VR - Buffered frames and "Follow Hmd Orientation" missing
This appears to be new to 4.11 Preview 5.
Testing with the HTC Vive HMD, the game world and chaperon bounds seem to be out of sync. Specifically the game world seems to lag behind the chaperon bounds. In my project settings I've turned off frame smoothing and set the FPS to 90, but it makes no visible difference.
I've also noticed that the "Follow Hmd Orientation" option is now missing from the Camera Manager class.
This feels very similar to an old issue from back in 4.8 when Vive support was first being integrated: https://steamcommunity.com/app/358720/discussions/0/535150948613944888/#c535151589886133544
There is no perceived latency in the previous 4.11 preview as well as 4.10.3
asked Feb 17 '16 at 07:40 PM in Bug Reports
Ok I solved this. You need to decativate the property "automanage active camera target" in your player controller. If I do this then the lag is gone.
answered May 05 '16 at 10:58 PM
Thanks for the report and apologies. The "buffered frames" part is an inadvertently disabled HMD late-update. I've submitted a fix so 4.11 release will be good to go.
If you need to get it working ASAP you can go to:
and uncomment the code body for the "PreRenderView_RenderThread" function.
As for the missing "Follow Hmd Orientation" that is intentional and part of the new VR camera setup. Camera's will follow the Hmd so long as they have "Lock to Hmd" checked on the camera component(on by default).
answered Feb 22 '16 at 10:48 PM
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