Controller tracking and refresh rate
I'm looking for an in-depth understanding of Quest 2 controller tracking and differences between 72hz and 90hz headset refresh rate. Does the controller actually track any differently between these two settings? My understanding is the controller tracks at 60 frames per second, so does that mean there is no difference in the quality of controller tracking between the 72 and 90hz settings? I'm using a low pass filter on the controller speed and I can definitely feel that when my app is set to 90hz, I get higher speed readings on the controller vs 72hz. Any insight here would be appreciated, thanks.1.2KViews0likes1CommentSwitching between Touch/MotionControllers and OculusXRHand realtime
Tested with: UE 4.27.2 and Oculus VR plugin UE 5.0.1 and Meta XR (version 46 and 47) Nice work on OculusXRHandComponent in Meta XR Plugin. When ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor, meaning the hands are not being tracked, then the OculusXRHandComponent visibility is set to false and hands disappear. Unfortunately the touch controllers are always visible. With the current code. When the hands are showing, the controllers are attached the wrist joint. As a work-around. As seen in the YouTube video ' Unreal Engine 4 Oculus Quest Hand Tracking. watch?v=8VAEs92UWJM Developers are creating an Event in the pawn blueprint. To check if Hand Tracking is enabled every second or less, and hide the controllers when hand tracking. Unfortunately this does not work reliably. Any other ideas? Perhaps have a BlueprintNativeEvent in the Meta XR plugin or modify code for Motion Controller Component? Many thanks,1.3KViews1like0Comments