WMR Scaling and Dev Tools - Some Explanations

Yes, the steamVR app is the VR application for steam. Steam for WMR is a “bridge” that allows steamVR games to run on wmr headsets. It isn’t used here due to OpenXR but works for playing all other current steam games on the platform.

Do you have a WMR headset? If so, my advice is to also download the “Windows Mixed Reality for SteamVR Beta”, and that’s besides the SteamVR Beta itself. In my case the WMR SteamVR Beta took care of the jerkiness you are referring to.

Just a quick question (it’s not a request, though): Are you also planning to make a guide for the G2 and using SteamVR? Asking because I want to use OVR Toolkit in VR and need the SteamVR layer for this to happen.

Thanks a lot for what you’re doing for the community!

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Tried that, and it is much improved. I still think I prefer the WMR OXR over Steam VR. Steam OXR is too jerky, and crashes a lot - also crashing MSFS withi it.

The OVR Toolkit works with the WMR OXR; you can use WMR OXR in Steam VR (in fact, that’s the default). At least it works for me.

Edit: Just saw the faq on the orv toolkit wiki. I am wrong apparently.

Thank you all for your kind words! I’ll try my best covering everything I can.

Please note in the video above it was only WMR OpenXR (no SteamVR OXR). I’ve tried both and with SteamVR OXR it was not the best. Having said this there seems a lot of people are wanting to try out comparing both and there is some confusion. I’ll try to explain (I might be wrong but it seems fairly unlikely).

  • OpenXR is the API the application talks to VR. It can access the HMD, get the orientation/position, send the views to the eyes etc… It doesn’t depend on any specific HMD.

  • SteamVR is the Valve API and ecosystem for VR. It manages headsets and offers a public API to the hardware (OpenVR) which resemble OpenXR with additional Valve specific features.

  • Windows Mixed Reality (WMR) is the Windows API and ecosystem for VR. It manages headsets and offers a proprietary API to the hardware.

You can therefore use the Reverb G2 with the following application stacks:

a) FS2020 -> OpenXR API -> WMR OpenXR Driver (OXR to WMR) -> WMR Portal (headset I/O) -> Reverb G2

b) FS2020 -> OpenXR API -> SteamVR OpenXR Driver (OXR to OVR) -> WMR for SteamVR (OVR to WMR) -> WMR Portal (headset I/O) -> Reverb G2

The OXR to WMR, OXR to OVR and OVR to WMR are thin translation layers because most of these API are working the same with similar parameters and feature set, which means they are not the main resource consumers. What is different in each however is the reprojection algorithms and implementation details, as well as everything related to timing, such as telling the application how long, and how, to wait before sending the next views.

I hope this will clears up some of the terminology and how this fits together.


Did you find some way to Alt-Tab to access OXR tools? I have to leave the sim completely due to the full-screen issue we discussed in the other thread.

Yes it is easy: just don’t set FS2020 full screen!

Make sure to first configure:

  • WMR Settings > Headset Display > Input Switching > “Manually Switch using…”


  • ALT+ENTER to display FS2020 in a window frame.
  • WIN key to open the Windows Start Menu and releasing the mouse from the FS2020 window frame.
  • Now you can launch apps from the Windows Start menu or ALT+TAB to switch apps.

For example once FS2020 is in a window frame and not full screen, you can do:

CTRL+TAB to exit VR mode first, WIN key to get mouse control then close the WMR Portal Window





It’s amazing the blind spots we’ll develop for simple things like this! I’ve been deep in the weeds of OXR runtimes etc and I couldn’t remember something simple like this!

For abbreviations, how about “OXR70” for OpenXR Devtools Custom Render Scale at 70% since OpenXR is still involved after changing the registry for SteamVR and Oculus runtimes as well. What I am not understanding is whether that OXR Render Scale setting affects SteamVR and Oculus?

It is not. The OpenXR Dev Tools are meant to adjusting the Windows Mixed Reality OpenXR driver only.

