Reprojection steam vr Oculus and WMR users have more tools in their respective SDKs: Monitoring CPU & Replaced my 3090 strix with a 4090 strix, and when starting SteamVR with my Vive Pro 2 I am getting constant framedrops (even in Home), and 70% reprojection. I still get reprojection stutters. For non-VR games, the card is flawless! 6 Likes Whenever i get near fire or light effects in vanishing realms (and also sometimes for no special reason like just looking at a blank wall) the SteamVR frame time graph shows constant red CPU late starts over the 11ms line on almost every frame. Similar to Oculus’ Asynchronous Spacewarp (ASW), the feature uses previous frames to synthesize new frames on the fly, allowing VR As suggested by others, I had run the new 'bin-mt' from Steam with extra launch options of "-force_enable_VR". False WMR reprojection does work on Steam VR. When your pc is unable to reach the desired fps, steam vr kicks in reprojection and cuts it to half the framerate and fills in the missing frame with a best guess. I bought fpsVR to check what is going on and it shows a near constant 50% reprojection rate. at all. I am not quite sure how this applies in this When motion reprojection is enabled, all Steam VR games will render nominally at ½ frame rate (45 fps instead of 90 FPS) while Windows Mixed Reality for SteamVR uses motion vectors generated by the GPU to extrapolate the next frame. Any dips below target refresh rates cause stuttering. It also shows that reprojection kicks in by a red line in the gpu graph. You can select: Per steam VR setting, that Announced at AMD’s GDC 2017 press conference, Radeon GPUs will support Asynchronous Reprojection on SteamVR in the next update. SS in-game increases differently from Steam. Reprojection rate for 120hz is 60hz. Skylark. by using the key combo win+d . Please read the rules before posting. ISSUE Using my Vive Pro I am experiencing poor performance since the Last Update and Hotfix (1. Anyone can opt into the SteamVR My reprojection rate is super high and is destroying my fps plz help me. Ive got a problem in some games where I get what I can only descibe as a shimmering effect around movement. run steam vr,revive and occulus then log in from steam library pagego to settings amd the occulus button should now be clickable. I have a build with a Ryzen 9 5900x, 6800 XT Steam VR + Virtual Desktop = Reprojection/Tracking Stuttery Mess! Question/Support Using Steam VR's performance tracker shows sporadic orange/red sections, despite being well below the 11ms threshold. hope that helps someone ending up in here :) Reprojection is there because it keeps the headset movement tracked at 120hz (or whatever your refresh is set to). First and foremost, what is reprojection rate? What does it mean? I'd explain a frametime as how long your component takes to compute a frame, so the higher the longer it spent on delivering It's been a while and many steamvr updates since I've used my Vive, and now loading it up I can't seem to find the Allow Asynchronous Reprojection options in the settings Asynchronous reprojection is always on in SteamVR unless you turn on the "Legacy Reprojection mode". HL:A looks way too good to be able to maintain 144fps 100% of time even on 10/20 Nvidia series. Constant 45 fps with massive reprojection. As is at 100% for both steam and apps. You'd have to set your headset to 120Hz to get 120fps. We are treating this as a last resort safety net against poorly performing applications. Use the steam dev tools to see where you limited, if its cpu disable hyper threading, overclock, if its gpu, overclock or lower visual settings like draw distance. Pressing F11 does not help. The new Asynchronous I've got the same issue, HP Reverb G2. Step 3: Start Steam VR and make sure Asynchronous Reprojection is disabled. com] Auto is just a big no for Elite and causes reprojection easily. It is This shortcut is pretty new, from one of the recent steam VR updates. Now 80% of my games will not work because it is turned on. 1. zero tolerance for self promotion, The test above proved to me that as of right now, the Steam VR compositor must be the most capable (far more capable than that of Oculus) in terms of frame reprojection. I have WMR (Odyssey) with steamvr beta and WMR for steam vr 1. This is currently not In short, always on reprojection allowes gpu and cpu time to render but with a small amount of lag noted. Dirt Rally is a game that does work surprisingly well on forced on making you able to boost graphics settings. 2 would compare to 0. I do use motion re-projection but I do with the toolkit instead (read the next section). These settings are still on by default even now when they are no longer needed. This was a surprise to me but I'm super happy I found it today! This bug was present in the SteamVR beta since at least 5/16 (as reported in another thread here). Without it, you'd feel the headset lagging behind your movement, if that makes sense. I previously used the display in Advanced Steam VR Settings (or whatever that tool is called). #2--ranXerox--Jul 20, 2021 @ 3:28am I have a laptop with a 1650ti, it runs fine. ) Hi everyone, I am new in the VR world. if you increase the games SS by 0. One frame at 90 Lowering the in-game visual settings to the minimum will help a bit, but you'll still use a lot of reprojection. If that is over 100% that is probably your problem. To be fair a GTX 1060 is okay for a lot of Using an FPS counter (like the one in Steam VR), I aim for a stable 90 FPS; If I can’t maintain 90 