We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.
On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.
So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.
Is something like SteamVR's Async Projection always on?
We have an app that was written for SteamVR, and are testing it on the Samsung Odyssey MRD headset. We are finding that the frame rate often fluctuates between 90, 60, and 45 fps, but rarely at a value in between. I am wondering if there is something like Steam's Aync Reprojection or Interleaved reprojection (or ASW on Oculus) always on for a MRD headset? In the SteamVR's settings, "Async Reprojection" is "off" when we run our app, and the checkboxes to allow reprojections are also off (makes not difference in the frame rate as far as I can tell)
If there is some kind of frame-rate limiter always on, is there a way to turn it off when running through SteamVR? We would like to get raw performance numbers so that we can directly measure the performance impact of the Samsung headset so we can determine how & where to optimize to hit 90fps all the time.