VR News: HP Reverb - Second Gen headsets are on the way

I just meant reprojection. I think the resolution / super sampling percentage value is probably the only setting from SteamVR that is read, everything else is probably on the Windows WMR side of things.

It seems the best ‘tuning’ algorithm for WMR and using reprojection would be:

  1. Go to the default.vsettings file and comment out (using //) the motion line, i.e. turn it OFF.

  2. Test DCS with your settings. Adjust them so you get to 55 to 60 fps with the resolution / super sampling you want.

  3. Go back to default.vrsettings and uncomment the line (remove the //) so it says “motionReprojectionMode” : “auto”, in there.

That way you’ll get smooth tree sideways and reprojection working properly. The things I didn’t realize before were:

  • WMR always has some form of motion reprojection on, it’s just the simpler ‘rotational’ type (where looking sideways causes judders for example) if it can’t make some headroom over 45 fps (it seems typically you need 55 to 60 fps to be safe).

  • The fancy ‘motion vector’ reprojection is very good, but needs to be turned on in that file. Once on then you’re only ever going to see either 45 or 90 in the fps read-out. Turning it off is useful to adjust detail settings.

WMR is like archaeology on how it works underneath. I half expect to find a stick of a certain length that’s going to refract the sun’s rays over a temple map through a jewel, so we can find out how to do nicer anti aliasing one day… :wink:

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