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Gadget head position/rotation-tracking does not feel stable/lags behind base App #151

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alandao opened this issue Sep 14, 2020 · 3 comments

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@alandao
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alandao commented Sep 14, 2020

I'm excited that this framework exists and I believe that this can lay the foundation for the future of apps in VR! Anyway, I'm using Aardvark v1.0.0 with the sample gadgets and I've noticed a small stutter/delay between my headpose in the Aardvark gadgets compared to my headpose in the base App(SteamVR Home). However, if I keep my head still and move the gadgets with my controllers, the gadgets "look" like they're stable and belong in the same world.

Does anyone else have this issue? I'm thinking it could be caused by a mismatch in frame-rate in Aardvark vs the base app, or that Aardvark isn't using Asynchronous Reprojection.

@BOLL7708
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I'll add to this, as it seems related.

I use the Valve Index at 120 Hz, to get a smooth 60 Hz at re-projection for recording/streaming. But at 120 Hz the Aardvark overlay judders, it looks like it's only updating every other frame. Oddly enough it seems to almost frame-match at 80, 90 and 144 Hz... 🤷‍♂️ At those rates I still get the occasional frame that looks off, but it's not at all as bad as 120 Hz.

@dantman
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dantman commented Oct 3, 2020

I get small but noticable jitter too at 90Hz.

It's pretty consistent so I don't think it's reprojection or load.

@alandao
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alandao commented Oct 4, 2020

So, I checked my GPU performance stats in SteamVR and I can confirm that the jitter/instability happens whenever I can't render at 90Hz, which is what my refresh rate for the Index is currently set at.

So dantman@, I think we could be talking about different issues, and that my issue is due to Aardvark's lack of reprojection whenever the framerate dips

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