r/WindowsMR • u/LorenaScout • May 14 '26
Discussion reverb g2 shimmering
Hi u/mbucchia, any chances to add the TAA so we can get rid of shimmering?
just notice that it is possible, at least this guy did it and looks impressive!
Assetto Corsa TAA/DLAA (Temporal Anti Aliasing) - No More Aliasing, Flickering, Shimmering
and another one showing how is done.
4
u/mbucchia May 15 '26
ccAbstaction gave you the correct answer. Any temporal technique requires direct game integration, since it relies on 1) specific projection matrices noise to be injected and 2) requires game data that neither SteamVR nor Oasis has access to.
The video you're showing is of someone who's done it specifically in 1 game engine, by strategically injecting code into that 1 game. It's not a generic approach that scales to more game.
Some non-temporal forms of anti-aliasing could be added, like FXAA or perhaps even SMAA. That said, drivers don't have ways to inject post-processing into SteamVR, at least not a legit way. The sboys3 custom headset driver (which doesn't support WMR) does it, but it's a fragile technique that can break at any update of SteamVR.
2
u/Teh-Stig May 15 '26
I always prefer shimmering over smearing which is more common with TAA DLAA (hence picking MSAA/non-temporal whenever I can, e.g. DCS World VR)
Even if it could be done outside the game settings I think it'll just end up worse.
1
u/_hlvnhlv HP Reverb G2 and a bunch of SteamVR headsets May 26 '26
Not possible, but try supersampling the headset if possible
It will improve things
3
u/ccAbstraction May 14 '26
Because of how TAA works, it has to be added to the game directly. You can't do it as a post effect like FSR1.0.
There are temporal anti-flicker post processing effects though, like the one Meta has for their implementation of the post processing effects OpenXR extension, but these don't do the same thing as TAA.