Must Disable 3D Vision To Use Windows Mixed Reality
3 / 4
[quote="bo3b"]There is a specific flag to allow 3D Vision to activate at the same time as VR.
http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings#0x709d3ad2
[/quote]
Thank You! Every time I look for answers, the same crowd is always around.
Picked up an Odyssey+ over the holidays, and was worried for a minute that I wouldn't be able to get 3DVision working with it. Figured since this is the first search hit for "WMR 3DVision", I'd post what I found.
I'm on a clean install of 1809 with driver 417.35 and a 1080. Haven't dug too deep into performance, but I was able to get it enabled and working for display in Virtual Desktop. Bigscreen has a new version coming out soon that might be worth checking out too.
In profile inspector (2.1.3.20), selecting "Show unknown settings...", and changing 0x709d3ad2 to 0x00000001 or 0x00000004 in the global profile allows WMR to initialize while 3D is enabled (and vice versa). Any other setting, and WMR will keep restarting until it crashes the display driver. This kills 3D rendering though (as designed I suppose).
Once it's initialized, changing it to 0x00000008 (or 0x00000002) will re-enable 3D rendering. Just realize if WMR crashes for any reason, it'll throw a fit on restart until you switch back (just close or unplug WMR).
bo3b said:There is a specific flag to allow 3D Vision to activate at the same time as VR.
http://wiki.bo3b.net/index.php?title=Driver_Profile_Settings#0x709d3ad2
Thank You! Every time I look for answers, the same crowd is always around.
Picked up an Odyssey+ over the holidays, and was worried for a minute that I wouldn't be able to get 3DVision working with it. Figured since this is the first search hit for "WMR 3DVision", I'd post what I found.
I'm on a clean install of 1809 with driver 417.35 and a 1080. Haven't dug too deep into performance, but I was able to get it enabled and working for display in Virtual Desktop. Bigscreen has a new version coming out soon that might be worth checking out too.
In profile inspector (2.1.3.20), selecting "Show unknown settings...", and changing 0x709d3ad2 to 0x00000001 or 0x00000004 in the global profile allows WMR to initialize while 3D is enabled (and vice versa). Any other setting, and WMR will keep restarting until it crashes the display driver. This kills 3D rendering though (as designed I suppose).
Once it's initialized, changing it to 0x00000008 (or 0x00000002) will re-enable 3D rendering. Just realize if WMR crashes for any reason, it'll throw a fit on restart until you switch back (just close or unplug WMR).
Samsung is having a week long sale on the Odyssey + for anyone interested. $299 vs $499
https://uploadvr.com/samsung-odyssey-plus-299-sale/
Keep in mind that it has the same OLED panels as the earlier version, but is much better than other Windows VR Headsets in respect to screen door affect due to an additional proprietary panel over-layed on the screen.
https://uploadvr.com/samsungs-odyssey-costs-500-uses-anti-screen-door-effect-display/
Thank you sir. I went ahead and ordered this. I've already have an oculus, I hope I can play Oculus games on this HMD.. If not then, can anyone suggest a "Must play game" for this? That would be great.
Thank you sir. I went ahead and ordered this. I've already have an oculus, I hope I can play Oculus games on this HMD.. If not then, can anyone suggest a "Must play game" for this? That would be great.
YW
A useful link, might be the VorpX wiki by RJ8
[url]https://forums.geforce.com/default/topic/1037698/vr-general-discussion/vorpx-wiki/post/5293035/#5293035[/url]
I don't have a WMD or VR Headset yet, I'm waiting for better FOV due to my terrible motion sickness, but I still follow developments.
