05-23-2024 01:36 AM
I'm testing the movement sample, and have noticed the Skelmesh movement is jittery and inconsistent on Quest3. Not just a little, but enough to cause discomfort. As it stands this feature is not usable.
I decided to take a closer peek at the raw transform data coming from the livelink, by drawing the joints as instanced static meshes and found the livelink data itself is jittery and choppy. In contrast, the joints from the OculusXRBodyState are smooth and flawless.
Is there some setting I'm missing? I'm surprised this hasn't been noted before. This is a hugely important feature, and retargeting is pretty much required. Please help!