Head tracking lag



  • Hello Tilt Five

    So I notice there's a bit of a delay between me moving my head and the headset catching up to the motion, it makes the image warp a little bit.

    Perhaps it's just a limitation of the system, in which case it's not a big deal, but I thought I'd bring it up because when unity is not running and the glasses are doing their reprojection thinguie with the last frame they got, there is no lag whatsoever.



  • @Javier Hmm that's really good FPS actually, generally we benchmark PC games at 60fps, and mobile games around 30 or higher if we can squeeze it.



  • @jgabriel I'm running it on a laptop and I'm getting 67 fps.
    What should a good framerate be?



  • The warping that you're noticing is an artifact of the stabilization - it's a algorithmic limitation of having to project something, but not having a recent enough frame to do a good warp. Technically, it's doing the warping thing all the time, you just only see it when the host is too slow at delivering an image from the new perspective.

    What's your frame rate looking like?


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