FPS, I enable reprojection and aim for a solid 45 FPS; Reprojection has been crucial in maintaining smooth VR on my low Turns out I was being hit with "motion smoothing" in SteamVR. Stuttery NPC's and gun movements are faily neasuea inducing. if you are on oculus, forget it, you need to tell oculus to turn off reprojection. I normally use Airlink or Virtual Desktop, and I have a good wifi setup so playback is quite smooth. When you open Steam VR click on the SteamVR at the top of the little window it will brong a drop down menu click on settings. but upping the in-game slider by 0. Then this becomes a oculus issue and not an index steamVR issue. The Steam Link for Meta Quest FAQ page is available here. But, every time the new image arrives on time the headset will just use that, up to 90 FPS for a 90Hz display. --- • News, AMAs with Developers • Tournaments • Reviews • Events • Giveaways • Support • Deals • Game Discussions • PSN friends • Humour Reprojection Ratio: 41. Ive been reading alot about this feature over the past few months, and watching it become more dialed in, and available for implementation. No issue with 4090 in "normal 2d" gaming, so the card seems fine. The graph looks great and flat. After today's release version update (7/26), turning your head while experiencing reprojection (async reprojection enabled, and running a game that actually causes notable reprojection) will cause the Steam Screenshots ranging anywhere from 1782x1782 down to 1019x1019 Reprojection and the effect in VR Apart from the above, I now see that Nvidia offers VRSS (Variable-Rate SS) for VR gaming in their manage 3D settings [nvidia. (Steam will say it doesn't support VR if SteamVR is already open, but Previously, Valve Software implemented interleaved reprojection into SteamVR as a temporary fix, which limited the base rendering to 45 frames per second and re-rendered every other frame to meet Everytime i start Batman Arkham VR i get the message please aktivate asynchronous reprojection in the Steam VR options menu and after the massage disappiers the game crashes. Off shouldn't be an option as proper reprojection is pretty essential for comfort in VR. Under steamvr setting, your can activate "legacy reprojection" which effectively is no reprojection. This is also used and is synonymous with motion smoothing where it's doing the same thing from 45fps Screen capture (Skyrim VR) Low frametime both for GPU (around 6/7ms in Skyrim VR) and CPU (around 2ms) and reprojection between 20 and 50% (depending on the settings of the game). It will only affect so i have a Rx 5700xt 8gb with 16 gb 2400mghz ram with r5 5600x but ive only been getting 30 -34 fps in the main menu and 20 fps in games ive redownloaded all my drivers and reinstalled the game but nothing is workin. 2 it´s actually 0. Not a hardware issue First my specs. Set it to windowed mode and lower the resolution. press apply and it shows up in the headset. If you choose to enable motion reprojection, all Steam VR games will render nominally at ½ frame rate (45 FPS instead of 90 FPS) while Windows Mixed Reality for SteamVR uses motion vectors generated Tips: Disable VR Home Theater in Steam client settings, if you haven't done it yet. I know reprojection in VR is used to make sure I'm having problems with the Quest 3 while using VR where, no matter what settings I choose, there is still some strange "jittery" movement even while keeping my head perfectly straight. You should generally not turn off asynchronous reprojection, as SteamVR is designed to rely on it. Skylark Oct 29, 2021 @ 7:52pm As far as I know you can only enable or disable reprojection in the Steam VR Settings under Performance Tab. The problem for me was: Entering the menu actually gave me heavy reprojection in itself (for whatever reason) which made it difficult to check the current situation. Based on the name, that's almost certainly similar to Oculus' recently announced "asynchronous spacewarp" technology, which fills in the gaps necessary to get a 45 frame per second game running acceptably at a VR-ready 90 frames open steamVR->left click on 3 bars->on vr dashboard make sure you slide advanced options on-> go into video section-> per application-> turn off reprojection. If you get too close to using up the available frame time (either due to cpu or gpu work) the compositor will drop into half-time mode where we Today we are introducing a new feature in SteamVR called Motion Smoothing. Turn off Motion Smoothing in SteamVR General settings. Many games include this heavy reprojection, including Arizona Sunshine, Vanishing Realms, and Rick and Morty. It copies previous frames and inserts them into the game, leaving behind a trail. Those issues are not less ugly and motion reprojection CAN completely eliminate these issues. It's also been referred to as rotational reprojection, though it's asynchronous because it's re-using a frame out of timing with the GPU's frame buffer (since a properly rendered frame wasn't ready in Nah the old reprojection was replaced with Steamvr Motion Smoothing. 