Microsoft-OpenXR-Unreal
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Late Stage Reprojection over streaming?
Hi,
I noticed that Planar LSR over streaming
is marked as not yet supported in OpenXR 4.26.
After doing a little more research, I see that the HL2 has Depth LSR and Planar LSR (late stage reprojection). I am assuming that Depth LSR is not available over streaming, as only video frames are being sent to the device from the streaming PC.
Is there a timeline for when Planar LSR in streaming will be supported? I seem to be noticing more jittering in holograms with the OpenXR plugin compared to the Windows Mixed Reality plugin.
Hi @xuelongmu, our engineers say they're seeing some jitter as well and will investigate. The OpenXR remoting runtime actually does support depth LSR, so we suspect that the jitter probably isn't LSR-related.
Thanks @sw5813! Looking forward to any updates on this.
I have the same issue also, Windows mixed reality streaming on HL2 is rock solid, open xr on the other hand jitters like crazy.
@shukenmg- are you also using Unreal 4.26? Or are you using the 4.27 preview?
I am using 4.26, 4.27 preview 2 and 3
Using the WMR plugin in 4.26 and 4.27 preview 2 to remote to the HL2 results in really solid projection with minimal jitter/drift
The WMR plugin in 4.27 preview 3, on the other hand, is very jittery and drifty.
As for the MS Open XR plugin (this plugin), I experience really bad jitter/drift on all the above versions, 4.26 and 4.27 Preview 2 & 3.
Quick update:
The WMR plugin in 4.27 Preview 4 is once again rock steady with minimal drift/jitter. MS OpenXR (This plugin) is better but still has more jitter/drift than the WMR plugin.
~~Edit:~~ ~~MS Open XR: My project was compiling shaders when testing, after all the shaders were compiled, the remoting was rock solid and on par with the WMR plugin.~~ ~~I will test more to see if this stays true.~~
~~I hope the release version of 4.27 will not regress, haha.~~
Edit 2: I must not have configured the plugins correctly (Meaning, I was streaming using the WMR plugin), the MS Open XR is still extremely jittery/drifty.
Thanks for the update @shukenmg! Our engineers say this is expected in OpenXR right now because of the stereo layers Epic added in 4.27. We're hoping to get a fix for this from the remoting team in the next two weeks, after which, we will update this plugin. So please keep an eye out for the next release of the Microsoft OpenXR plugin.
@sw5813 Thanks for the updates on this. Would you expect HL2 with OpenXR to be jittery in 4.26 as well? Or is it just a regression in 4.27? Appreciate your help!
Thanks for the update @shukenmg! Our engineers say this is expected in OpenXR right now because of the stereo layers Epic added in 4.27. We're hoping to get a fix for this from the remoting team in the next two weeks, after which, we will update this plugin. So please keep an eye out for the next release of the Microsoft OpenXR plugin.
Ok, thanks for the update!
Fixed in the latest release: https://github.com/microsoft/Microsoft-OpenXR-Unreal/releases/tag/1.1.5
Marketplace is currently updating
~~Still getting unstable results with the latest everything.~~
Fixed in the latest release: https://github.com/microsoft/Microsoft-OpenXR-Unreal/releases/tag/1.1.5
Marketplace is currently updating
This fix works, but I am now experiencing this issue #27