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Post interessante, con una guida su come ottimizzare l’esperienza con wmr e una spiegazione del perché dovrebbe funzionare
Vale la pena provarci
Yesterday in r/WindowsMR a WMR developer said that the only current way that the WMR for SteamVR plugin and SteamVR’s OpenVR API can interface is through copying the screen buffer.
This can consume large amounts of memory because of the G2 panel 100% size , especially when (dynamically) oversampling.
They have found a possible solution with sharing a screenbuffer both parties are working on.
This is a shortcoming of the OpenVR API, which despite its name is pretty much bound to Valve hardware and implementation, with support for other HMDs bolted on by plugins, instead of each manufacturer implementing the API as a driver.
The only structural solution is OpenXR, which all VR manufacturers including Valve are pushing. The huge difference in performance can already be seen when comparing OpenXR games like MSFS and Revive with SteamVR vs OpenXR WMR native support.
For now the only things you can do about it is
- Disable WMR 4 virtual desktop default in Registry
- Start WMR
- Set desktop res to 1080p 60 Hz when WMR is on
- Move your steamvr.vrsettings file from the Steam program dir (only needed once) to a backup directory. This resets SteamVR settings to default, including GPU profiling. Also resets custom bindings, if you can edit JSON you can merge app specific settings back into the new file which is created at start
- Start SteamVR
- Set Rendering Resolution to Custom:100% instead of Auto to disable dynamic supersampling. On 30x0 this worsens the problem even more because it is purely based on GPU power (2* increase over a 20x0), but disregards GPU memory size and bandwidth staying roughly the same.
- Always leave OpenXR implementation on WMR, never set it to Steam’s implementation.
- Restart SteamVR
- Tweak per game settings from there
These all lower the amount of screen buffer copy, which get even higher by supersampling (RR auto).