I don‘t have much experience with WMR in native apps, but at least with vorpX the difference is indeed fairly huge. Both big WMR annoyances, i.e. judder with uneven game/headset framerate ratios, as well as heavy judder below half the headset refresh rate, are gone with OpenXR. With OpenXR WMR headsets finally behave as intended and as solid as native SteamVR headsets like Vive or Index do with SteamVR.
Just a heads-up that the update takes a little longer than I had planned originally since I’d like to include profile updates for a couple of games that utilize the new auto weapon hide feature.
Shooting for early next week. Programming wise the feature is in a reasonabe state now for a first release (minus a fleshed out authoring UI which will come a little later), so it’s mainly profile updating and testing for the next few days. Unless I come up with yet another last minute feature idea, not much that can get in the way anymore.