cancel
Showing results for 
Search instead for 
Did you mean: 

Leaving playspace briefly causes Quest Pro body tracking to become EXTREMELY laggy.

melomonkey
Honored Guest

I am developing an application for the Meta Quest Pro using Unreal Engine 4.27, and advantage of the body tracking, eye tracking, and facial tracking components. The issue is as follows:

When booting into the game, the body tracking works great- as intended. But when the headset leaves the tracking space (even briefly, as long as the 'change guardian' menu shows) the body tracking component becomes VERY laggy. Meaning the avatar is frozen and only updated every second or so. This sometimes will go away on its own, for reasons I'm not sure, but most of the time mandates an app restart to fix it. I know its an issue with the body tracking component, because when I switch the player pawn to the UIController, it has no lag issue (but swapping back to the body-tracked avatar does).

I know this is not a unique issue to my project, because behavior is observable in the MovementSample made to demonstrate this technology. I have had a colleague build the engine from github and load the movementsample, and they can replicate this issue as well.

Because my application involves using a PC for part of it, stepping outside of the bounds briefly is important- and this issue is becoming a large one.

Are there any known solutions?

1 REPLY 1

melomonkey
Honored Guest

Does anyone have any information?