VIVE - Jitter on MotionController component
UPDATE: This doesn't seem to be hardware or driver dependant. Tested on a 6700K and AMD 390X and the same ghosting jitter is present in 4.11.2
Noticing this behavior in 4.11.2 and 4.10.4, but it may be related to hardware or driver (as I don't recall seeing this on my GTX 980 machine).
While using MotionController components with meshes attached (on either a Pawn or Character) as recommended in this linked article I'm noticing significant jitter on the attached meshes. This also occurs when doing a Debug Draw Frustrum operation directly on the world transform of the MotionController components.
The jitter isn't noisy vibration, it looks like a double image of the controllers whenever they move. I think the transform update on the controllers isn't running at frame rate (90fps), but I'm not certain.
The world looks good (besides the squishy chaperon) and the frame rate appears solid. This jitter doesn't occur in the Steam VR menu or any other games I've tested.
My PC is running two GTX 780's (occurs both in SLI and SLI-Disabled) and I'm on driver 364.72 in Windows 7.
I'm not sure if this is the same issue my team and I were having, but give this a go.. Open the controller BP, click on the controller component and enable "Disable Low Latency Update" in the details panel.
answered Nov 17 '16 at 04:30 PM
Hit this problem, but it only showed up in a network client when late updates were enabled. The late updates on the HMD were fine, but for the motion controllers they weren't working correctly. I traced this to a race condition - the HMD updates were buffered, while the motion controller were not. What was happening was the expected events of setup, late update weren't happening with how the cpu was running, so the late updates were trying to apply to the wrong data for that render frame. Changing the motion controllers to buffer for the updates like the HMD fixed the problem. This was initially in our own motion controller class, but I made a pull request for the same fix into the standard Epic ones. Motion Controller Fix Pull request
answered Apr 25 '17 at 07:31 AM
The problem is solved for me with UE4.13.0 and the vr project template (details see here). I would recommend to start a new vr project with the settings 'Mobile / Tablet' and 'Scalable 3D or 2D' and start changing settings from there.
I have installed:
Follow this question
Once you sign in you will be able to subscribe for any updates here