This recent article really piqued my interest. (180 FOV)
https://uploadvr.com/samsung-wide-fov-patent/
[img]https://proxy.duckduckgo.com/iu/?u=https%3A%2F%2Fcdn.uploadvr.com%2Fwp-content%2Fuploads%2Fbfi_thumb%2FSamsungWideFOVFeature-o2p0ji9o3d1tant1jr8gjpogiq7lw9yfx2irrjaft4.png&f=1[/img]
Thanks man D-man11. Sorry to hear about your motion sickness problem. That must really suck for you being Stereoscopy and VR enthusiastic :/
I see Samsung has 2 headset:
a $499 one that says for PC: https://www.samsung.com/us/computing/hmd/windows-mixed-reality/xe800zaa-hc1us-xe800zaa-hc1us/?CID=afl-ecomm-cjn-cha-092118-52057&cjevent=811cc45935f511e980cf00cd0a24060f
And the $299 one does not say for PC. https://www.samsung.com/us/computing/hmd/windows-mixed-reality/hmd-odyssey-windows-mixed-reality-headset-xe800zba-hc1us/?CID=afl-ecomm-cjn-cha-092118-52057&cjevent=18ab746935ff11e9839200db0a240612
I'm hoping this is the better one, and does work with Steam.
PM Torzii (post at the top of this page) he just bought a Odyssey+. I think in your links, the first one is just the old model.
I believe that Electryic also had an Odyssey at one time.
Microsoft's WMR page has info on both probably or RoadtoVR
Edit: Checked the WMR page, but the + version is not in the comparison.
https://www.microsoft.com/en-us/windows/windows-mixed-reality-devices
Edit #2: [url=https://www.roadtovr.com/samsung-odyssey-plus-odyssey-side-by-side-shows-subtle-redesign/]Here you go[/url]
note: the sliders on the images are movable
The screen on the Odyssey+ is great! All I've owned to compare it to was a GearVR with a Note 5, but that's a pretty nice screen too (2560x1440 oled). I was wondering if the bump up to 2880x1600 with the anti-SDE filter would be worth it... For $300 I think it is, and the anti-SDE works!
My only gripe with the actual headset is that it has the IPD adjust, but not focus. The GearVR is the exact opposite, and sometimes it feels like the Odyssey+ is ever-so-slightly out of focus, but re-positioning it on my head usually clears it up. The "halos" from the Fresnel lenses bothered me at first, but I've gotten used to it by now, and they only stand out in certain situations.
WMR still feels like it's in beta... still a few issues to work out with reprojection and the motion controllers. It still works pretty well as it currently is though. The only major drawback with the inside-out controller tracking is that I need to keep the controllers in view of the cameras for best results. Would be nice if I could simply throw a few cheap cameras around the room.
As far as what to play... I'm still spending most of my time playing desktop games with 3DVision/3DMigoto and SuperDepth3D (ACOdyssey is beautiful in 3D on this headset!). I did pick up a couple of games during the last sale, but they're just ok. I haven't seen a game I would want to spend hours playing yet like I do with the desktop games, but it's still pretty new to me.
I would google using the Oculus games with SteamVR... I think there's an issue at the moment with SteamVR. I know you have to use Revive through SteamVR (through WMR), but I haven't tried it yet.
The screen on the Odyssey+ is great! All I've owned to compare it to was a GearVR with a Note 5, but that's a pretty nice screen too (2560x1440 oled). I was wondering if the bump up to 2880x1600 with the anti-SDE filter would be worth it... For $300 I think it is, and the anti-SDE works!
My only gripe with the actual headset is that it has the IPD adjust, but not focus. The GearVR is the exact opposite, and sometimes it feels like the Odyssey+ is ever-so-slightly out of focus, but re-positioning it on my head usually clears it up. The "halos" from the Fresnel lenses bothered me at first, but I've gotten used to it by now, and they only stand out in certain situations.
WMR still feels like it's in beta... still a few issues to work out with reprojection and the motion controllers. It still works pretty well as it currently is though. The only major drawback with the inside-out controller tracking is that I need to keep the controllers in view of the cameras for best results. Would be nice if I could simply throw a few cheap cameras around the room.
As far as what to play... I'm still spending most of my time playing desktop games with 3DVision/3DMigoto and SuperDepth3D (ACOdyssey is beautiful in 3D on this headset!). I did pick up a couple of games during the last sale, but they're just ok. I haven't seen a game I would want to spend hours playing yet like I do with the desktop games, but it's still pretty new to me.
I would google using the Oculus games with SteamVR... I think there's an issue at the moment with SteamVR. I know you have to use Revive through SteamVR (through WMR), but I haven't tried it yet.
