested with this off and fps all over the place up to 45fps, with on then locked to 30fps=smooth flying). Hi Captain! I have tried to set SteamVR as OpenXR runtime and force motion smoothing but it does not kick in, even when I reach 30 fps (it is very stuttery and choppy, MUCH worse than 30 fps with WMR. Now able to run 18-24ms frametimes with the g2 running at 60hz (I don't notice the flicker now), wmr motion smoothing is always on and pegged to 30fps but it's buttery smooth and clarity is more than acceptable given the weakness of the gpu. So it should just drop to 45hz if 90 can't be Motion smoothing features eliminate ghosting and blurring that occurs from fast moving images. Motion Smoothing UI for WMR whilst you took away legacy reprojection you also took away Motion Smoothing, can we have it back please < > Showing 1-3 of 3 comments . This doesn't happen on steamvr games on it's mirror window tough, so it's just the wmr portal that has this issue. From the SteamVR page that's dedicated to the Motion Smoothing setting: "Motion Smoothing is not enabled when using Oculus Rift or Windows Mixed Reality headsets with SteamVR, because their underlying display drivers use different techniques when applications miss framerate. Openxr tools. Select system settings. Below is a video with an illustration of the problem. I can run VR games pretty Well except Fallout. Das besondere ist die 30 FPS-Stufe. One of them, disabling HAGS seems to be important. I use a Valve index. vrsettings. Best. Hisense (Motion Smoothing) 1. I find it “barely playable”. The quest 2 uses steam VR and is way more stable in cockpit view. 5 in nvcp). 2. Got rid of the rift S for the reverbs resolution but wish I kept it to play around with more. I played around with the value a bit, and it controls a kind of “predictive motion smoothing” that was introduced into WMR recently, and which has been driving me nuts ever since it appeared, haha. Previously, throttling and prediction were locked together when motion smoothing Hi @User9876,. Motion smoothing is different than motion reprojection I think. This can be installed via the Microsoft Store. If you were using motion reprojection, your framerate would be locked to an integer divider of your refresh rate, for example with a 90 Hz device, you would be getting 45 FPS or 30 FPS. Vive Pro 2 same as reverb g2 in terms of motion smoothing stutter Valve index no issues. Select the WMR symbol in the SteamVR settings menu. How to use Motion Smoothing with WMR and SteamVR [GERMAN] Tips Share Sort by: Best. HTC may go the route of WMR at some point, giving the controls over to SteamVR, but the way motion smoothing behaves will always be in the hands of HTC sadly If you are using a WMR headset make sure that you haven't disabled motion smoothing in the WMR for SteamVR app: Usually accessible either in VR or via <path-to-steam-installation-folder>\common\MixedRealityVRDriver\bin\win64\OpenVRSettingsUX. 1. The features work for both the 5K+ and 8K Now able to run 18-24ms frametimes with the g2 running at 60hz (I don't notice the flicker now), wmr motion smoothing is always on and pegged to 30fps but it's buttery smooth and clarity is more than acceptable given the weakness of the gpu. Some of them might have different names for it. I again used it many times, with enough time to recover. Yes it is better than whatever turd native SteamVR devices use, but the team at Oculus seems to know some sort of black-magic fuckery that 1. Enable use "Preview Runtime). We understand the frustration this may cause, and we sincerely apologize for any inconvenience. This means motion smoothing will be able to project pixels based on their distance, which is what WMR motion smoothing is doing and why WMR implementation is visually better (if not also faster). Two weeks ago I started having the exact same issue on a GTX1070 and Acer WMR. However I personally find it gives an artificial look as well, pretty much like the Sports Mode on the TV with a movie. Reply reply The_Bru • steamvr dev made sure motion smoothing does not affect wmr and rift. Enable smooth motion in SteamVR for Valve Index and HTC Vive; Lower VR resolution and refresh rate; How to use the Oculus framerate tray tool; (WMR) headset, such as a Samsung Odyssey, be sure El motion smoothing y las tecnologías de suavizado de imagen generan efectos indeseados en las películas que vemos en nuestros televisores. WMR’s motion smoothing was more competitive with Steam’s motion smoothing The G2 ran SteamVR natively instead of WMR Not software, but Valve could just refresh the Index with a higher-res panel There’s plenty more to talk about in comparing the Index experience vs G2 experience, but this post is already wall-of-text enough. WMR motion smoothing needs some work to stop the stuttering when frames