16). You can finally throw shit at your friends in VR - Monkey Doo is on the Official Meta Store! youtube. You haven't mentioned what graphic card you have, but 3GB of VRAM makes it's fairly obvious it's a budget GPU. So my question is how are you dealing with framerate drops in VR? Does Valve Index have any mechanic to NThe latest update to SteamVR adds asynchronous reprojection for Nvidia GPUs. OS Windows 10 Pro STEPS Start SteamVR in any fashion (VR button, Motion Smoothing and Legacy Reprojection is not currently made for, compatible with, nor does it currently work with WMR based VR HMD headsets. The framerate is capped to 120, but it mostly reaches only 115-118 FPS. All forum topics; Previous Topic; Next Topic; 13 REPLIES I have some VR games on Steam (E. If I put the 6800 back in everything is fine. Also I suggest you to run Oculus Debug Tool, Oculus Tray Tool and OpenComposite (for those who use it) at Even top tier GPUs have a hard time to max out VR games as the resolution and refresh-rate is similar to running a game at 4K or more at up to 144Hz, and then pushing high/ultra graphics settings at the same time yeah, not very likely I'm afraid, unless the game is heavily optimized, which does happen, but again depends on what you are After reading Valve Index specs carefully I realized that the headset has standard non-variable refresh rate displays. Enabling either of What i would do if i were you is monitor your reprojection with something like advanced settings for steam VR. I also have asynchronous reprojection turned off as I think that is Vive specific and not needed or used by the Rift. Discussing Virtual Reality Experiences and VR technology. zero tolerance for self promotion, Really bad reprojection and dropped frame issue This only happens on occasion, my framerate is usually fine and I have no problem running VR. zero tolerance for self promotion, Async reprojection is on by default. A place to share your love for and discuss everything PlayStation VR and PSVR2. There is no such thing as 80,70,60,50 FPS, only 90 is stable (44 kinda is, but it feels really slow. Async reprojection mode causes my HMD to drop in FPS causing stuttering in VR only. 5, WMR SETTINGS: Visual Quality: Very High (beta) Experience Options: 60Hz WMR CONFIG: Install Open VR Advanced Settings for Steam VR. . 1001+), we've added an experimental option to make 90 FPS reprojection smoother when running SteamVR with Windows Mixed Reality. 8ghz (stable, typical overclock, plenty of cooling) 32gb ddr4 3000mhz RTX2080 Super Valve Index full set, run at 90hz all the time I run FPSVR so i can monitor what's up with my computer and frame timing and it seems i'm getting constant CPU Since Valve started to work on the reprojection code, before Motion Smoothing was introduced, it seems that Interleaved Reprojection is always enabled. I recall having the exact issue in FO4 vanilla when it first released. Here is an example of how spatial reprojection can be implemented by the VR software: picture1 1920×1428 111 KB. Use Steam VR Advanced Settings to view reprojection rate. 8. As part of the public beta update to version 0. I then tried to "force reprojection", which made the weird ghosting and distortion go away, but then the game felt a little slower / laggy. Hey guys! I'm new to VR and I recently got the HP Reverb G2. I read I could disable reprojection Alex Vlachos talked a bit about this at GDC 2016 two weeks ago during his presentation, “Advanced VR Rendering Performance”. Notably, SteamVR didn't start up Any Steam VR dependant game and Steam VR home itself runs like dog shit. Using Steam's performance graph in the headset, I see that my frametime hovers around 11ms (90 fps) and, if it goes a little above the line, on legacy mode, I do not notice anything, and it feels just like 90. Take survive for instance, some zombies have this, the rats at the start which run along the floor are surrounded what seems to be motion blur. DCS; You can also turn reprojection on/off from here. I don't know which update caused this, if it was WMR for SteamVR, SteamVR itself, or an nVidia driver update or what else but recently I've noticed SIGNIFICANTLY worse performance when enabling either "motionReprojectionMode" : "auto" or "motionReprojectionMode" : "motionvector" in the default. This is what seems like an entirely separate system that is not triggered by HMD rotation like the "Motion Smoothing" setting is, rather by physical movement around your playspace only. If you choose to So currently we get the reprojection settings with vr::IVRSettings, then set them to fully disabled, run the benchmark and later reset it to the previous state. Before the update I( an I assume most people) would disable interleaved reprojection and keep on asynchronous since With the latest public beta (0. You may have heard these terms or seen them in the settings of your VR headset, but what do they do, and what’s I had a break of 2 years playing VR with the Valve Index. Image is stuttering in SteamVR and any loaded VR game. I have found that the 'Always on reprojection' ONLY (no interleaved or async) is the best and smoothest IL2 performance I have had EVER with my Vive HMD. I have to admit, half the time I have no idea what Im reading about but my limited understanding is enough to get a vague understanding of how and why it works. I've tried everything dozens of times. There's a reprojection setting I believe in the developer menu that should never be turned off, and it warns you if it. Just minimize the game, eg. This was causing terrible stuttering, even just on the main menu. A neutral zone for fans of all VR devices, specifically made for discussion about virtual reality gaming. Reprojection is a core VR technology that reduces motion sickness by prioritising smooth head movement over raw game performance. turn down your Super Sampling then restart Steam until it runs fine, I have 7,000 hrs in VR so ask any questions :) #9. Temporal Motion Reprojection is Microsoft’s version of this and is enabled via manually editing the WMR Portal for SteamVR configuration file. A frame can only be predicted to a specific point in time, so any additional uses will utilize reprojection to accommodate changes in head pose. How to get DCS running well in VR with HP Reverb G2, Oculus Rift 2, Quest, Pimax, Oculus or Valve Index. 