PSA: The next WMR OpenXR Preview Update will fix the Custom Render Scale distortions

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Just to let you know, I’ve passed some information to one of the MSFT OpenXR developer. I’ve also documented some of the most problematic issues with WMR OXR, and there is no guarantee all, any are implemented in the next update.

Among all of the problems I’ve listed, I was told there is a lot of interest to try implementing a OXR Scaling slider going below 50%, which could help a lot with the Reverb G2 when trying to balance performance and visuals. I’ve also asked for is the need to being able to change Motion Smoothing setting live, like with SteamVR.

At least, the next update shall allow us to use 50% scaling with Motion Smoothing which is much better than the minimum 65% because of the WMR OXR bug.

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If one is looking to use 50% scaling on OpenXR, can one not just set the resolution in the WMR portal to “half-resolution” mode (or whatever it’s called - not on my gaming rig right now!), then put OpenXR back to 100% and enable motion smoothing?

This would be interesting to try out indeed. Let us know your findings!

Just for the record, I did try this but it didn’t have the intended effect!

Performance was pretty poor. I think the WMR resolution setting applies last of all, even after the OpenXR scaling - when you think about it, that’s no real surprise.
Basically, both the sim and OpenXR were still rendering at a pretty high resolution, so the load on the CPU/GPU was as high as ever and performance tanked!

Worth a try, but not a good solution.

Anyway, the new version of the OpenXR runtime detailed in this thread is here now, so we can all have fun setting OXR to 20% :rofl:

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