go below 45! In the end I went back to Windows 10 and will wait till Win 11 is mature. May 20, 2021 @ 6:17am any thoughts on this??? #1. Set "Motion Reprojection Type" to "Enhanced (WMR for SteamVR). NB: The same settings for WMR - G2 without motion smoothing equally apply well with SteamVR - Index as well (see discussions) Reverb G2 - WMR: Leave motion smoothing OFF in SteamVR Smoothing/motion vector is DISABLED by default in WMR? Turn smoothing/motion vector ON in WMR settings if I can't hit 90fps? Also, last questionit seems my fps in Elite Dangerous is locked to Hey guys, need some help with figuring out motion reprojection/smoothing with WMR. it works by limiting to 45 fps and then apply motion smooth to make it Yeah, SteamVR's motion smoothing only works with actual SteamVR headsets. Any suggestions on removing the visual artifacts that occur in the ) but the problem is that this tweak is also causing WMR motion smoothing to loose its tracks sometimes. However, having used motion controllers for other systems in the past, I think that when this technology moves closer to mainstream adoption, there is little, in terms of control schemes, that is more organic than motion Well, motion smoothing has been a hot topic recently within the realm of movies and TV, specifically with how the former appears on the latter. You see, most movies and shows are filmed somewhere The WMR (un reg-edited) loads three extra virtual desktops behind the scenes and I think that's what's been causing the problem. 1001+), we've added an experimental option to make 90 FPS reprojection smoother when running SteamVR with Windows Mixed Reality. All of them are just an on/off situation. Motion Smoothing: Disabled Custom Res Mulitplier: 140% Field of view: 100% Override world scale: Off Legacy Repro Mode: Off Throttling Behavior: Fixed Lock App framerate : 45FPS Additional prediction: 0. Problem is steam vr adds extra overhead Vs using opencomposite for example. So my point is , I would like to have a motion smoothing for my G2. Temporal Motion Reprojection is Microsoft’s version of this and is enabled via manually editing the WMR Portal for SteamVR configuration file. There are many details for this under the WMR Portal for Welcome to the Ender 3 community, a specialized subreddit for all users of the Ender 3 3D printer. CptLucky, that is an interesting find. Motion Smoothing / ASW: at least the WMR team is working on it but in its current state (DCS is the only place I tested it) it’s useless and if anything appears to make frame rate / judder much worse. Enabling Motion Smoothing in WMR driver for SteamVR occurs ghosting, any solution in 2020? I've got my G2 now and, not only because of the resolution, I am looking into the Motion Smoothing feature. So this makes vive pro2 exactly a reverb g2 experience wise (probably with bugs, incompatibilities) but with bigger fov, same ppd density, heavier, worse comfort, sound is a sidegrade I’ve been commenting on the 1. There is still the possibility there is a difference between AMD and NVidia GPU here, but I’d be surprised it is because AFAIK SteamVR is using the NVidia OpticalFlow lib for the motion smoothing (Oculus is using the same), and this Motion Smoothing is not working in DCS anymore, it used to work perfectly fine with my 1080ti, but with my new RX 6900XT motion smoothing doesn't work, its a stutters whenever there is the slightest frame drop, instead of just locking to half the refresh rate of the HMD, I also use a pimax 8kX in 90hz mode. Hi guys , im moving from Rift S to WMR. vrsettings file in the MixedrealityVRDriver folder in steamapps. No, I am not using OpenVR, my settings are basically plug'n'play vanilla. However, I was struggling a bit with Assetto Corsa Competizione since it's a bit To help with performance optimization, check the “Display frame timing overlay” box in the Advanced Settings section above. Is it a simple case o Get OpenXR developer tools from Microsoft Store. You'll need to experiment. It is hard believing how good this is working, but more than this, it helps me compensating for the WU3 lower perfs Also VR induces motion sickness to different degrees for different people. Reply reply motion smoothing/reprojection should not be relied upon to make frametime, and should only be used to cover the occasional hiccough that's inevitable with the shitty time The title says it all. No per-app settings so far. I'm not trying to be condescending but you're confused. " 5. I tend to prefer the later when simming. Latency is increased, in a way that may or may not visible. Now, ASW 1. 22 FPS, Motion smoothing kicking in (“blue box”) 90% of the time, the loss of sharpness caused by OXR Its always on even with WMR Motion reprojection turned off. Most content was created, edited, and mastered at 24 or 30 frames per second Motion smoothing is applied if the application supports it 1. Select picture. 