3ghz Windows 10 (uptodate) Steam vr has recently started running terribly, with 10-20% reprojected frames and a lot of dropped frames which are making me feel really quite nauseous. 2 ssd If you encounter issues with this update, please post in the SteamVR Bug Report forum. But I don’t recommend disabling it since you will get black frames if your Application is not running at 90 FPS constantly. Oct 29, 2021 @ 7:52pm :) #10. Temporal reprojection: Given a sequence of images generated at different times, generate an image for a specific time. The quality will depend on your graphics card and VR systems, older AMD cards are noticeably worse here than Nvidia. using the G2, in the Steam overlay I had to click the 3 dots to access the Mixed Reality settings where I needed to set the motion reprojection to "use per app steamvr setting" for the steamvr settings to take effect. Hello fellow Denizens of Tamriel, I see lots of you posting about performance issues, and asking where to find out what the issue is so here's a short guide on how to check and what to do - the following applies to all HMDs that use Steam but is Vive-centric as that's what I have. For SteamVR games that reliably hit 60 FPS+ on a given PC, this should result in a solid 90 FPS experience with I've reverted Windows and Video drivers to similar effects and steam VR consistently crashes when loading an aircraft the second time or after playing an hour and opening the F10 map (in DCS World) or trying to Rearm/Refuel. updated to beta Steam VR and This option NOW controls the use of Microsofts motion reprojection for WMR based VR headsets. Alternatively, you can follow the below method to launch Assetto Corsa in VR: Launch Steam VR; Open Assetto Corsa on Steam VR; Under the Graphics option, select OpenVR; If you are playing in single-player mode, turn on anti-aliasing for an immersive VR driving experience. Based on the name, that's almost certainly similar to Oculus' recently announced "asynchronous spacewarp" technology, which fills in the gaps necessary to get a 45 frame per second game running acceptably at a VR-ready 90 frames A neutral zone for fans of all VR devices, specifically made for discussion about virtual reality gaming. its super annoying cause when it drops frames my tracking is off and the graphics are really glitchy. [BUG] Steam VR hangs system on exit #555 Using the new default reprojection, I get blurry reprojection a lot of the time, even though my framerate is good. In both cases the headset movement is smooth but my in-game hands Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate. It was written in the rise notes, don't think it's noted anywhere else. VR is essentially vsync'ed all the time and if you can't make the refresh rate, the system will make up frames using inaccurate but quick methods. Hi, I realize that WMR for SteamVR has reprojection turned off by default (in the default. Some windows mixed reality headsets can support frame rates less than 90hz, but be aware that your eyes might need to adjust to lower frame rates as you may notice screen flicker similar to looking at older TV sets running at 60hz. EDIT2: After talking more with BOLL in the comments, it seems that it is due to the This can be disabled, but different VR systems call it differently "Motion smoothing" in Steam/WMR, "Asynchronous SpaceWarp" on Oculus. I can still clearly see this blury vision that is typical for Interleaved Reprojection. This is not a performance issue, gfx card is at 40%, cpu about 10%. Similar to Oculus’ asynchronous timewarp, it mitigates unwanted ‘judder’ when the hardware fails to maintain 90fps. If you are getting 0% reprojection then you can move your SS slider up, restart the game and test again until you start seeing repro, then you know you are at the limits of your hardware with whatever mods you have installed. Sometimes u get 0 visual improvement but still loose performance Get In steam settings where is shows you frame timing and dashboard off/on and chaperone off/on, it also says reprojection and mine says it is on even though i went into wmr for steamvr and made sure those two little slashes were there so is was disabled. Mirrored image does not show issues. But now I have. Also, noticed that SteamVR defaulted to a MASSIVE 6800x6800 per eye, so had to reduce the If the frame rate becomes too low, for example less than 30, the visual gap is too large and you will clearly see the reprojection happening as smearing effects. My specs are: GPU: Amd Radeon RX 6600 8VRAM, CPU: Intel Core i5-11400, 16GB RAM. Steam VR: - CRM: 130% - Custom scale: 90% vrperfkit Supposedly 90Hz is default for the Quest 2. // 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 "motionReprojectionMode" : "auto", Are you setting your Quest to try and run at 120 hz or something? If so, your computer can’t keep up for whatever super sampling your setting in Steam so it’s locking into reprojection. I'm at 100% resolution per eye with adv SS off and motion smoothing off in OVR settings. Aerofly FS2, Eleven Tennis, Asseto Corsa, etc. So I used both Steam VR and Tray Tool as described below. (gpu graph is fine 'tho, gpu isn't even close If you're using motion