Vive controller jitter on moving pawns

Hey having a problem with controller jitter and latency. I’m working on a game where the player pawn moves, and has hands. Think flight simulator type game. The faster my pawn moves and the farther away my pawn gets from the world’s origin the worse my Vive controllers track. If my pawn is standing still they are fine. I assume it’s some sort of floating point arithmetic error but I could be wrong. I’ve noticed too that if I turn off the low latency update my tracking gets much better, but then adds the latency issue. Temporarily I’ve fixed the issue by keeping the player at worlds origin and moving the map, but that causes more problems than it solves. Is there any better solution ?

Disable the low latency update on the motion controller components. This will introduce some lag but it will be much better than the controllers flailing wildly around as will happen if low latency update is enabled on a moving pawn.

Can’t help you with the distance from origin thing although you might want to look into level streaming if you really get far enough for floating point rounding issues to become significant.

So I’ve tried that. It seems most of what I’m attributing to jitter might be added latency. Turning off the low latency update just seems to make it worse. Level streaming might be an option except that the problem is noticeable even near world’s origin.

Hi, I’m having the same issue and can’t figure out how to fix it. I have level streaming enabled, but all maps (4) are loaded at the same time because they are just partitions of the same level. Could this be an issue?

I believe it’s latency as well. But I profiled my map and don’t see any drop. Could it be the vive itself dropping in tracking? How?

I fired up UE 4.13 and used the base VR template scene for testing. Just adding a delta translation to the player pawn in the level blueprint tick is enough to reproduce the jitter, especially when rotating the controllers. That leads me to conclude it’s a performance issue: With a moving pawn and a non-trivial scene, the UE low latency update will tend to overcompensate.

my scene is far from trivial :slight_smile: so you suggest to turn low latency update off?

Yes. At least try it out since it’s easy to toggle anyway. Also, you can disable it on one controller and enable it on the other, to observe the difference in real time.

Have you guys had any success in getting around this issue? I have just come across this problem and am tearing my hair out.

No luck for me yet. I’ve kinda just given up on the problem.

Does the Vive controller work fine in empty projects? Also what mesh are you using for the hands? Have you re-built lighting with production value?

I have the same issue. Is it even possible to make a VR game in Unreal where the player moves quickly and his hands don’t jitter uncontrollably??

This problem is haunting my soul in 4.15. I am trying to track a MIDI keyboard and it works fine if I just drop it in my scene, the moment I try to even use the motion controller component to establish the keyboards location it introduces huge amounts of lag or jitters, even with low latency update unchecked(if anything it makes it worse). The terrible thing is without a solution it’s looking like I won’t be able to effectively complete my thesis project. I have slammed my head against the wall all summer fighting this game wrecking problem. I really don’t understand how anyone is shipping a UE4 VR title like this. This is the most horrible problem I have ever dealt with and I can’t find solution other that pulling my hair out and questioning why the hell I am even trying to do this.