Oh, and an update for WMR-3DVision compatibility...
Thanks to bo3b, we were able to narrow down the applications that were causing the issue. It did change a bit with the last windows monthly update, but this is what I'm using at the moment:
In profile inspector (2.1.3.20), create a new profile. Name it "Windows Mixed Reality" (or whatever you like). Add "MixedRealityPortal.exe" to the profile by searching for it with "Add application...". Depending on the windows/MRP version you're using, it'll be in different locations.
Select "Show unknown settings...", and change option 0x709d3ad2 to 0x00000004(Oculus Client).
Also, set the same option/value in the profile for "Desktop Windows Manager" (dwm.exe).
and thats it for now. If there's any more changes in future updates, these might need to be modified again. It looks like Microsoft is pushing more of WMR's control into the DWM though. I thought the whole point of separating MRP into the App model in 1809 was to avoid that... but what do I know :D
Oh, and an update for WMR-3DVision compatibility...
Thanks to bo3b, we were able to narrow down the applications that were causing the issue. It did change a bit with the last windows monthly update, but this is what I'm using at the moment:
In profile inspector (2.1.3.20), create a new profile. Name it "Windows Mixed Reality" (or whatever you like). Add "MixedRealityPortal.exe" to the profile by searching for it with "Add application...". Depending on the windows/MRP version you're using, it'll be in different locations.
Select "Show unknown settings...", and change option 0x709d3ad2 to 0x00000004(Oculus Client).
Also, set the same option/value in the profile for "Desktop Windows Manager" (dwm.exe).
and thats it for now. If there's any more changes in future updates, these might need to be modified again. It looks like Microsoft is pushing more of WMR's control into the DWM though. I thought the whole point of separating MRP into the App model in 1809 was to avoid that... but what do I know :D
I can't seem to play any games with 3d vision and Bigscreen on my WMR. Every time I launch Bigscreen, 3d vision stop and can't be activated again, unless I stop Bigscreen. I set 0x709d3ad2 on Bigscreen to 0x00000008, and tried 0x0000000 1/2/4, But it always stops 3d vision. Other SteamVR games can run while 3dvison is active, but not Bigscreen. Any ideas?
I can't seem to play any games with 3d vision and Bigscreen on my WMR. Every time I launch Bigscreen, 3d vision stop and can't be activated again, unless I stop Bigscreen. I set 0x709d3ad2 on Bigscreen to 0x00000008, and tried 0x0000000 1/2/4, But it always stops 3d vision. Other SteamVR games can run while 3dvison is active, but not Bigscreen. Any ideas?
They just had a major update. Tried it again briefly, and it's pretty rough at the moment. It had better performance before, but this is the kind of feedback they're looking for.
Bigscreen doesn't like resolution changes... So set the desktop to the same resolution you're running the game at before launching.
Bigscreen itself doesn't need the flag... That flag is telling 3DVision NOT to run on that app specifically (with 0x4). You should only need to set it on the two files in the post above yours. Are you saying 3D is getting disabled in the nvidia control panel?
They just had a major update. Tried it again briefly, and it's pretty rough at the moment. It had better performance before, but this is the kind of feedback they're looking for.
Bigscreen doesn't like resolution changes... So set the desktop to the same resolution you're running the game at before launching.
Bigscreen itself doesn't need the flag... That flag is telling 3DVision NOT to run on that app specifically (with 0x4). You should only need to set it on the two files in the post above yours. Are you saying 3D is getting disabled in the nvidia control panel?
[quote="D-Man11"]
I don't have a WMD or VR Headset yet, I'm waiting for better FOV due to my terrible motion sickness, but I still follow developments.[/quote]
I'd maybe consider staying away from WMD or any hmds without external tracking for those with bad motion sickness. Or plan on really taking your time with it which might be fine too. I bought the Odyssey+ and it loses tracking slightly quite frequently, mainly when looking at the floor, bare walls or if the room is dimly lit. It also get all kinds of jittery tracking errors if i leave it sitting while connected for more than a day without using it and the world moves a little bit constantly or like today while standing next to a box, the box was jittering back and forth, which was actually my world position i assume. That happens every other day unless i turn the computer all the way off, flip the power supply switch, depress the power button for a few seconds, leave it for a minute then power back on and redo the play area setup and usually the floor adjustment needs to be redone too. You could probably just disconnect the headset too, but i fried my 1080 gtx HDMI and DP ports, while, or directly after, hotswapping in the Odyssey+ so i'm paranoid and won't disconnect any displays right now with the power on. I can't throw anything with the O+ either, goes right into the ground with Onward and The Lab, SuperHot demo is slightly better. Nor can i hold a gun properly in Onward without losing tracking. WMR is decent for sure, but i think its more for casual gamers maybe.
