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Aecryn's avatar
Aecryn
Honored Guest
2 years ago

Full Body Tracking poor performance in UE5 and Air Link

Hello everyone,

I would like to use the Full Body Tracking feature with the Meta Quest 3 in my Unreal Engine 5.3 project. My Meta Quest 3 is connected via Air Link, and in the final game, the game should also run in this manner (the executable file should not be on the headset).

I've noticed that as soon as I activate the Full Body Tracking of the Meta Quest (e.g., directly through the function OculusXRMovementFunctionLibrary::StartBodyTrackingByJointSet or simply OculusXRMovementFunctionLibrary::StartBodyTracking, or if the tracking is activated in any other way, e.g., via Live Links "ApplyToClient"), the framerate drops directly to 20-30 FPS, even without anything else happening in my sample project (no mannequin performing movements or anything).

I've observed this performance drop even in the sample project here: https://github.com/oculus-samples/Unreal-Movement

Through Unreal Insights, it's apparent that the RenderThread suffers greatly under the activation of the Body Tracking Start, consuming an average of 9ms or more (which should ideally only take 1-2ms in the sample project).

Now, I'm wondering if anyone else has this issue, too or is this a known issue or if the executable file must reside on the headset for Full Body Tracking to work efficiently?

I highly appreciate any responses.