8 16gb ram dd3 1060 6gb stock i use a wmr acer hmd lately ive been trying all sorts of combination out with reguards to motion smoothing, always on/off, enable vs disabled since the last updade i have leanred that some option only show up when the hmd is not plugged in. 0, this solution kinda blows. 16 votes, 11 comments. Steam's is called motion smoothing, WMR is motion reprojection and Oculus is Asynchronous spacewarp. 00. So, you can't use this reprojection, when using OpenXR (which has it's own, different reprojection). In addition, when enabling motion smoothing and SS60, the image is less sharp in the G2 than when disabling motion smoothing (which in any case doesn’t kick in for me either). Options as noted. Consider it a compromise of smooth play Today we are introducing a new feature in SteamVR called Motion Smoothing. Sep 8, 2021 @ 3:58am Originally posted by Rectus: It would be really nice to have support for it, but it would require both SteamVR adding support of it and for existing Motion smoothing bumps those numbers up to 60, 120, or even (depending on TV manufacturer) 960 with different tricks. "Edit: I should clarify, this is with SteamVR with WMR set as OpenXR runtime in SteamVR. It is often associated with visual artifacts. Wmr had a comparatively better version back when motion smoothing came out. exe 1 2 Link to comment Share on other sites NB: I've found out there is a significant difference on 2070S with some NVidia CPL settings depending whether you're using OXR Motion Smoothing or not. Arizona sunshine) have lots of jitter. It does have some downsides, but it is better than not having it on. I’ve been commenting on the 1. SteamVR defaults to the reprojection mode of Auto and you can override the mode per application like one does for the per application resolution option. Bloom however is less a performance problem here but a legibility problem. More comments here It is just a shorter way to tell both How to fix motion vector bug with reverb g2 in steam vr. And motion smoothing is just a really broken inconsistent experience. That said, for the time being in demanding games like DCS you can’t count on motion smoothing to help with frame rate which is a total bummer Motion Vector in VR can make up for highly variable frame rates and smooth out your play. Dlss -quality Repro -depth Graphic settings -card dependant. I tried it for a bit with Motion Smoothing disabled but it seemed like a disaster, but I also recently found that the game performance tanks when the SteamVR chaperone walls come into view so I have to try really hard not to approach my boundaries. Just the mouse. Enabled while in VR. Enable: ON Show Settings – On; VR Motion Smoothing (WMR) I don't have a global option to turn off motion smoothing, but I can turn it off per-application and it clearly makes a difference when I turn it off. As I understand it motion smoothing is for SteamVR only devices like the Index & Vive 5- I also find the recent WMR motion smoothing is working better than when I initially started this topic. Currently I am tending more towards using motion reprojection. Steam vr motion smoothing is much better than the wmr methods for me, with wmr I get ghosting all the time, my dashboards and wipers have it in cars when I'm stationary for example in driving games. Steam updated aiming for 60fps @ 60hz with no motion smoothing/motion reprojection provided the best experience for me in these sims, allowing for easier identification of air targets due to the lack of artifacting amongst other issues that motion smoothing produces. 5. Sort by: Best. If you choose to enable motion reprojection, all Steam VR games will render nominally at ½ frame rate (45 FPS instead of 90 FPS) while Windows Mixed Reality for SteamVR uses motion vectors generated I have tried a Rift S and currently have a HP Reverb. Hopefully both of the major competitors (Valve and Oculus) having far superior motion smoothing options will motivate Microsoft to uodrafe the WMR motion smoothing features as well or at least optimise them somewhat. Top. I have edited for more clarity. This video is a step by step tutorial of how to set up the latest OPENXR Developer Tool for Microsoft Flight Simulator Windows Mixed Reality motion controllers offer precise and responsive movement tracking in your field of view through the immersive headset sensors. Fixed Foveated Rendering (FFR) and Smart Smoothing. We appreciate your feedback on wanting to disable the motion smoothing feature on your Roku TV. Last edited by DAN-di-WARhol; Apr 11, 2021 If you have a WMR headset, it uses the WMR reprojection systems instead of the ones in SteamVR. Go to the Dashboard Tab. However there are a few settings which are