Also, btw the O+ IPD adjustment only goes down to 63mm for F sake. That doesn't even cover average IPD. What were they thinking? The screen is pretty nice though. Definitely going to want to disable FXAA and enable real AA whenever possible.
edit: clarifing so i don't mislead
I don't have a WMD or VR Headset yet, I'm waiting for better FOV due to my terrible motion sickness, but I still follow developments.
I'd maybe consider staying away from WMD or any hmds without external tracking for those with bad motion sickness. Or plan on really taking your time with it which might be fine too. I bought the Odyssey+ and it loses tracking slightly quite frequently, mainly when looking at the floor, bare walls or if the room is dimly lit. It also get all kinds of jittery tracking errors if i leave it sitting while connected for more than a day without using it and the world moves a little bit constantly or like today while standing next to a box, the box was jittering back and forth, which was actually my world position i assume. That happens every other day unless i turn the computer all the way off, flip the power supply switch, depress the power button for a few seconds, leave it for a minute then power back on and redo the play area setup and usually the floor adjustment needs to be redone too. You could probably just disconnect the headset too, but i fried my 1080 gtx HDMI and DP ports, while, or directly after, hotswapping in the Odyssey+ so i'm paranoid and won't disconnect any displays right now with the power on. I can't throw anything with the O+ either, goes right into the ground with Onward and The Lab, SuperHot demo is slightly better. Nor can i hold a gun properly in Onward without losing tracking. WMR is decent for sure, but i think its more for casual gamers maybe.
Also, btw the O+ IPD adjustment only goes down to 63mm for F sake. That doesn't even cover average IPD. What were they thinking? The screen is pretty nice though. Definitely going to want to disable FXAA and enable real AA whenever possible.
Yup, can't argue with most of that. The throwing has to do with an angular offset from the controller (in software), combined with the analog trigger that doesn't register a release until it's completely depressed. That takes a fraction of a second longer than you'd expect, and there's probably a bounce there too. Apparently, they've known about this since last May, and it used to work before then. The analog sticks aren't calibrating the center properly either, and cause drift in the latest SteamVR betas that actually allow you to use them.
Microsoft also seems to expect the devs from each app to change their code to accommodate their late entry, rather than just make a global compatibility patch. They seem to spend their development efforts on adding more crap to the cliffhouse, and (as of 1809) provide no way to get around the resources that it consumes. The worst is the 1GB (min) of VRAM that it will not give up. Add that to SteamVR, and they're usually using 2-2.5GB before you even start your games.
I don't get tracking errors at all, but my room is... erm.. very finely featured (... yeah it's just cluttered), and you really do need to keep the light level up. If you're on 1809, you can use the "flashlight" feature, and see that the camera quality really isn't that great. It would probably do best with a few high-contrast posters or "features" in the area in every direction. It usually doesn't have a problem syncing to my space though, and it's been pretty accurate. I only punched the one lamp before I set up the room-scale boundary :D
As far as disconnecting... yeah that thing heats up, and it bothered me! You can power it down (not quite completely), by selecting/highlighting the device in the "Mixed Reality Devices" category in device manager, switch to "View->Devices by connection", and that will show the "USB Composite Device" controlling the whole thing. Disabling that will at least allow the thing to cool down, and reinitialize if needed. I usually only have to pull the USB plug if I want it gone when it's completely misbehaving. Unfortunately, I do have to unplug the HDMI if I want to boot into the BIOS on my DVI monitor, but this is an nVidia decision.
