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