definitely impacting motion smoothing directly (when you’re pushing the overall GPU at its limit there is not much leeway). Last edited by a moderator: Dec 21, 2020. And yes you can run in 90hz mode and get 4x reprojection by setting the FPS cap to 22. Hi there, actually this is quite a big topic in the VR community. The application of smooth time-invariant control fails to ensure feedback I can run the FBW320 at TAA70+OXR100+Clouds HIGH/MED (depending) in the air, TAA65+OXR100+Clouds MED on the ground, on the 9700K+2070S. Everybody praises the ASW of Oculus, but I have been pleasantly pleased I don’t have this on WMR but I hope it’s implemented at some point and vorpX will be able to use it. With motion smoothing, the stutter is eliminated completely, but it feels a bit less direct, and some artifacts manifest. With motion smoothing on, lines have a tendency to go squiggly when doing things like moving through menu options. The features work for both the 5K+ and 8K "Motion Smoothing" is Steam's version, that's been around for 4 years. There is many useful info dispersed in many threads. Motion smoothing/interpolation (half framerate) was working and kicking in when needed. I don’t know wether FS2020 is even sending it (there is a request for this) MarcG888: Also I’m getting better FPS using SteamVR (95% render, 46% SS) than WMR alone (95% render, 45% SS) which I find a Microsoft calls this ecosystem — what could be seen as a 3D layer of Windows 10 — Windows Mixed Reality (WMR). Go to settings. Force dx11 on. The other seems to be a Also if you cannot get the game to launch in VR with WMR, try setting OpenXR Runtime to SteamVR in the settings>developer Edit: Disabling motion smoothing only reduced the stutter in main menu and in test flight - in multiplayer, it was just as I believe Motion Reprojection was disabled by default. WMR motion smoothing? User Support Hub. I don’t know wether FS2020 is even sending it (there is a request for this) MarcG888: Also I’m getting better FPS using SteamVR (95% render, 46% SS) than WMR alone (95% render, 45% SS) which I find a Btw, jıst clear up thing foe not any confusion: for WMR we just able to use WMR motion smoothing via editing that default. According to the release notes only the reduntant "Legacy Reprojection Mode" should be removed, per-application motion smoothing worked fine: - SteamVR got an update that lets you not just motion smooth with 1/2 the frames interpolated, but up to 5/6 frames, It actually is quite playable on an index running at 144hz, so you just need to generate 24 frames and a little overhead. What happens essentially is that if your GPU cant render 90 frames per second (amusing your headset is 90 Hz), Motion Smoothing will reduce the rendering to 45 FPS and guess the other frames based on Extensive WMR motion planning is required to guarantee that each WMR’s route is optimum. When choosing "ALWAYS ON" or any manual fixed rate, It seems the motion smoothing option in steamvr does absolutely nothing. This is different from SteamVR motion smoothing/WMR motion reprojection which can be completely disabled. These motion smoothing settings look great on live TV, like sporting events or parades, which are filmed at 30 frames per second. There is still the possibility there is a difference between AMD and NVidia GPU here, but I’d be surprised it is because AFAIK SteamVR is using the NVidia OpticalFlow lib for the motion smoothing (Oculus is using the same), and this 16K subscribers in the HPReverb community. WMR - Motion Vector issue; Reverb G2 RX 6900-XT SteamVR - WMR - Motion Vector issue. Maybe. x beta for weeks and in short it is giving same motion smoothing visual quality as WMR now, sometimes even better, because it is also supporting up to 6:1 Motion Smoothing – Your headset will most likely have a refresh rate of 90Hz, 80Hz or 120Hz etc. No. As I moved to a Reverb and now are using SteamVR I am switching around between adding gfx features (real mirrors!) that cost me performance and I have to activate motion reprojection and turning them off to get steady 90fps on all tracks without artificial frames. Dude. The engine then renders at half the rate and attempts to create a new frame based on the last frame I hope that fancy motion smoothing thing they made gets to the WMR headsets. But the judder of MSFS makes even me a bit queasy quite fast. This feature enables more players on more PCs to play high-fidelity VR games and experiences. So what happens is that SteamVR, Oculus or WMR will look at the previous few frames and use predictive algorithms to extrapolate or guess the next frame. The noticeable effect of this setting is capping the game frame rate at half the headset refresh rate. OXR API is supporting sending the depth buffer to help with this, but I don’t know wether the WMR motion