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HOW TO: Enable Motion Reprojection for WMR


DerekSpeare

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Here is my short guide for WMR users showing them how to enable Steam's Motion Reprojection. Motion reprojection is not enabled by default (at this time of writing) in SteamVR. Here's what you need to do so it is operational:

 

1 - You will need to access your //steamlibrary/steamapps/common/MixedRealityVRDriver/resources/settings folder and edit the file named "default.vrsetting" - Make a backup if necessary. I recommend using Notepad++ to edit the file and you can get that here: https://notepad-plus-plus.org/

 

2 - Remove the "//" from the lines indicating motionreprojectionmode and motionReprojectionIndicatorEnabled

 

Here is what the code looks like once the edits have been made (emphasis added):

 

{
   "driver_Holographic" : {
       "renderTargetScale" : 1.0
   },
   "driver_Holographic_Experimental" : {
       // Motion reprojection doubles framerate through motion vector extrapolation 
       //     motionvector = force application to always run at half framerate with motion vector reprojection
       //     auto         = automatically use motion reprojection when the application can not maintain native framerate
      [b] "motionReprojectionMode" : "auto",[/b]

       // Automatic motion reprojection indicator to display the mode currently selected
       //     green      = off because application can render at full framerate
       //     light blue = on because application is cpu bound
       //     dark blue  = on because application is gpu bound
       //     red        = off because application running at less than half framerate
       [b]"motionReprojectionIndicatorEnabled" : true,[/b]
       
       // Some people may experience increased discomfort such as nausea, motion sickness, dizziness,
       // disorientation, headache, fatigue, or eye strain when using thumbstick controls in Windows Mixed Reality.
       "thumbstickControlsEnabled" : false, // true = use thumbsticks for artificial turn/move, false = default application thumbstick behavior
       "thumbstickControlsReversed" : false,
       "thumbstickTurnSmooth" : false,
       "thumbstickDeadzone" : 0.25
   },
   "NoInterEyeRotation" : {
       "DOOMVFRx64.exe" : true
   }
}

 

3 - Close that file and save your changes and that's it.

 

NB: You will see a small square in the upper left hand part of your headset. When it is green you are getting 90fps. If it is light blue motion reprojection is active and you are CPU limited. If the square is dark blue motion reprojection is active and you are GPU limited.

 

Good luck and good flying! :pilotfly::smartass::thumbup:


Edited by DerekSpeare

Derek "BoxxMann" Speare

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It interpolates every other frames so as to not TAX the GPU. So essentially, it's guessing what the next frame will look like, giving it time to deal with the next real frame. That's the short version. It can leave artifacts but makes the VR experience more smooth.

 

Some love Rift's version of it, and others don't.

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Yep, it's that 3820...I'm running the Lenovo off a 980ti/3820 and it's light blue. I'd guess you'll find the same thing :/

Derek "BoxxMann" Speare

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Yep, it's that 3820...I'm running the Lenovo off a 980ti/3820 and it's light blue. I'd guess you'll find the same thing :/

 

What kind of frames are you getting with that combo ? I'm leaning towards a Rift come March , but the Lenovo is also a contender , particularly as ED seems to have reduced the Rift sweetspot as part of their VR optimisations in the latest open beta .

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Holy Crap!!!! Does that ever make a difference.

 

Little bit of shuddering close to the ground but for the viability, who cares.

 

Dam!!!

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Here's what I have:

 

Rift System: 5930k + 980ti = ~45fps with moderate graphics and free flying

Lenovo WMR System: 3820 + 980ti = <45fps but mostly playable for free flying

DK2 System: 2500k + 780 = ?? listed for posterity's sake...

 

DCS is a crippler. Both systems are not enough. I prefer the Rift slightly. It has a much better sweet spot but the Lenovo is good and WMR is really cool...like no hassle and just works. It's very slightly better than the Rift for SDE. I have not tested the WMR system in a couple of weeks. However, it's at DSD and for VR sim racing demos mostly and in that department it does really well.

 

The modifications in SteamVR to enable Motion Reprojection do make a big difference, especially for demanding games like DCS.

Derek "BoxxMann" Speare

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What kind of frames are you getting with that combo ? I'm leaning towards a Rift come March , but the Lenovo is also a contender , particularly as ED seems to have reduced the Rift sweetspot as part of their VR optimisations in the latest open beta .

 

in the hornet i hover around 30-40 in my own MP server with a couple friends. I go on the 107th or something and im down to like 20-30. Any other jet, im at 45 fps, so hornet is more taxing.

 

BTW, my indicator was red when in game ? Need to try it with the F5 today since, I can get 45 FPS with it.

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Here's what I have:

 

Rift System: 5930k + 980ti = ~45fps with moderate graphics and free flying

Lenovo WMR System: 3820 + 980ti = <45fps but mostly playable for free flying

DK2 System: 2500k + 780 = ?? listed for posterity's sake...

