Hi, This is Matt from the OpenXR team at Microsoft.
I wanted to give an update on this issue.
First off, I wanted to explain a couple of things regarding the reporting of issues.
We did not know about this issue until recently (the reddit thread mentioned by @CPSweatPants). My team does testing of Flight Simulator 2020 for every release, typically 2-3 people including me. I generally do Windows 10, and my co-workers are on Windows 11. At this point, nobody in my team is seeing the issue reported here.
We also monitor bug reports filed through the Windows Feedback hub. There too, we have not received any indication of an issue.
So it seems that the only place this issue is being discussed is this thread (well, and later, reddit). One thing that’s especially difficult for us is to look at problem descriptions, then seeing a few messages later things like “I reverted this driver and the issue is now gone” or “I’ve turn on/off this setting and the issue disappeared”. This tends to indicate that whatever is causing the issue is not our components or something in our control, or sometimes simple user error (or even user tendency to run at settings that are not appropriate/realistic for their setup). That’s why we cannot keep tab of all the open issues here, because we simply cannot look at every combination of driver/software/hardware and their respective settings which could cause “false issues”.
I invite everyone who haven’t yet done so to go read my post about OpenXR for WMR releases and how to properly report issue once they are confirmed to be due to our OpenXR runtime:
Now, back to the issue of shaking.
I’ve been in contact since last week with some folks (including @CPSweatPants) who can reproduce the issue consistently (since again, here at the office, we cannot reproduce this issue), and we’ve tested a few things that apparently resolve this problem. I’ll pass on the technical details, but for short we’ve experimented with ways to limit the motion prediction algorithm, effectively avoiding prediction error since the game runs at a less-than-optimal frame rate for the current prediction to be the best.
We’re looking into ways to include this change into the upcoming update of the OpenXR for Windows Mixed Reality, in later January/early February. If for some reasons this release gets delayed, we also have a way to release this improvement using my open source side-project “the OpenXR Toolkit” (which also targets a release at the end of this months).
We appreciate your patience here, and looking forward to releasing the change.