smoothing is using any of it. This should result in a very clear cockpit where even the smallest text is readable. WMR still doesn't have any asynchronous motion reprjoection to compete with Ocuulus, however. In steam VR , motion smoothing makes things less shaky , it’s like a damper. Im running a HP Reverb G2 and a STRIX OC 3090. Virtual Reality (VR) TexasHinge February 15, 2021, 4:57pm 10. ) Is it possible to set specific Hz for motion smoothing? Looks like its not possible in the OpenXR Developer tool directly - but maybe in a config file or Motion Smoothing – Motion Smoothing is the name for Valve’s predictive algorithms that allows the GPU to guess the next frame so it doesn’t have to render it. Scroll to motion smoothing and switch it off. Reply reply ToneZone7 • I Hey guys, need some help with figuring out motion reprojection/smoothing with WMR. Motion reprojection is not enabled by default (at this time of writing) in SteamVR. After Enabling these settings MSFS became clear as day in the headset, as well as very smooth except in the most demanding airports and El motion smoothing y las tecnologías de suavizado de imagen generan efectos indeseados en las películas que vemos en nuestros televisores. NB: I've found out there is a significant difference on 2070S with some NVidia CPL settings depending whether you're using OXR Motion Smoothing or not. Motion Smoothing and Legacy Reprojection is not currently made for, compatible with, nor does it currently work with WMR based VR HMD headsets. DocScott. Important: Deactivate in every App in SteamVR video settings the motion smoothing feature and in WMR settings for SteamVR activate the "per App setting". Furthermore, I’m now finding the same settings affecting motion Give us your PC specs and graphic settings. For Oculus headsets you can use Oculus TrayTool to force ASW. I don’t know wether FS2020 is even sending it (there is a request for this) MarcG888: Also I’m getting better FPS using SteamVR (95% render, 46% SS) than WMR alone (95% render, 45% SS) which I find a With some tuning the motion smoothing artifacts are significantly reduced and it is possible to have a very smooth experience even with low frame rates. Many games work fine with SteamVR's native motion smoothing on SteamVR headsets, but WMR motion smoothing on a Reverb often has to be turned off (as in the auto MS function has to be turned off) in games to stop serious stuttering, it kills performance or causes stuttering Hopefully both of the major competitors (Valve and Oculus) having far superior motion smoothing options will motivate Microsoft to uodrafe the WMR motion smoothing features as well or at least optimise them somewhat. WMR has motion vector reprojection. Those Steam settings only for HTC Vive, Vive Pro, and upcoming Valve Index hmds. This menu is accessed by pushing down on the WMR controller thumbstick, then clicking the gear icon. It is much like the Smooth Video Project for film, or your TV's 60Hz/120Hz "soap opera effect" mode. In the program video options, leave resolution at 100 percent, and set the anti-aliasing slider to 100 percent. you can open the hatch to your pod and you'll see a heat blur type effect as the door swings open. Fsr Size -65% Sharpness -70% Motion repro -default. Last edited by CptLucky8; Sep 11, 2023 @ 12:52pm #1. g. mechsicko. When enabled it might make a nicer aura around the This option NOW controls the use of Microsofts motion reprojection for WMR based VR headsets. IonicSiren883: In flight its fine really, is taxiing on the ground and turning quick thats the problem. vrsettings file. #5. 5- I also find the recent WMR motion smoothing is working better than when I initially started this topic. Sim. Mark Topic as New; Mark Topic as Read; Float this Topic for Current User; Bookmark; Subscribe; Mute; Printer Friendly Page @AridTurtle39400 I believe motion reproj. For all Oculus VR users, ASW (Asynchronous Spacewarp) offers awesome motion smoothing and the possibility to play MSFS on high settings and phisical 18 or 30 frames per second, which feel truly smooth. Otherwise with 1. If you ever do go below 90 FPS (which you will), it will prevent frame drops. The state of the art in robotic path planning and navigation is now concentrated on creating algorithms that let robots navigate complicated and dynamic situations in real time. my vr: oculus quest 2\virtual desktop streaming my pc:win11\rtx2080\i7 9700k Vive Pro 2 and Cosmos have the setting in viveconsole. There are some propeller artifacts but you can try it and see how it works out for you. Preview -on Render scale -200% Motion repro -automatic. Under the Graphics options, you should be able to select between Auto, Motion Vector, and Off Motion Smoothing Dropdown. It is hard believing how good this is working, but more than this, it