@ CptLucky8
Up and at em early again!! Thanks so much - I hope you appreciate how we are “hanging” on every word from you. I do wish the moderator could provide a “sticky” for just you - no responses - that simply provides your most current summary list of directions and settings.
So you are saying that once you change the registry to SteamVR or Oculus( I really would prefer that we use an approved powershell script to do that - I copied one but I had to change the execute settings for it to work) , NONE of the OpenXR Dev Tools settings have any effect (even ASW/Reprojection). If that is the case then your “WMR OXR” is the proper abbreviation. The important relationship for WMR users of WMR OXR Render Scale and the MSFS TAA render scale is a mysterious one. Move one up and the other down?? It is also important (yet another detail ) to state that the Windows Headset Display settings should be 1080p and Experience=Best visual quality or optimize for performance ? Do those settings have any real impact?
I think you have an Index as well in addition to the G2, so you could provide the same “best of show” for SteamVR. Now if someone could lend you an Oculus Quest2 (I have a G1 and a Q2), you could analyze for Oculus Link (would apply to all hardwired Oculus headsets) and then Oculus Wireless through Virtual Desktop and SteamVR. Wow!!! So many combinations.
Personally, I would prefer it if the MSFS2020 quality optimizations (setting higher values for better realism imagery - clouds, terrain, trees, objects, traffic, etc) be a separate analysis so that those with lesser powerful systems (CPU and GPU) would have a base level to setup and know that they would have a reasonably smooth, reasonably clear result to then later improve the realism quality.
Again, the world awaits your findings and we appreciate it! Apparently that “Vsync=fast” tip really made a difference. Your A320 banking test video is what we all want.

Thank you for your kind words! I honestly didn’t think there would be so much interrogations and I feel sometime overwhelmed with all this, but I have fun, let alone my personal enjoyment necessity, to finding the best settings for the most enjoyable experience.

Unfortunately I’m really not interested in anything around Oculus since they’ve been brought back a few years ago… but overall most I’m documenting applies the same regardless because all HMD drivers are nearly all working really good at the lowest level and it is a mater of adjusting the hardware and software components the best way for them working together, more than optimizing a single HMD specific setting.

For example like you’re saying, VSync FAST is important but in fact, like I’ve written in “My VR Settings”, it is “The combination of Low Latency Mode, Threaded Optimization and Vertical Sync settings, is the one which is giving me the smoothest stutter free experience.”

In addition I’ve lately validated another important setting is Virtual Reality pre-rendered frames where anything other than 1 is giving me more stutters and hiccups.

Nevertheless, my recommendations are always meant to be good with the most demanding conditions. I usually validate doing some flight tests patterns and measures in a known dense environment with similar conditions (location, weather, MP traffic - a lot where I test, etc…). The FS2020 settings are adjusted to “fit” inside the frame time budget so that they are not impairing performance so much and gives room for people running better hardware (video cards mostly). This way I minimize the chance to get bad fps in some areas, and I get much better fps in most spare places, which allows raising some settings if I want like clouds.

I just added an edit to my TL;DR entry above - could you answer that question?

1080p is only for popup 3D windows (it is documented as such in the WMR Settings). Other settings should be affecting only WMR Portal and applications using WMR API natively (HoloLens stuff).

I set these the lowest so that I try reducing VRam use every time WMR portal opens, just because it has to open even if you don’t really use the WMR Portal “home”.

I am looking forward to your guide. But I’ve tried reprojection on and off. Without it the buildings are super stuttering and blurry when you fly close to them.

This is called “juddering” and there is no way to get rid of this unless you’re natively rendering at your headset refresh rate (for example 90Hz)

But everything is clear when I set Motion Reprojection to Auto. And the game is only running at 30 FPS.

Edit: OK, when I click it I see it is a longer post with full explanation. Thanks!

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Thanks for this tip. Just wanted to elaborate: you download "Windows Mixed Reality for SteamVR, then go to its Properties (in Steam app via gear icon, not in SteamVR) and in Betas tab opt into “public beta”, then you can update to beta.

This is important, because it’s off by default and I did not know about that option, which is indeed separate from SteamVR beta that many guides mention.

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Sorry, but could you please explain what I should do to up my fps step by step? I’m run a 2070 SUPER with a G2 and get between 30-40 fps on medium-low settings with 80-90 rendering resolution. I already have “use latest OpenXR” in developer settings on.

Thank you!!