Oculus rift jittery performance/tracking issue with v4.17.0 and v4.17.1

Bumping up to a bug - See the forum post here

Both when packaged and in the Editor. Fine with Vive.

Is this getting any attention? To me it seems like the touch controllers are not syncing with the headset the correct way. When I move around with just the headset I tolerable tracking, when I put a touch controller out in front of me and hold it still while moving my head around I can see stutter on the touch controller, like it’s trying to stay in place with the HMD. This compounds while grasping an object because it’s you’re rotating the touch controller and the headset isn’t completely still. I just spent a bunch of time going back down to 4.16.3 and testing it out there and the problem persists. I originally migrated from 4.15.3 and that is where I had no issues at all.

I’ve done some more tests. This appears to be related to tracking of the HMD.

If I hold my head dead still, and use smooth locomotion the UI is smooth.

It’s only when I move my head around that the display is jittery.

I solved this in my project. It was using r.ScreenPercentage to set the supersampling. Setting this to anything other than 100 causes the issue.

Using the correct documented commands for Oculus Rift fixes this - vr.oculus.PixelDensity.adaptive on/off and vr.oculus.PixelDensity.0.5…2.0

Note that the r.ScreenPercentage setting persists in the editor so you need to reset this to 100 first.

Fixed in the Oculus fork (4.17 branch) of Unreal as of 15th September update/commit