Also, having Autohotkey set up to kill MixedRealityPortal.exe and dwm.exe when it completely flakes out has saved more than a few hard reboots. (and remap win+y to ctrl+/ for cryin out loud)
Edit: Oh yeah, and disable the "Advanced Supersample Filter" in the SteamVR settings. Advanced != better
Yup, can't argue with most of that. The throwing has to do with an angular offset from the controller (in software), combined with the analog trigger that doesn't register a release until it's completely depressed. That takes a fraction of a second longer than you'd expect, and there's probably a bounce there too. Apparently, they've known about this since last May, and it used to work before then. The analog sticks aren't calibrating the center properly either, and cause drift in the latest SteamVR betas that actually allow you to use them.
Microsoft also seems to expect the devs from each app to change their code to accommodate their late entry, rather than just make a global compatibility patch. They seem to spend their development efforts on adding more crap to the cliffhouse, and (as of 1809) provide no way to get around the resources that it consumes. The worst is the 1GB (min) of VRAM that it will not give up. Add that to SteamVR, and they're usually using 2-2.5GB before you even start your games.
I don't get tracking errors at all, but my room is... erm.. very finely featured (... yeah it's just cluttered), and you really do need to keep the light level up. If you're on 1809, you can use the "flashlight" feature, and see that the camera quality really isn't that great. It would probably do best with a few high-contrast posters or "features" in the area in every direction. It usually doesn't have a problem syncing to my space though, and it's been pretty accurate. I only punched the one lamp before I set up the room-scale boundary :D
As far as disconnecting... yeah that thing heats up, and it bothered me! You can power it down (not quite completely), by selecting/highlighting the device in the "Mixed Reality Devices" category in device manager, switch to "View->Devices by connection", and that will show the "USB Composite Device" controlling the whole thing. Disabling that will at least allow the thing to cool down, and reinitialize if needed. I usually only have to pull the USB plug if I want it gone when it's completely misbehaving. Unfortunately, I do have to unplug the HDMI if I want to boot into the BIOS on my DVI monitor, but this is an nVidia decision.
Also, having Autohotkey set up to kill MixedRealityPortal.exe and dwm.exe when it completely flakes out has saved more than a few hard reboots. (and remap win+y to ctrl+/ for cryin out loud)
Edit: Oh yeah, and disable the "Advanced Supersample Filter" in the SteamVR settings. Advanced != better
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
Sure, Glad to help and good to vent :D
[quote="lou4612"]Good to see owners of both 3d vision Oddysey Plus here....[/quote]Yeah, I actually don't... I'm using CRU to override my monitor ID to a ZMT2400 passive display, which unlocks the "Optimized for Geforce" 3D option. Then in 3DMigoto/3DFixManager, I select line-interlaced out with either SBS- or TAB-reversed. I also create a custom resolution/refresh for whatever I'm trying to run at.
I noticed the anaglyph method too. I was actually wondering if there was a difference.
lou4612 said:Good to see owners of both 3d vision Oddysey Plus here....
Yeah, I actually don't... I'm using CRU to override my monitor ID to a ZMT2400 passive display, which unlocks the "Optimized for Geforce" 3D option. Then in 3DMigoto/3DFixManager, I select line-interlaced out with either SBS- or TAB-reversed. I also create a custom resolution/refresh for whatever I'm trying to run at.
I noticed the anaglyph method too. I was actually wondering if there was a difference.
Thank You! Every time I look for answers, the same crowd is always around.
Picked up an Odyssey+ over the holidays, and was worried for a minute that I wouldn't be able to get 3DVision working with it. Figured since this is the first search hit for "WMR 3DVision", I'd post what I found.
I'm on a clean install of 1809 with driver 417.35 and a 1080. Haven't dug too deep into performance, but I was able to get it enabled and working for display in Virtual Desktop. Bigscreen has a new version coming out soon that might be worth checking out too.
In profile inspector (2.1.3.20), selecting "Show unknown settings...", and changing 0x709d3ad2 to 0x00000001 or 0x00000004 in the global profile allows WMR to initialize while 3D is enabled (and vice versa). Any other setting, and WMR will keep restarting until it crashes the display driver. This kills 3D rendering though (as designed I suppose).
