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antecoyote
10 years agoHonored Guest
Enabling VR creates a massive amount input lag
This video shows a test scene with only a cursor built with VR support disabled, then with VR support enabled. Fraps added additional lag to the second part, but it's still pretty bad without fraps running. When played with the oculus rift DK2 on in the VR enabled version, there is no lag. I'm not sure what could be causing this. This hasn't always been the case, and I'm going to keep looking for a solution, but I thought I'd post this and see if anyone else might have any idea how to fix this.
I also tried this with a fresh Unity project. The only changes I made were enabling VR and creating a world space canvas with a box collider and an image with the script below. The same exact issue happened in the builds. There was intense lag with VR enabled and no lag with VR disabled.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AnteCursor : MonoBehaviour {
public RectTransform canvasTransform;
public LayerMask uiMask;
void OnGUI () {
Camera.main.ResetAspect();
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
Physics.Raycast(ray, out hit, 100f, uiMask);
if (hit.collider!=null){
transform.localPosition = transform.parent.worldToLocalMatrix.MultiplyPoint3x4(hit.point);
Debug.DrawLine(ray.origin, hit.point, Color.green);
}
}
}
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- hyperion337ExplorerTry the vrmode flag "none" as listed here: http://docs.unity3d.com/Manual/VROverview.html
Game.exe -vrmode none
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