Some notes on motion reprojection

Hi all,
I thought I would just weight in on this point, since it seems that people tend to differ on whether they like using motion reprojection with their WMR headset(in my case the G2).

Typically I’ve been someone who prefers having motion projection set to always on. Of course, you do suffer at the expense of having warping effects, which you can see around rotors or the wing if you roll aggressively.

I’ve fiddled around on various use cases between having it on, or off and correspondingly changing the render scale depending on my use case.

Motion reprojection makes sense if you’re flying an aircraft low and fast, or alternatively manoeuvring aggressively. Provided you have adjusted your render scale/resolution to the point that your GPU can consistently push 30 frames, you get a clear image. For my 3090, I find having OXR at 80% is the highest I can go. When I head up to 90% with motion reprojection, the GPU can occasionally start becoming the bottleneck and I start to experience slight stutters. Visually this makes ground objects stop looking crisp and slightly blurry, thus nulifying the benefit of going up to 90%. Flying an aircraft like the Pitts S-2S, Spitfire or G-91 make sense with repro on.

However, disabling motion reprojection makes sense if you’re either flying at high altitude, focussed on aircraft gauges, or flying low and slow. In that case, I can afford to ramp up to 100% OXR, and while it is a slightly more stuttery experience, it doesn’t matter due to the nature of your flight. I tried it with the AS CRJ, and I would use 100% resolution hands down, smoothness doesn’t matter nearly as much.

My thought process on this may not be revolutionary at all, but I would just weigh in that motion reprojection is very much something that has its benefits depending on the use case.
And - a 3090(a Suprim X under a waterblock heavily overclocked at that) is still not enough to drive the Reverb G2 at native resolution.

Anyway that’s my two cents.


I’m still shocked every time I hear that even a 3090 can’t handle the native resolution of the HP Reverb G2. Insane!

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If you have the latest OpenXR, try it with reprojection off and more importantly, custom scaling to off. Latest version makes a big difference. Try 100 in the sim and back off a little if needs be/to taste.

Happily low and fast in the Spitfire on a 2080Ti.

Then the stuttering started with latest update and that kinda spoiled it.

I wonder if there are any optimizations when not using the OXR custom scaling.

I should have also clarified - what people deem to be smooth varies from one person to another. I think I have always been someone who prefers smoothness over visual fidelity.

@DNBOF I don’t control resolution through OXR personally, just because I use the headset in other applications, so it’s one less thing to worry about(though I still have to control motion reprojection). At least with my settings maintaining 100 just means building look somewhat blurred due to lack of frames.

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Depends on the game, there are a lot of games I have that can run at 100% (and even some I run at up to 120% and maxxed settings like Onward) but the more demanding ones like modern sims generally require a little sacrifice… MSFS is another matter all together and (ignoring CPU limitation that would kick in before then) even something twice as fast as the 3090 couldn’t push 100% res and 90hz.

Part of it is that obviously MSFS is just generally a demanding game, but it’s also (imo) poorly optimised for VR currently. Hopefully we’ll see decent improvements over time.

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Just FYI in case you are unaware it’ll only have any effect on OpenXR games/apps, of which currently there’s really only MSFS and Minecraft currently. Hopefully they’ll add a per-app resolution slider setting like steam before it becomes an issue!

Cheers, I’ll keep that in mind

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