Once it's initialized, changing it to 0x00000008 (or 0x00000002) will re-enable 3D rendering. Just realize if WMR crashes for any reason, it'll throw a fit on restart until you switch back (just close or unplug WMR).
https://uploadvr.com/samsung-odyssey-plus-299-sale/
Keep in mind that it has the same OLED panels as the earlier version, but is much better than other Windows VR Headsets in respect to screen door affect due to an additional proprietary panel over-layed on the screen.
https://uploadvr.com/samsungs-odyssey-costs-500-uses-anti-screen-door-effect-display/
A useful link, might be the VorpX wiki by RJ8
https://forums.geforce.com/default/topic/1037698/vr-general-discussion/vorpx-wiki/post/5293035/#5293035
I don't have a WMD or VR Headset yet, I'm waiting for better FOV due to my terrible motion sickness, but I still follow developments.
This recent article really piqued my interest. (180 FOV)
https://uploadvr.com/samsung-wide-fov-patent/
I see Samsung has 2 headset:
a $499 one that says for PC: https://www.samsung.com/us/computing/hmd/windows-mixed-reality/xe800zaa-hc1us-xe800zaa-hc1us/?CID=afl-ecomm-cjn-cha-092118-52057&cjevent=811cc45935f511e980cf00cd0a24060f
And the $299 one does not say for PC. https://www.samsung.com/us/computing/hmd/windows-mixed-reality/hmd-odyssey-windows-mixed-reality-headset-xe800zba-hc1us/?CID=afl-ecomm-cjn-cha-092118-52057&cjevent=18ab746935ff11e9839200db0a240612
I'm hoping this is the better one, and does work with Steam.
I believe that Electryic also had an Odyssey at one time.
Microsoft's WMR page has info on both probably or RoadtoVR
Edit: Checked the WMR page, but the + version is not in the comparison.
https://www.microsoft.com/en-us/windows/windows-mixed-reality-devices
Edit #2: Here you go
note: the sliders on the images are movable
My only gripe with the actual headset is that it has the IPD adjust, but not focus. The GearVR is the exact opposite, and sometimes it feels like the Odyssey+ is ever-so-slightly out of focus, but re-positioning it on my head usually clears it up. The "halos" from the Fresnel lenses bothered me at first, but I've gotten used to it by now, and they only stand out in certain situations.
WMR still feels like it's in beta... still a few issues to work out with reprojection and the motion controllers. It still works pretty well as it currently is though. The only major drawback with the inside-out controller tracking is that I need to keep the controllers in view of the cameras for best results. Would be nice if I could simply throw a few cheap cameras around the room.
As far as what to play... I'm still spending most of my time playing desktop games with 3DVision/3DMigoto and SuperDepth3D (ACOdyssey is beautiful in 3D on this headset!). I did pick up a couple of games during the last sale, but they're just ok. I haven't seen a game I would want to spend hours playing yet like I do with the desktop games, but it's still pretty new to me.
I would google using the Oculus games with SteamVR... I think there's an issue at the moment with SteamVR. I know you have to use Revive through SteamVR (through WMR), but I haven't tried it yet.
Thanks to bo3b, we were able to narrow down the applications that were causing the issue. It did change a bit with the last windows monthly update, but this is what I'm using at the moment:
In profile inspector (2.1.3.20), create a new profile. Name it "Windows Mixed Reality" (or whatever you like). Add "MixedRealityPortal.exe" to the profile by searching for it with "Add application...". Depending on the windows/MRP version you're using, it'll be in different locations.
Select "Show unknown settings...", and change option 0x709d3ad2 to 0x00000004(Oculus Client).
Also, set the same option/value in the profile for "Desktop Windows Manager" (dwm.exe).
and thats it for now. If there's any more changes in future updates, these might need to be modified again. It looks like Microsoft is pushing more of WMR's control into the DWM though. I thought the whole point of separating MRP into the App model in 1809 was to avoid that... but what do I know :D
Bigscreen doesn't like resolution changes... So set the desktop to the same resolution you're running the game at before launching.
