High Tracking Latency



  • I've noticed fairly high latency between movements of the glasses/wand and visual updates. This latency can be seen in the Marbles demo, Chuck's Challenge, and the wand reflection demo.

    The latency of the wand seems to be in the hundreds of milliseconds. I approximated this by moving the wand back-and-forth at a high enough frequency so that the physical wand and virtual wand were half a cycle out of phase. Then I approximated the frequency I was moving the wand. The latency is half of the period of the movement.

    The latency of the glasses can be seen two ways. For the wand reflection demo, the grid doesn't appear stationary on the game board. It moves along with movement of the glasses and settles to the correct location on the game board when you stop moving. The best way to see this is to compare the grid with seams on the game board. The second way this can be seen is in the marbles demo. Moving the glasses causes vertical elements of the stage to noticeably warp.

    Is this amount of latency expected? Is there a suggested way of measuring the latency? Are there suggested ways to reduce this latency? Are other people seeing this?

    If it helps, it seems like there isn't obvious latency when looking at the Camera Viewer app provided with the SDK, so I assume this latency comes from getting the video back to the glasses.

    I'm using the USB-C port at the front of my tower case.
    Case: be quiet! Pure Base 500DX White BGW38 (https://www.amazon.com/gp/product/B087D7KNL9)
    GPU: RTX 3080
    CPU: Ryzen 7 5800X

    Thanks!



  • Yes, we all have this issue, they are working on it to solve it.
    The glasses have the lowest latency but the wand for sure ha lots of latency.


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