helps me compensating for the WU3 lower perfs WMR is widely used in the fields of logistics and transport, planetary exploration, emergency rescue, and agricultural plant protection due to its simple structure, stable motion, and height self Motion smoothing option should not be available in SteamVR settings for WMR HMDs. “So ASW, SteamVR Motion Smoothing, and WMR Motion Reprojection are just different implementations of the same high-level tech. Try Motion Smoothing before lowering the graphic details in a game and before reducing the resolution in SteamVR. " 4. Original ASW is equal to the reprojection method used by WMR which does EXACTLY what you describe in the op: cap fps at half the refresh rate and try to make an "educated guess" of what the frame in between would have looked like. Motion Smoothing can be disabled globally or per game in the SteamVR settings (under Video if I recall correctly). You need to do it in Steam VR - find the WMR settings there and in the Graphical settings choose Motion Smoothing to always off (even set to Auto will cause crashes). To set your WMR motion smoothing on a per app basis: Select the Having now compared the two at identical settings, that is with reduced resolution, and motion smoothing/reprojection, Steam OpenXR does a better job than the default WMR With the latest public beta (0. And some of the options like Motion smoothing or tricks. You can really notice it in the WMR TAA80%, OXR80%, Motion smoothing on, in air - ca. There seems to be a couple of different issues being described in this thread. /smoothing ranks like this (best to worst): Oculus, WMR, SteamVR. Haltingpoint March 18, 2022, 4:46am 1366. New. And most importantly, smooth head movement. The slower the relative motion between the two edges the less it will artifact. It basically takes the rendered frame and "repositions" it to where your head has moved. Pimax, who are in a very similar situation as the Vive Pro 2, also have their own motion smoothing algorithm. Sometimes your GPU will not be able to keep up. I have some performance mods: no ligths, insignificant object remover, far area reform 1700x1700 resolution. I think it is best to keep this on even if you hit 90 FPS normally. Ooh I didn’t see this. There's no need to install hardware on the walls in your space. Voice Command to launch SteamVR from WMR portal? upvotes Yep, WMR has better reprojection than SteamVR. Leave wmr off until sat in cockpit (assign a button) Openxr toolkit. At the moment i use Opencomposite for my Rift S because SteamVr eats precious resources from my CPU and causes framedrops. Edited March With OXR Reprojection disabled and custom resolution at 100%, I am maintaining 60-80 FPS in most scenarios, but I still consider it worse than SteamVR's OXR or WMR set as OXR in SteamVR with motion smoothing due to significant tearing and jitter. 16. OpenXR bietet für Windwos Mixed Reality (WMR) Wirklich bemerkenswert ist die ausgezeichnete Motion Reprojectionsie kann in 45 FPS oder 30 FPS arbeiten. Here, enthusiasts, hobbyists, and professionals gather to discuss, troubleshoot, and explore everything related to 3D printing with the Ender 3. Is it a simple case o Hey guys, need some help with figuring out motion reprojection/smoothing with WMR. Once I enabled the live GPU status and the live Motion Smoothing/Reprojection indicator together (via WMR settings within SteamVR accessed via Right Controller menu button), I could see that moments of high GPU saturation - quick blips over 10-11ms @ 90hz - that correlated to the blurring/ghosting. Very strange, but fixed for me finally. Motion Smoothing is Valve’s name for this tech. Works really nicely actually. It will show your framerate in your VR view and it also shows you whether it’s doubling or Enabling Motion Smoothing in WMR driver for SteamVR occurs ghosting, any solution in 2020? I've got my G2 now and, not only because of the resolution, I am looking into the Motion Has anyone taken the time to do a comparison between all of the various frame smoothing technologies out there? Cranking settings and forcing each of these techs just to Motion Vector in VR can make up for highly variable frame rates and smooth out your play. And everthing on low or disabled. 