Bigscreen itself doesn't need the flag... That flag is telling 3DVision NOT to run on that app specifically (with 0x4). You should only need to set it on the two files in the post above yours. Are you saying 3D is getting disabled in the nvidia control panel?
I'd maybe consider staying away from WMD or any hmds without external tracking for those with bad motion sickness. Or plan on really taking your time with it which might be fine too. I bought the Odyssey+ and it loses tracking slightly quite frequently, mainly when looking at the floor, bare walls or if the room is dimly lit. It also get all kinds of jittery tracking errors if i leave it sitting while connected for more than a day without using it and the world moves a little bit constantly or like today while standing next to a box, the box was jittering back and forth, which was actually my world position i assume. That happens every other day unless i turn the computer all the way off, flip the power supply switch, depress the power button for a few seconds, leave it for a minute then power back on and redo the play area setup and usually the floor adjustment needs to be redone too. You could probably just disconnect the headset too, but i fried my 1080 gtx HDMI and DP ports, while, or directly after, hotswapping in the Odyssey+ so i'm paranoid and won't disconnect any displays right now with the power on. I can't throw anything with the O+ either, goes right into the ground with Onward and The Lab, SuperHot demo is slightly better. Nor can i hold a gun properly in Onward without losing tracking. WMR is decent for sure, but i think its more for casual gamers maybe.
Also, btw the O+ IPD adjustment only goes down to 63mm for F sake. That doesn't even cover average IPD. What were they thinking? The screen is pretty nice though. Definitely going to want to disable FXAA and enable real AA whenever possible.
edit: clarifing so i don't mislead
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
Microsoft also seems to expect the devs from each app to change their code to accommodate their late entry, rather than just make a global compatibility patch. They seem to spend their development efforts on adding more crap to the cliffhouse, and (as of 1809) provide no way to get around the resources that it consumes. The worst is the 1GB (min) of VRAM that it will not give up. Add that to SteamVR, and they're usually using 2-2.5GB before you even start your games.
I don't get tracking errors at all, but my room is... erm.. very finely featured (... yeah it's just cluttered), and you really do need to keep the light level up. If you're on 1809, you can use the "flashlight" feature, and see that the camera quality really isn't that great. It would probably do best with a few high-contrast posters or "features" in the area in every direction. It usually doesn't have a problem syncing to my space though, and it's been pretty accurate. I only punched the one lamp before I set up the room-scale boundary :D
As far as disconnecting... yeah that thing heats up, and it bothered me! You can power it down (not quite completely), by selecting/highlighting the device in the "Mixed Reality Devices" category in device manager, switch to "View->Devices by connection", and that will show the "USB Composite Device" controlling the whole thing. Disabling that will at least allow the thing to cool down, and reinitialize if needed. I usually only have to pull the USB plug if I want it gone when it's completely misbehaving. Unfortunately, I do have to unplug the HDMI if I want to boot into the BIOS on my DVI monitor, but this is an nVidia decision.
Also, having Autohotkey set up to kill MixedRealityPortal.exe and dwm.exe when it completely flakes out has saved more than a few hard reboots. (and remap win+y to ctrl+/ for cryin out loud)
Edit: Oh yeah, and disable the "Advanced Supersample Filter" in the SteamVR settings. Advanced != better
Gaming Rig 1
i7 5820K 3.3ghz (Stock Clock)
GTX 1080 Founders Edition (Stock Clock)
16GB DDR4 2400 RAM
512 SAMSUNG 840 PRO
Gaming Rig 2
My new build
Asus Maximus X Hero Z370
MSI Gaming X 1080Ti (2100 mhz OC Watercooled)
8700k (4.7ghz OC Watercooled)
16gb DDR4 3000 Ram
500GB SAMSUNG 860 EVO SERIES SSD M.2
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
Yeah, I actually don't... I'm using CRU to override my monitor ID to a ZMT2400 passive display, which unlocks the "Optimized for Geforce" 3D option. Then in 3DMigoto/3DFixManager, I select line-interlaced out with either SBS- or TAB-reversed. I also create a custom resolution/refresh for whatever I'm trying to run at.
I noticed the anaglyph method too. I was actually wondering if there was a difference.