Forum Discussion
farenheight
9 years agoHonored Guest
Render into textures before rendering into headset
Hello, In order to desactivate the tracking, I render my world into two renderTexture (with two cameras separated by a IPD), these two cameras have the projection matrix of the final cameras, and the...
vrdaveb
9 years agoOculus Staff
Why are you disabling tracking? It will make users uncomfortable if the world doesn't respond to head tracking at all. If you're using a third-party tracking system, such as OptiTrack, then TimeWarp should actually complement it to improve latency. But you will need to render to the regular eye buffers (Camera.targetTexture = null) to get correct timing there. To reduce latency, Unity updates the view matrix just before submitting graphics commands to the driver. Today it isn't possible to get the same behavior for other RenderTextures - only the eye buffers. It may be easiest to disable position tracking and continue using the Rift's IMU for rotation tracking. Then you could set the position based on your external tracking system.
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