reprojection (what the Steam UI calls Motion Smoothing), we use that algorithm generate intermediate frames which reduces the pressure for a title to hit a constant frame rate. 8] These settings should be the same for AMD with minor details being different. This allowes you to boost your ss much higher. I even installed that Advanced Settings app for Steam VR and I ALWAYS get reprojected frames. It has the biggest effect on game performance and there are cases where it's broken. These drops are happening everywhere including steam home and rec room. 1ghz, RTX 2080ti at 2080mhz, 32gb of 3200mhz RAM and a Samsung 960 EVO M. I'll have to try it again with WMR for SteamVR Beta with reprojection/motion smoothing off in Steam VR. 0 They REALLY need to fix this. L1NKK Jul 20, 2021 @ 5:03am Steam Subscriber Agreement | Cookies. My PC Specs are as follows: i7-9700k, RTX 2080, 32GB RAM Now my question: What resolution scaling is recommend for my setup? I've read many articles and user experience feedback saying they play at 70%-100% resolution with often times an inferior setup, but if I use anything above 50% In this video I explain the basics of reprojection, frame timings and frame rate in order to read monitoring tools such as fpsVR effectively. They are not actual "spikes", that is, the orange/red sections show up but they are not indicative of an actual leap in delay/latency. They also need to implement asynchronous reprojection on Nvidia and motion smoothing, both of which greatly help on Windows and are default. It won't be limited to 45 FPS because of reprojection. Originally Abrash said 95+ fps, but Rift and Vive ended up using 90 Hz/fps for acceptable presence. If you have motion smoothing enabled (on by default) you will get yellow frames instead in the mini perf graph in SteamVR options. check super sampling make sure its not over 140% #3. You activate it by editing a ini file and you can also activate a color indicator on the HMD screen (top left) which is useful when tweaking your settings. Its purpose is to reproject every frame just before it is displayed so that it is in the correct position. I have a RTX3080 and 12900k and I used to have no problems 2 years ago. I opened the little graph in the SteamVR settings (on my desktop) and it said "Motion smoothing ON" and the graph was yellow. On the new steam vr beta you can lock the FPS to a specific frame rate per application, I Should I set a custom resolution to that number (1447 is the closet I can get) or let Steam VR do it by leaving this setting on Automatic? What about Advanced Super sample Filtering - On or Off? Then there is all the wonderful settings in the Advanced Settings such as; Allow Asynchronous Reprojection Allow Interleaved Reprojection Enable Always Select VR and start playing Assetto Corsa in VR. Here is a tutorial on how to enable SteamVR "Time Warp" Asynchronous Reprojection (ASR) for huge HTC Vive performance boost in SteamVR. You can see giant overshoots on the CPU's part, and late starts on the GPU timing. There's clear no-reprojection VR and then there's what we see currently happening in PSVR2 games like CoTM and REV where reprojection is happening all the time. I have a mid range PC (Ryzen 5 3600, RTX 2060 and 32Gb of RAM) but thanks to SU5 I can now enjoy VR, and no, there is no way I can come back in 2D 🙂 I also have a low resolution headset (HP Windows Mixed Reality). I wish get steam deck for quest 2 vr so can play gorilla tag using alvr Entity325 Jun 7, 2024 @ 6:02pm Full headset-PC pipeline Months ago the performance was destroyed by an update on this game, and it's still the same Issue I cannot sustain 90 fps, regardless of settings or resolution scaling (even at 50% resolution in steam vr and all the in game settings on low) I get reprojection and stutter in game I notice my GPU never goes above 30% usage and my CPU barely above 10% usage even on the highest Supported Headsets, Supported VR APIs fpsVR works with any headset supported by SteamVR. Use these settings as a baseline for your own config, i recommend starting off with these settings. 1 Kudo Reply. Rant is over. I can’t really tell what SteamVR’s motion smoothing is vs WMR’s optional reprojection. I loock everywhere for the option but i can't find it < > Showing 1-1 of 1 comments --ranXerox-- Jan 10, 2020 @ 4:06pm Apparently, this is called reprojection, which means my computer can't produce enough frames to make the VR experience enjoyable. Before I could turn off interleaved reprojection and my games would play. I now started again and noticed the reprojection rate is over 10% in fpsVR which makes the games run stuttery. it´s x 2. My setup: Wired ethernet from my PC to my Wifi 6 I had a damn hard time setting up the Vive to work in a satisfactory manner and thus I've focused on the more obvious choices and configurations and ignoring researching and getting into the more specific options. Thats showing legacy reprojection. 