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Inspiring
December 19, 2013

DirectX 11 tracking "inertia" in unity

After some experimentation with the unity intigration I've found that you get a strange "inertia effect" when moving your head when DirectX 11 is checked on in player options in Unity.

The effect was first reported to me by drash after playing "The Room". I narrowed it down to the DirectX 11 option and it was reported as fixed.

I also created a basic scene in Unity and tested it off and on. Same thing. Weird head lag with it on and smooth as silk with it off.

Not sure if this is a known issue. Searched the forums and didn't find anything.

This is fairly critical if confirmed. This effect contributes a great deal to the VR sickness epidemic being reported by many.
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    32 replies

    January 4, 2014
    Hi,
    it does help, but still feels off (after trying it for a bit, with different values).
    it still has a drunken feel, it's just not as spot on as dx9. Its the most intense when you look back and forth quickly..blargh. Maybe this is why museum of microstar can be tough for people? Its a dx11 demo.

    Thanks!
    Inspiring
    January 4, 2014
    "HeadTrip" wrote:
    Hi,
    it does help, but still feels off (after trying it for a bit, with different values).
    it still has a drunken feel, it's just not as spot on as dx9. Its the most intense when you look back and forth quickly..blargh. Maybe this is why museum of microstar can be tough for people? Its a dx11 demo.

    Thanks!


    I contacted the museum of the microstar guy assuming the same thing. Didn't get a response though.
    IRIS VR - TECHNOLUST - KERSER - BODY/MIND/CHANGE - QUANTUM CAPTURE - OCCUPIED VR
    Inspiring
    January 6, 2014
    "HeadTrip" wrote:
    Maybe this is why museum of microstar can be tough for people? Its a dx11 demo.

    That's a good point.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    January 9, 2014
    do you guys think there will be a fix for this someday? I'm concerned about getting too far along with Dx11 if the rift isn't dx11 compatible. Please let me know if there is anything i can do to help with this..Thanks! :)
    Inspiring
    January 9, 2014
    "HeadTrip" wrote:
    do you guys think there will be a fix for this someday? I'm concerned about getting too far along with Dx11 if the rift isn't dx11 compatible. Please let me know if there is anything i can do to help with this..Thanks! :)


    Agreed, I want to see your new demo!

    In the meantime however, I was just playing with the Nvidia control panel 3D options and testing with anticleric's original demo of The Room with the floaty headtracking.

    Forcing maximum pre-rendered frames to 1: demo won't even start. Reverted to "use 3d application setting".
    Triple buffering already off, but forced it to off in a profile just for this demo: headtracking still floaty.
    Forced vsync off: The floatiness went away. Since triple buffering was already off in the Nvidia control panel, maybe it's just Unity where DirectX11 + Vsync is a bad combination for latency?

    So until there is a fix for this, maybe you could just make your demo start with vsync off? (In Quality Settings + modify SetMaximumVisualQuality() at the bottom of OVRCameraController.cs to not set vSyncCount to 1. Don't know if that will do the trick, but worth a shot.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    January 9, 2014
    Thanks! I will look into that very soon!
    Inspiring
    January 9, 2014
    Is not only a Unity problem,i think. I've tried War thunder without Directx11 activated and all works fine. If i activated the DirectX11 I had a little increment of latency(not framerate).

    It's possible is Direcx11 in general :o
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    January 9, 2014
    That seems to have fixed it! but, now there is allot of screen tearing, small amounts on the mesh but not on the OVR fps hud, that aspect is perfect, different draw pass? I also put the prediciton back to default. the good news is my regular fps is now 96fps, and 130 looking down...cool to see a potential ceiling even if its useless. So its vsync?

    update: the overall framerate seems pretty poor in comparison, just went back to default and its silky smmoth but drunk/late tracking. Also, seems to be ok in windowed editor window, non exported.
    January 17, 2014
    As I'm reading the Oculus best practices, I started to wonder about this issue... Is it being looked into or should we abandon DX11? I would need to abandon my fluid and turbulent visual fx.
    I let someone test my game and they said the tracking was weird, that's with prediction turned up, so I'm not sure if I have the right settings. thanks!

    *I understand you guys are super busy! Just bumping this up :)
    March 23, 2014
    Hi Cyber,
    I preordered my DK2, do you know if this is still an issue in the DK2 sdk?
    Many months of drunk tracking. ;)
    Thanks!