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And I feel with similar symptoms as you have in WMR headsets (HP Reverb G1/G2 or other old WMR), Pico headsets.
As for some software methods, for my part, as an fpsVR developer, I couldn’t come up with anything like that, and I can’t when using the OpenVR API. Although I think this is possible for games using the OpenXR API, at least the OpenXR Toolkit(But its support and updates have been stopped) developer has made such(probably) an option called “Shaking reduction”. But I haven't tried it myself yet. And the use of OpenXR in fpsVR is still a big question.
thanks for replying sergio,
i was wondering if the openXR-ovr advance etc etc would clash with the fpsvr this is why i didnt use anything apart from the amd fsr app mod in games but ran a bit crap for some for some games but removed it,my index is sold now (to pay bills through covid,it was an necessary evil),but my friends all went out and bought the quest 3, so i bought the rift s from fleabay,theres no lag runs steam vr just fine @ the capped 80hrz (infact it uses my amd gpu 6800 xt @ only under half the vram usage),but it is the bobble head (its not bad but could be smoother),do you think you might inject "motion smoothing slider" into your app at some point?,it would be a excellent selling point (for people recording/youtubing and such.tanks jim
Regarding your question, this could be considered, but converting fpsVR to another API (OpenXR) is not easy. And there are some difficulties. I can't promise anything.