2. Hi, two months ago I started to experiences huge fps drops when playing SteamVR due to high reprojection ratio. You should generally not turn off asynchronous reprojection, as SteamVR is designed With the latest public beta (0. Temperatures are fine. But I have to say that Skyrim seems to be very forgiving when it comes to reprojection. However, not using it has its own issues, such as stuttering ground when flying low and double vision when doing fast maneuvers. SS is only 1. Look at your eye resolution setting under video settings in Steam VR. Alternately you can change it on of off on a per game bases under the applications tab. [1] Reprojection involves the headset's driver taking one or multiple previously rendered frames and using newer motion information from the headset's sensors to On the index, your pc is trying to keep games at 80, 90, 120, or 144 fps depending on what you have it set to. How can reprojection be completely disabled with the new beta? The settings for async reprojection, interleaved reprojection and forced reprojection were removed, and even with "Motion Smoothing" unticked, reprojection is still on. When motionReprojectionMode is set to "auto", motion reprojection will turn on automatically when a game is rendering too slowly to maintain 90 FPS. They need to fix the reprojection not add an option to disable it. Alyx, Blade & Sorcery all crash SteamVR within 10 minutes at most and have huge CPU frametime issues and reprojection rates. A GTX 1060 is a good card of single-screen gaming at 1920×1080 60FPS. Increasing refresh rate increases presence (the feeling you are actually in this VR space). vrsettings file. i tried pretty much everything i could think Some people may have noticed that Oculus Debug Tool or Oculus Tray Tool doesn't auto disable ASW at start up. However! It 100% steam res 100% games res 100% pixel density Lower game settings to hit the desired fps levels. Then about a month ago nothing remotely intensive works anymore. g. I tried with the Oculus app and Oculus Link, I tried with Virtual Desktop, I tried with Steam Link. This feature enables more players on more PCs to play high-fidelity VR games and experiences. Install the lastest Steam VR beta 2. I tested my games with interleaved on and they run like crap like they do with this new Asynchronous reprojection is always on in SteamVR unless you turn on the "Legacy Reprojection mode". Asynchronous, Interleaved. In newest version of SteamVR. Yes OpenCompatite will really help you. EDIT: To clarify, I am not talking about the "Motion Smoothing" setting that already exists. Just go to the game and hit play. The reprojection rate on this was near zero. Worked absolutely fine for months. Though still not ideal, my results have been remarkably better than all my past tests. Looks like I've been running VR with interleaved projection on all this time. DCS VR optimization tips & tricks. Current hotkey to disable ASW is Ctrl + Numpad 1; this script does the same thing with F1 and you can make it run at windows start up. The technology helps to maintain smooth head motion when framerate I am playing Project Cars 2, and no mater how low I keep the (ms) under 11. VRchat is know by its jerky performance, which obvious with any reprojection settings, but this new algorithm is seriously very advanced and works as intended. Why is steam showing that it is on when it is not? Is there some steam form of reprojection i am locked in to? Steam allows customer game reviews on its storefront and it's very helpful to judge the pros and cons of games. It tells you when reprojection kicks in which tells you your settings have exceeded your computers abilities. It's just valves version of Oculus ASW. Now, the current beta version doesn't even offer an option to Please tell me if it is possible to disable the projection completely in the SteamVR 2. If a game can't deliver the frames you selected steam automatically cuts you frame rate in half and reprojects the rest. fpsvr says the my cpu is getting really stuttery frame times but its only at 40% usage and 60 degrees C and my gpu is at 80% usage and VR takes awhile to get set just right because every computer is different. My specs: GTX1080oc (latest drivers) I7 4770 @4. Outside of Steam VR, MSFS is also shaking even on its main menu in VR. I am re-reporting it as a bug in today's release version. cool. The white line drawn on the GPU graph shows the number of times a given frame was presented. The target time can either be within the range of the sequence of source images (backward reprojection) or in the Just acquired the FPS VR utility off of Steam, and am encountering some new terminology for me - "Reprojection Ratio". Reply reply. SteamVR Application - SkyrimVR @150% (@160% 45-65%reprojection) Steam Video @200% in-game SS 0% In the Middle of Riverwood 5-23% reprojection , 71mods Are you saying dont change the ss via the game settings or are you saying don't change the ss via steam vr advance settings after starting the game? The Steam VR has now implemented this beta as the main version now. - Unconfirmed if helpful with 100% Render - for Steam VR section, 3) Turn off Advanced Supersample Filtering under SteamVR Video settings. notice a difference with different steamvr reprojection settings on and off so it seems steam is overriding Oculus' system Half Life 2 Hey @tekneil: in the steam vr application itself, in the hamburger menu, bring up the debug options window. According to "ARSTechnica" in this article , "Valve is working on "asynchronous reprojection" for the SteamVR platform. -Refresh Rate: For the Valve Index at the top of the video options screen you can select refresh rates of 80, 90 120 and 144Hz. It only looks OK under the Mixed reality default room. I rolled back to the stable version where you could turn reprojection on/off. Please note that in order to display the fpsVR overlay in VR games/applications using OpenXR (MSFS2020 for example), there is an important Everything else is not a good expericence in VR unless the engine/game supports a variable framerate (works for many VR titles, not for Fallout 4 