Causes and mitigations of judder
I'm encountering an issue where objects seem to jitter / flicker when I move. It's kind of like double vision. Or you could describe it as blurry edges. After googling I discovered that this is called judder. It happens more noticeably when I have a heavier scene. But it does happen a bit in light scenes as well. I did not notice a correlation with the performance metrics I'm tracking (FPS, stale frames, GPU usage, CPU usage). I did not quite understand the previous discussion I read on the topic. I'm a novice VR developer. I'd appreciate some guidance on ways to identify the causes and mitigations for this issue. I'm developing for PCVR using the Oculus Quest 2 headset. (I posted this on other forums, I'll post back any solutions that I get)Solved2.3KViews0likes2Comments"Your app exhibits judder"
Hello, help me please Current question in my message for "submission support" has been ignored several times. After review my application has next change request : "Your app exhibits judder, which looks like stuttering of either the entire frame or objects within the scene." Our application is not the first one we have developed for the Oculus store. We tested this application on supported devices and GearVR device model SM-R322. When testing, we didn't find a problem which about you informed us. But at the same time, this problem was reproduced by us when we were testing the application on S7 EDGE and only on the new device GearVR model - SM-R324 The problem that you found in our application is reproduced in the Oculus store scene, in applications and videos placed in the store when using GearVR model - SM-R324 and S7 EDGE. When using the GearVR device model - SM-R322 everything works fine. Based on it, we believe that the problem with "judder and ghosting" effects of objects may not be in our application but in the device on which our application is tested.1.2KViews0likes3CommentsGearVR TimeWarp: Nothing to Draw
i'm trying to debug some judder on GearVR and noticed that where it's prevalent I see the following log warning: WarpToScreen: Nothing to Draw This is recent for me as I've started to experiment with unity 5.4. Prior to this I was on unity 4 and had no judder issues. I'm doing a stress test with a complex scene, but it's odd to me that all of a sudden this judder is present. Can someone help me understand what the Nothing to Draw message is?1.2KViews0likes2CommentsExternalVelocity with overlayed objects
I have a native app that adjusts the eye view matrix for doing additional turning on top of the view matrix I'm getting in VrAppInterface::::DrawEyeView. I properly set the ExternalVelocity matrix. It works fine, except for objects that I want to remain fixed in one spot (eg. the player's score, which is always at the same place on the screen). The fixed overlayed objects jump back and forth on the screen when the view is being adjusted, similarly to how the overall scene jumps back and forth if I don't set ExternalVelocity. I'm guessing TimeWarp is applying the same transformations to the overlayed fixed image as it does to the main scene. How do I avoid this?683Views0likes2CommentsVRSRVC Version to Address the S7 / S7 Edge Judder Issue
Hi all, My S7 Edge is getting about as much judder in some VR apps as my Note 4 does, which seems incorrect given how much more powerful its GPU is. Carmack responded to this on twitter and said this is fixed in a VRSRVC update, which must be pushed by the carriers. I fought through the bureaucracy at Verizon US to get the Note 4 US Lollipop fix out some months back, so I have a good point of contact to get this fix out the door, but I need to know the file version and any other files that must be updated with it. They're almost done with their initial flurry of maintenance updates, so if we miss this train it may be a while before another one leaves the station. Carmack mentioned VRSRVC 2.4.18 when discussing the fix for the issue with access to the SD card from some VR apps-- is this also the correct build for the judder fix? Any other files that need to be updated? Thanks!1.5KViews2likes2CommentsJudder when when rotating view independent of head orientation
I'm playing around with the VrCubeWorld_Framework native sample in the Oculus Mobile SDK (1.0.0.1) with a Galaxy S7. I decided to try to rotate the view independent of the head orientation (I'm just experimenting), but I get a lot of judder (or shaky movements?) when I do that. This only happens when I set the minimum vsyncs to 2, which I've read is a normal thing to do if the app's framerate is poor, so I'm assuming the shaking is due to something I'm doing wrong, rather than being normal for min vsyncs of 2. I don't know if this is the normal judder from having an app miss frames, since the framerate is fine (I can reduce the number of squares down to a small number, and the shaking is still there), and the reported FPS is 29.9 fps. Normal head movements don't cause any judder, it's only when I rotate the view in the code. This is what I did: To VrCubeWorld, I added the data members: ovrMatrix4f GlobalRotationMatrix; float GlobalAngle; // Note: I initialize this in constructor In VrCubeWorld::Configure, I added: app->SetMinimumVsyncs(2); In VrCubeWorld::Frame, I added: GlobalAngle += 0.06f; GlobalRotationMatrix = Matrix4f::RotationY(GlobalAngle); In VrCubeWorld::DrawEyeView, I changed the first few lines to: const Matrix4f evm = vrapi_GetEyeViewMatrix( &app->GetHeadModelParms(), &CenterEyeViewMatrix, eye); const Matrix4f eyeViewMatrix = evm * GlobalRotationMatrix; const Matrix4f eyeViewProjection = eyeProjectionMatrix * evm; The only difference from the original code in DrawEyeView is the multiplication of the eyeViewMatrix by GlobalRotationMatrix. Can anyone explain what the shaking is from, and how to get rid of it?689Views0likes1Comment