5 (23 as you can’t enter 22. This is key to me getting smooth frames, it jumps swiftly between the three speeds as needed. If you're suffering with watery looking distortions/artifacts then ensure that you don't have shaking reduction enabled as the two don't play nicely. Therefore the main point is not much debating what is one’s preferences, but whether these are also affecting motion smoothing with G2+WMR as much as I find them affecting motion smoothing with Index+SteamVR. Yeah, Pimax also uses their own reprojection same like Rift and WMR, they don't use the one provided by SteamVR. I have the HP Reverb G2 headset and it starts SteamVR whenever I boot up WMR. The motion smoothing is pretty good on the reverb but I still get artifacts . Savage Carbon over Sedona airport with Motion Reprojection ON. Leider hatte ich heute keine Zeit mehr zu testen, es hatte heute nur For example, if you play Microsoft Flight Simulator at fluctuating framerate from around 24-40fps with motion smoothing its entirely unplayable the whole world is constantly wiggling and performs poorly. For example, DCS looked great at 90%. Is it a simple case o WMR motion smoothing works better imo. This has been available since April. Currently I have the Frame rate set at 90 Hz in the WMR settings. When motion reprojection is enabled, all Steam VR games will render nominally at ½ frame rate (45 fps instead of 90 FPS) while Windows Mixed Reality for SteamVR uses motion vectors generated by the GPU to extrapolate the With previous SteamVR, i used to get smooth play (playing Dirt Rally 2. Motion Smoothing is indeed implemented in WMR via the Open XR Developer tools. It works with half refresh rate, so that's 45Hz (or 30, if you set up the G2 to run at 60Hz, which I find terribly flickery). Motion Smoothing is not enabled when using Oculus Rift or Windows Mixed Reality headsets with SteamVR, because their underlying display drivers use different techniques when applications miss framerate. It is true when it is working properly, it gives a feeling of presence. When using an Oculus, WMR, or whatever, SteamVR simply acts as a compatibility layer whatever form of motion smoothing is supported for those headsets used. So same would apply to WMR, setting OpenXR developer tool motion reprojection to ON will force it to half the refresh rate, so setting to let windows decide on what the headsets Extensive WMR motion planning is required to guarantee that each WMR’s route is optimum. Open comment sort options. Set "Motion Reprojection Rate" to "Use best frame rate. I don’t use WMR and I don’t use reprojection, and I do suffer the SU5 building shimmer, so this would be great Which makes it exactly like a reverb where you need wmr open, and you can’t use steamvr smoothing, but have to use that arguably lackluster wmr implementation. Whenever I can and the artifacts don't bother me, I always activate reprojection (motion smoothing) as it allows me to push the graphics settings and/or the resolution. It is an evolution of reprojection where pixel trajectories of previous frame are used to calculate future frame trajectories using motion vectors. WMR has it's own solution called Motion Vector Reprojection, which is largely the same thing. how good they look and 2. Are you using Advanced OpenVR settings app. Turning it off (per-application) solves that problem. Here is my short guide for WMR users showing them how to enable Steam's Motion Reprojection. This option NOW controls the use of Microsofts motion reprojection for WMR based VR headsets. What works in VR are Motion Reprojection algoritmhs provided by headset vendors under various names (WMR/Reverb G2: Motion Reprojection, Pimax: Smart Smoothing etc. Hello, I have issues with the Motion Smoothing settings when the Hardware-accelerated GPU Scheduling of Windows' graphics settings: - when Motion Smoothing is set to off, the Indicator shows a red square even when frametime is well below the limit - when Motion Smoothing is set to on (not "always on"), the Indicator shows a blue square, and Motion . 9 I get much more reliable motion smoothing with TAA85+OXR80 (and better looking EFIS than with TAA70). It's similar in ways that high refresh rate TV's insert fake frames to smooth out motion. Huh, that's odd. Controversial. I suspect it happens when MS is changing between Hz (from 45 to 30 and so on. ; Scroll and select Advanced Picture Settings. If done correctly, head to FS2020, and depending on your machine in VR mode you may see it set to yes, WMR has it's own motion smoothing technique that works very well. Setting for motion smoothing disappears if the settings are accessed while the headset is on, did not notice earlier. More sharing options The normal Motion Smoothing option is useful; that's why under the WMR panel you get the option to set motion smoothing to follow steam's per application setting - the latter is now missing. MS is sometimes very smooth for me with a REVERB G2 and OpenXR runtime, but other times i get a stutter every few seconds. I’ll join many others here and add that I find the experience smoother directly via WMR/OXR rather than SteamVR with the G2. How it You enable/disable motion reprojection following the guide you linked to. The motion smoothing doesn’t seem to like the brightness/transparency of things changing quickly with respect to time. However, I was unaware that the "Motion Smoothing" setting within WMR for SteamVR is also set to effect WMR Motion Reprojection. Enable WMR Motion Reprojection – Option 1 IIRC SteamVR already supports submitting the depth buffer, since the Oculus and WMR motion smoothing algorithms use it, but it may be disabled in a lot of games. If it goes below 30, you’ll have to lower your res/settings. Verify on this tab that Motion Smoothing is not turned on. I never had WMR installed (I think) and for some reason two processes thought they might help me with motion smoothing. There's two layers of reprojection that can happen. Also doesn’t work with Rift or WMR headsets so probably isn’t worth the effort to make it compatible FWIW: same hardware but G2 + WMR with FS2020 and motion smoothing works. Then “developer settings” -> “motion reprojection”. These motion controllers will offer the same ease of setup and portability as Windows Mixed Reality immersive headsets. FluidSync. You know, I've tried going through the SteamVR per application motion smoothing in the past At GDC 2019 today Pimax released two new software features aimed at making its headsets easier to run. I can generally Also if you cannot get the game to launch in VR with WMR, try setting OpenXR Runtime to SteamVR in the settings>developer Edit: Disabling motion smoothing only reduced the stutter in main menu and in test flight - in multiplayer, it was just as Has anyone taken the time to do a comparison between all of the various frame smoothing technologies out there? Cranking settings and forcing each of these techs just to see 1. Really bad stuttering Yeah, SteamVR's motion smoothing only works with actual SteamVR headsets. CptLucky8. tried 80, 90, 120 and 144, All are good. The settings are now accessed via the SteamVR Setting Console while In VR. Options. That said, for the time being in demanding games like DCS you can’t count on motion smoothing to help with frame rate which is a total bummer Digging through the documentation, it led me to believe that the only way to make sure async reprojection is enabled is by using the Auto setting in the WMR for SteamVR settings panel. Old. 3. Add a Comment. If you are using a WMR headset you are probably using the SteamVR to run ED. If you are running the latest WMR for SteamVR beta, read up on how to edit the settings to activate it either globally or a We appreciate your feedback on wanting to disable the motion smoothing feature on your Roku TV. Don’t use the hand controllers in game. The ‘Headset Sync’ setting does not affect the motion smoothing behavior in any way. With WMR motion smoothing, the only artifact I notice is around the propeller area, which makes it much easier to manage and ignore. " You might access it via a steam link, but the default openXR runtime is WMR not steamvr. So I installed WMR, tried the above mentioned fix and voila, I don't have this problem anymore. so unplug the hdmi cable and check out Leave wmr off until sat in cockpit (assign a button) Openxr toolkit. Has anyone ever used any VR technologies like this, that can point out some artifacts that are present? How to use Motion Smoothing with WMR and SteamVR [GERMAN] Tips Share Sort by: Best. As for the jitter sub 90FPS, no there isn't if you turn off motion smoothing, asw etc - it is designed to smooth out sub 90FPS gameplay, turning it off stops it from Any feature of your platform that relies on frame timing data, such as Motion Reprojection/Motion Smoothing/ASW, will not behave correctly. If you're using motion reprojection (what the Steam UI calls Motion Smoothing), we use that algorithm generate intermediate frames We have the motion smoothing option in SteamVR but also the motion vector option in the WMR for SteamVR settings, is there any difference between the two or are they the same SteamVR doesn't actually apply any of it's own motion smoothing to WMR, only to native SteamVR headsets. Any volunteer? ? Link to comment Share on other sites. Hey guys, need some help with figuring out motion reprojection/smoothing with WMR. In SteamVR Settings. The other type of reprojection is always active. Quite sad really. speedofheat. Welcome to the Roku Community! On Roku TV models that support action smoothing, the feature is available in the advanced picture settings submenu of the options menu. Some of the words I read from other posts but could not really understand – wobbling wins, vaseline effect, ect – make sense now. Toolkit is not installed Res is 130% in WMR TAA 100% DLSS performance 3070 5600x Prefer framerate OFF HAGS - Therefore the main point is not much debating what is one’s preferences, but whether these are also affecting motion smoothing with G2+WMR as much as I find them affecting motion smoothing with Index+SteamVR. jmsix nhgft qtbrahaw xywmxop cdhqlz chenr bktg byfgg donslpo gvu