Sub-par headtracking latency using the Rift

Well, I have another problem with the rift now. I have noticed the headtracking latency is extremely high compared to Unity’s. I can tell by shaking the rift while looking at it, the image wobbles everywhere. Where as in Unity it wobbles much less and objects only shift slightly really. I believe Carmack once mentioned online somewhere that when the latency gets down to a certain level, when you shake the rift, it’s basically like looking through glass or a window into another world. (everything stays in place and stable) So low latency is very important for good VR immersion!

Well, I figured I would try to find a way to mess with the prediction settings from within the program (like the menu for OVRplayercontroller in Unity), but those settings are nowhere to be found… someone had linked me to a Unreal Engine wiki for the rift, but it was inaccurate information (misspellings on the page also). The only way I am able to adjust the prediction is by packaging the game and modifying the “MotionPrediction=” line in the Engine.ini file. Is there any way to fix this from within Unreal Engine so I can just use the quick standalone play button to view my work?

And although I can adjust the prediction once exported, it’s still very “wobbly” in general. I think it’s something that might have to be worked on? I have a good framerate, vsync is off, motion blur off, and temporal AA is off now (which is helping the dramatically in the rift image quality department.) But the final issue is this head tracking latency.

Thanks for any help!

EDIT: It appears I fixed this issue by turning Vsync on, packaging the game, and closing UE4 and now the headtracking latency actually blows Unity away :slight_smile:

How many fps exactly? Lowest and highest

You might be able to improve this by letting the Rift update the players viewpoint rotation is during the render thread only. It is enabled by default (bUpdateOnRT), but the game module overrides this behaviour in APlayerController::UpdateRotation() & APlayerCameraManager::UpdateViewTarget(), depending on camera manager settings.

In regards to the wiki page, could you please let me know what I have got wrong so that I can correct it. I originally created the Oculus wiki entries based off experience from the beta and may have missed changes between them or simply been in error.

Thank you!

Hi Haggler,

Terribly sorry this question got missed. I am glad that VSync being enabled solved the issue for you. I am marking this question as answered for tracking purposes. I have also assigned myself to this post so that it never gets lost again. Please feel free to comment to re-open the issue if it regresses.

Cheers,