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I'm testing the movement sample, and have noticed the Skelmesh movement is jittery and inconsistent on Quest3. Not just a little, but enough to cause discomfort. As it stands this feature is not usable.
- Its not a framerate issue. Framerate in my tests is solid 72fps.
- I've restarted my Quest3
- I have v65 of the UnrealMetaXRPlugin and UnrealPlatformSDKPlugin, Vanilla Unreal 5.3.2. Quest OS v65
- I've tested someone else's APK built from the movement sample. Same skelmesh jitter/inconsistency
- I've built my own version of livelink body retargeting (via the docs) and see the same issue, even more pronounced, even.
- It happens on all characters in the sample.
I decided to take a closer peek at the raw transform data coming from the livelink, by drawing the joints as instanced static meshes and found the livelink data itself is jittery and choppy. In contrast, the joints from the OculusXRBodyState are smooth and flawless.
Also posted to forums about this:
https://communityforums.atmeta.com/t5/Unreal-VR-Development/Movement-SDK-Sample-Livelink-Skelmesh-Jittery-Inconsistent/td-p/1196607
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