 

DCS is a crippler. Both systems are not enough. I prefer the Rift slightly. It has a much better sweet spot but the Lenovo is good and WMR is really cool...like no hassle and just works. It's very slightly better than the Rift for SDE. I have not tested the WMR system in a couple of weeks. However, it's at DSD and for VR sim racing demos mostly and in that department it does really well.

 

The modifications in SteamVR to enable Motion Reprojection do make a big difference, especially for demanding games like DCS.

 

so, it is my CPU then?

 

EDIT: Something to note, my CPU usage is around 50% on all cores during usage. GPU is around 70+ but never pegs at 100%?


Edited by Strikeeagle345

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Here's what I have:

 

Rift System: 5930k + 980ti = ~45fps with moderate graphics and free flying

Lenovo WMR System: 3820 + 980ti = <45fps but mostly playable for free flying

DK2 System: 2500k + 780 = ?? listed for posterity's sake...

 

DCS is a crippler. Both systems are not enough. I prefer the Rift slightly. It has a much better sweet spot but the Lenovo is good and WMR is really cool...like no hassle and just works. It's very slightly better than the Rift for SDE. I have not tested the WMR system in a couple of weeks. However, it's at DSD and for VR sim racing demos mostly and in that department it does really well.

 

The modifications in SteamVR to enable Motion Reprojection do make a big difference, especially for demanding games like DCS.

 

Thanks for the answer ! Guess i'll stay with the Rift , as the lower resolution will help with performance on my modest rig . Much as i have my current setup set to not break Vsync , i'll want the VR to not break 45fps . I do have a back-up plan to upgrade the CPU to a 7700k if needed , and i still have my 1.58 installation as a fall-back as well - though i'd hate to lose my beloved Hornet :)

 

@StrikeEagle , thanks for your answer as well !

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  • 2 months later...

Hey man thanks so much for this, my frames on the ground now hover in the high 30s low 40s as opposed to dropping into the 20s before. Few questions tho. Sometimes I see a "red" square, does this mean motion projecting is not active? It will change from red to blue mid mission as well. Also, I have seen where both light and dark blue are on at same time, this means limited on both cpu and GPU?

 

System specs as follows. I5 6600k @4.4ghz, 32 gigs ddr4 3000mhz ram, Asus Strix 1080ti clocked 2000mhz core, dcs is installed to a samsung ssd. Thanks for the help in advance!

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  • 3 weeks later...

With WMR for steam and steam beta installed it appears I do not have the /MixedRealityVRDriver/ folder.

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Nvm


Edited by VampireNZ

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  • 2 months later...

Just got a Reverb and I am entering the world of WMR for the first time. Seems oddly old fashioned to be editing config files rather than toggling it in the main steam VR settings. Do you WMR guys see this as a feature that will be more integrated into Steam VR in the future? How is the WMR system in terms of support and development? I've only had Oculus before and their software support has generally been good. Does Valve/Steam support VR better than Microsoft?

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Just got a Reverb and I am entering the world of WMR for the first time. Seems oddly old fashioned to be editing config files rather than toggling it in the main steam VR settings. Do you WMR guys see this as a feature that will be more integrated into Steam VR in the future? How is the WMR system in terms of support and development? I've only had Oculus before and their software support has generally been good. Does Valve/Steam support VR better than Microsoft?

ED is working on native WMR support. So in the future DCS VR will work on WMR directly without steamVR.

In about two weeks. :music_whistling:

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I am confused,

 

 

is this Motion Reprojection mod for the Rift also, or not?

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I am confused,

 

 

is this Motion Reprojection mod for the Rift also, or not?

 

 

 

NO But I think Rift uses ASW that is similar to MR

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Nah MR is simalar to ASW :)

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Whoa there. According to steam VR, I have reprojection on, but I have not been round the back to alter any files. So is steam lying to me? Do you still have to do this inserting a file business even now?

 

It could explain a lot if so. I reckon I am seeing low to mid 20s when taxying on the ground and looking out the side of the cockpit at right angles. Also getting a lot of terrain blurring when turning on the taxyways.

 

This is important to me because a big part of my mission is the cold start and Taxy to the runway.


Edited by Tinkickef

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  • 2 months later...
I'm confused on if I should use auto or motionvector ?

 

I rubbed out auto and replaced it with "motionvector". Butter smooth now, even in PG, an heavily object populated AlDhafra airbase and taxying in the F14.

 

Happy days.

 

To be clear.. strike out the // on the bottom line as detailed earlier, then delete the "auto" part and replace it with "motionvector", save the change and you are good to go.

 

This enables reprojection permanently on and is by far the best setting to use I find.

 

New updates have and probably will change the line back to the default setting again, so if you suddenly have jitters again after an update, this is your first port of call.


Edited by Tinkickef

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Is this applicable to the index?
No, that uses motion smoothing, set in SteamVR video settings

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