Floating point precision issues
Just as an warning, my game started to have some visible issues after the position values get larger than 5000, the headtracking lost a bit of smoothness and closer to camera objects seems to shake a bit, on a regular camera/monitor setup these kind of artifacts only gets visible on much larger values, however I think due to nature of the VR setup, seems that precision became a issue much sooner than I expected.
Anyone have any ideas on how to handle mitigate this?
Anyone have any ideas on how to handle mitigate this?
