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AndyOHart's avatar
AndyOHart
Honored Guest
11 years ago

Exponential Smoothing & HydraDeck

Hey there.
I was wondering how could I go about implementing exponential smoothing for the Razer Hydras in Unity?

I am having jitter issues and I heard implementing a smoothing algorithm like this will help fix that problem.
Also for the HydraDeck implementation in Unity, does anybody know anything about jitter on the Razer Hydra in your hand. When the hand is stationary it jitters a bit and when I move it is very noticeable and I am quite certain it is something to do with the HydraDeck implementation the way it is calculating the hand moving with the camera.

Finally for HydraDeck, anybody know How I can make crouching a bit easier. Right now I have to lie on the ground to simulate a crouch in the game. Crouching down in real life only moves the camera down a small amount, maybe 1/5 of the way. Not sure how to fix it.

Appreciate any help

2 Replies

  • Smoothing can reduce jitter, but may also increase latency.

    The simple solution is just to buffer a small number of values (i.e. the last 3 readings) and take the average of them. This will result is smoother motion at the cost of some lag.

    In addition, you can put a high-pass filter that will disregard small changes in the readings. This can be tweaked to avoid jitter when your hand is relatively still, but may introduce problems when moving slowly or when starting or stopping movement.

    Finally, I found the Hydra can get interference from other devices, in my case my ASUS 120Hz monitor. By turning the monitor off, the jitter went away. You can also test in different locations.

    Hope that helps.