In the support req:
An observation that may be a bug with motion reprojection.
If I launch into a flight, on the ground at an airport with many objects to see (e.g. a complex airport), plane shutdown, and enter into drone camera, I can pan around by rotating my head in VR and the image in the headset pans smoothly. The panning is smooth regardless of how fast I move my head in any axis (roll, yaw, or pitch). When I do the same panning by using sim keys (like numpad 4 and 6), there is bad judder…image jumps rather than smooth panning.
In both cases, I’m asking for exactly the same thing, panning of the airport/city scene before me, however when MSFS does the panning, motion reprojection seems to not work (the render frequency is 30 PFS in both cases with 2X repro via WMR and OpenXR). When the headset (via head tracking) does the panning, reprojection works beautifully even at the same render rate (30).
It seemed to me that the only difference might be that when the headset/tracking does the panning, it knows the motion vectors (because it’s doing the angluar motion). When panning with the keyboard, the head is not moving, so MSFS must provide the motion vectors for repro, and that’s where the bug is.
possible bug: MSFS is not providing correct motion vector data to WMR/OpenXR, or maybe only doing so intermittently.