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Same symptoms,
- motionReprojection = auto, GPU gets higher load that triggers reprojection dropping to 45 fps
- motionReprojection disabled (commented out) - stable 90 fps.
Hi Andre_WOT
I am Julio and I work in on the Windows Mixed Reality support team at Microsoft. I would like to apologize for the delay on this response.
I am sorry to hear that you still are experiencing reprojection performance. We would like to work on that and make sure we properly address it.
We suggest creating a Feedback Hub item so that we can then escalate all details possible to our Engineers team and move from there. You mentioned you have submitted the issue in Feedback Hub, could you please share with us the URL link to your feedback item so that we can find it easily? You can create a short URL link by going to Feedback > My Feedback, in the Feedback Hub then click on your feedback item and use the Share icon to get a short URL.
Regards,
Julio from Microsoft
https://aka.ms/AA4i9vw
https://aka.ms/AA4i233
https://aka.ms/AA4i239
Hi Andrew_WOT,
Thank you for the quick response and sharing with us the Feedback Hub items URLs. We will be following up in this behavior and working in any possible solutions.
Cheers,
Julio from Microsoft.
Any luck with that, is motion reprojection synthetic frames generation always on (that could explain performance impact) or auto-toggled based on observed FPS.
If the latter, why does it put extra load on GPU?
We have escalated the scenario to our MR engineering team. We will hopefully have answer soon. Thank you for your patience.
Regards,
Julio from Microsoft.
Do you have an update, as few weeks back reprojection was running great now it’s a game breaker. Is there a way to go back versions , as it’s a mess when it’s on and off
Hope MS did not move all WMR devs to different projects.
It had some sweet burst of activity with frequent updates and new features being added but now apparently just put on a back burner by MS to die of natural causes.
Too bad as the biggest resolution HMD announced so far is HP Reverb (WMR).
But I am not going to get it just for the lack of support and overall lack of future roadmap for WMR, guess it's just another jump shipped product from MS, like Zune, Windows Phone, etc.
Somewhere deep down really hope I am wrong, but so far the message from support was pretty clear.
And most likely at least resolution of Vive Pro/Odyssey
https://uploadvr.com/report-valve-index-dev-video-apparently-reveals-render-resolution-and-refresh-rate/
Good tip for those who use SS in both places but not the case here.