A bit of a wide question but here’s some links of stuff I think helps:
Some explanation of terms in here:
Found this really useful to ‘tune’ games to be either CPU or GPU limited (as in, if I have GPU headroom then you can add super sampling sometimes):
One thing that I often get wrong is the placebo effect of thinking that SteamVR motion reprojection actually works on WMR and the Samsung - it doesn’t, it’s ignored, and I just think I just prefer running at 45 fps with no reprojection a lot of the time.
For WMR to renable something equivilent to ASW you have to alter a config file in the WMR for SteamVR beta, as in here:
It seems some people really like setting:
"motionReprojectionMode" : "motionvector",
"motionReprojectionTemporalEnabled" : true,
…which locks frames at 45 fps but gives an overall smoother reprojection if you aren’t hitting 90 (or can’t stand seeing it below 90). I still need to fiddle around with this, as first go in something like DCS caused lots of artifacts, but then I also read you need to be getting about 60 fps reliably for it to work best. There’s a lot more info on the state of these features here - Steam Community :: Windows Mixed Reality for SteamVR