VR, because they couldnt be bothered). But I'm hitting reprojection hard and cant maintain above a 70fps on my reverb g2, which runs at 90fps. An independent and unofficial VR subreddit. When a game begins to maintain 90 FPS or starts rendering at less than 45 FPS, motion reprojection will turn off. As for the performance setting for the on screen turn it way down. When you often drop below 90 fps you and it switches reprojection on and off you will feel sick from it, so make it stay below 90 and above 45, or make sure it I'm getting alot of stuttering while playing steam link VR on my Quest 3. Downloaded steam version and can only run it with everything set at low in VR graphics options - even then it is still not Steam Reprojection should be disabled by default for Rift headsets. Everything is sort of slightly "vibrating" a little, and it makes it very hard to feel comfortable. And it looks terrible. Steam VR settings - Video Motion smoothing - OFF Refresh rate - 90 (must me 90 at first, you can change this if you want AFTER you are in vr mode) Motion smoothing - DISABLED Legacy reprojection mode - OFF 3. Interleaved Reprojection and Always On Reprojection should be enabled for best performance. There are also only very few dropped frames. When I started to read VR forums, 2 things completely new to me where reccurent in the threads : How can we enable reprojection using steamvr? Forced on in dirt rally 2 works quite good, however on auto, there is a lag / speed up slow done everytime it kicks in, making it not useable. Even though, the current non-beta version allows to disable it, it doesn't seem to work. In there, you can adjust motion smoothing or play around with the various settings without using shift+a I don't see any options for Reprojection in the Debug menu of SteamVR, let alone a debug menu option. Please read the Guide and check the FAQ before asking questions. Can someone explain what it is (in laymen's terms)? I assume that the ideal goal is to get this measurement as low as possible? If so, what settings and/or hardware changes help to lower it? Thanks. Valve today introduced Motion Smoothing to SteamVR in beta. my frame times are well under what they need to be and the frametime graph is not showing any issues, but reprojection still occurs. Click on Performance and make sure Allow asynchronous reprojection is checked and Allow interleaved reprojection is unchecked. I actually tend to keep turning settings down if possible until I can achieve target framerates pretty consistently. 0. I'm able to use the Oculus Debug tool and change whatever Many people avoid motion smoothing / reprojection due to artifacts like wobbling propeller and other weird deformations. Specs are Ryzen 7 3700x, RTX 2070 super, 32GB 3600 mhz ram, games and software are on an m. So is it possible for valve to add native 60 Hz into steam vr or is that a thing the HMD wouldnt be able to handle? Reply reply LJBrooker A neutral zone for fans of all VR devices, specifically made for discussion about virtual reality gaming. 3% (for Index/Vive/VivePro headsets only) Yes, just go to the virtual monitor, go to steam and launch the game directly, don't bother with launching steamVR. Navigation. The second graph shows the locker room of Rec Room with SS set to 1. this is one of the I've only ever tried Steam VR motion smoothing on my OG Vive annnnd, like many others here, preferred simple reprojection if I had to use anything at all. 1093, we've added an automatic motion reprojection mode. WHAT I DID THAT WORKED Reprojection is an always on thing with vr that makes sure that the frame being rendered is displayed right where your head is facing rather than the world lagging behind you if you're moving fast. You save around 1ms per frame on that. Now my problem is that in some games i get between 70-80 fps and most of the time steam forces me to use 40fps + reprojection which feels terrible. For games that can't hit a constant 90fps (skyrim VR, dirt rally 2), what is the best option in steam vr for the G2? should I be using the WMR reprojection option or steam vr's motion smoothing? I don't seem to notice any difference whatsoever with WMR reprojection on or off. An Oculus Rift/HTC Vive resolution is 2160x1200, so you get the idea of it's underpowered for top tier VR. SteamVR forces reprojection while it shouldn't be used. It overrides steam VR when turned on, so launch game with steam VR. Under the video tab of steamvr you can turn it off or on with the checkbox there. Please use the forum linked above to report issues. I'm using Psvr 2 on Pc at the moment. 6 beta settings. I've been playing more of my Vive recently with Half Life Alyx being out and I've just noticed Steam VRs added a few options including Motion Smoothing and seem to have removed asynchronous reprojection and interleaved reprojection. Any help is appreciated as I cant seem to find another post that is having the same problem. AKA PSVR, PS VR, PlayStationVR and formerly Project Morpheus. SteamVR defaults to the reprojection mode of Auto and you can override the mode per application like one does for the per application resolution option. Steam VR intermittently reprojects without reason e. This value can be zero if the frame was never displayed. < > Showing 1-6 No way to run the game in VR mode works. You can still use it by switching to the one of the mac beta In Steam VR you can select the frame rate you want to use (80, 90, 120, 144hz). I'm guessing Steam hid the options for us Rifters Reply reply FriendCalledFive • Except that it says it is enabled, and XPlane 11 is acting as though it is. The strange thing Is that in the home of Steam vr and in some games I have like 1,2% reprojection ratio only, but in other games more than 50%. or just want to force and push casuality onto advanced/experienced VR users. 