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Is it specific to a single game or is it a general thing?
It's not specific to a single game, just generally speaking. Even the dome in SteamVR looks low res. I've gotten a lot of free VR games here on steam to run under OpenXR/Opencomposite and the image looks a lot better than running them in SteamVR.
Other thing is(if you have a nvidia, i do not know the process for AMD)
open nvidia control panel and change the setting for the vr game you want(for example, Supersampling, V Sync, mess around with those options!
Vr is still a market so terrible and disorganized
Yes, I noticed that. I also own a "Dell Visor" and the resolution of the "HP Reverb G2" when running is via SteamVR is pretty much the same. The Reverb is leap and bounds better. I haven't tried the "Dell Visor" with OpenXR/OpenComposite yet, but I suspect it will look way better if I can get it to work. I'll have to try that.
According to this page[mbucchia.github.io], the G2 supports OpenXR natively, and this page said SteamVR has full OpenXR support. I think the real problem is SteamVR's "vrcompositor.exe" is simply inferior and does some bullshiting with render resolutions.
P.S: Valve Index doesn't support OpenXR.
I agree and this is my guess too. I hope Valve's engineers will have a serious look at this so they will address a fix soon!
After loads of testing though trial and error and wasting tons of hours, it turns out the real source of the problem was a WMR setting and not a SteamVR issue. This setting is under Windows Settings -> Mixed Reality -> Headset display -> Experience options -> Change. You want that option to be "Best visual quality" and you will no longer see swiggly/jagged lines while in the SteamVR menu or in games, and word fonts are much clearer. Why the hell this affects SteamVR is beyong me, because I think anyone could think it was a problem with a SteamVR setting or SteamVR just being ♥♥♥♥. I still believe the SteamVR's compositor is inferior to something like Opencomposite.
Bonus: For anyone with a WMR headset experiencing frames being locked at 45fps, you want to open the SteamVR menu and go to "Windows Mixed Reality for SteamVR" - > Graphics -> "Default SteamVR app motion reprojection mode". Set that to disabled. And again, why they have a totally separate instance of that setting, which basically is the same as the motion reprojection under SteamVR itself, is beyong me. Poor design and poor communication.
This video explains it:
https://www.youtube.com/watch?v=GbWb7HfAmBc
I'm not clear if this is due to SteamVR or the WMR for Steam component but do know that OpenXR with Opencomposit using the native Windows Mixed Reality Port for Windows 11 is better visually whether this is due to gamut, colorspace, HDR, or other layer that is affecting WMR based HMD's.
Feedback would be appreciated from users or Devs that have actually used OpenXR with WMR based HMD's and not just from users recommending SteamVR settings.