4 through steam. Back before the Vive and even the Rift had reprojection solutions like ATW/ASW or Async Repro/Motion smoothing, the devs implemented their own reprojection solution and built it into the game. I'm finally happy I can play VRCHAT on 144hz with no artifacts or jerkinness. If possible, please include a system report to aid in tracking down your issue. definitely recommended to use steam and keep the in-game thing at 0 I'm at my wits end trying to figure out why this game (and onward) runs so poorly for me. However, I can see the reprojection clearly when I move my hands, and the reprojection percent in fpsvr is suddenly skyrocketing. I'm on a 8700k at 5. You can fix this by turning off the "Lock Physics Update Rate To Render Frequency" on the TimeWarp, Spacewarp, Reprojection, Motion Smoothing. I have global set to 100% resolution across the board and I can sustain 300% SS with the important VR impactful settings on high. It's like smooth, then suddenly repro, then smooth, then repro, but the reprojection percent is always high. Use Legacy Reprojection Mode: Off; Throttling Behavior: Auto; Nvidia Control Panel Settings [UPDATED FOR 1. I am primarily It's all about presence - the feeling of being present in the VR world - 45 fps with no ASW2 probably won't fool your brain to believe you're really inside a VR world, while at least 72 fps seem to be the magic point, believing Quest users, lol. System: i7-7700k overclocked to 4. so if im running 72hz, itll be in 36 fps, 90hz itll be in 45 fps, etc. It'll add an "Advanced Settings" button in the Steam VR Menu that allows you to adjust chaperone settings and a lot other stuff that's not on the basic settings page. I have no problem with steam vr home or some games like Moss II. And the options that You can activate ASW reprojection for WindowsMR. vrsettings config file the line is commented out so it's disabled), however it's clear that StemVR still does the reprojection automatically. 9. How it works If you have a flatscreen TV, you may be In Steam VR settings select Video, this opens up a new screen with multiple important options. custhelp. ) and never used Steam VR, and all work fine and I don't have to deal I've tried increasing supersampling (caused decreased FPS/stuttering with no discernable change in graphics), disabled advanced supersampling filter, forced AA through Nvidia control panel, added render target multiplier:2 to steam VR settings file, disabled async reprojection and interleaved reprojection through the same file, disabled motion For racing games asynchronous reprojection is providing a little bit more time to gpu so it helps to maintain 90fps (and as there is no controller to display, the re projection isn’t a big deal). I'll say from the outset, you cant disable it permanently. You can disable motion smoothing under the Video Under 6ms. < > Reprojection like crazy even if it shows 120 fps, with some small drops to 119 sometimes. I am at 95% reprojection on an i7 7700k and GTX1070 with shadows and many options reduced. Googling this is rather difficult since there are only a it doesnt matter (in my case) what refresh rate im running on my quest or what resolution im on, steamvr and any steam vr game will just cut my frames in half. I never managed to run this ETS2 and ATS game in VR :/ // Motion reprojection doubles framerate through motion vector extrapolation There has been several posts lately about reprojecton not working with the latest versions of WMR for Steam VR, a temporary solution is to use the LKG version available in the Steam betas section. The game only launches its startup menu in VR mode and then the game disappears. My old 3090 ran this with no problem. fpsVR supports any VR games/applications that interact with SteamVR via the following APIs: OpenVR, OpenXR. Install the lastest WMR beta 3. Reply reply Summary The additional view on the main display in some games causes it. So back around December you guys decided that motion smoothing software was ready for the stable branch you forced an update on everybody and took away the option for people to control what kind of reprojection to use or to turn reprojection off completely. What is the issue exactly? I am getting constant reprojection on my 4090/index where it will constantly drop 1-3 fps below max (regardless of what I have refresh to, its not a performance problem) and its fucking awful, tried everything I can to fix but VR has been largely made unplayable for me because of this. The status window only shows it as active (orange) when reprojection is applied to compensate for an application dropped frame. Untick ''Enable the Steam Overlay while in-game'' for all ETS2, STEAMVR and WMR Use Legacy Reprojection Mode: On STEAM CONFIG: "renderTargetMultiplier": 2. Replies to this post are not tracked for bug reporting purposes. If you open the display mirror and press Shift-A, you will disable async and interleaved reprojection It seems to be caused by the fixedDeltaTime changing when the reprojection kicks in. So i would like to see if turning off motion smoothing entirely makes a difference. Play around with skyrim's and steam vr super sample settings. jzlsts wkmhfx stxfxf cwscvh jjoprk wtuyig pehna bgcb lkcupc bqyg