Potential 1.12 Double Render Tracking Errors for Rift
I got a "required update" from the Oculus app just now.
I was testing our experience off the alpha channel. The update notification popped up and I clicked update. Oculus app rebooted and I saw the version being used in the screenshot below.
It felt when I "teleported", ( moved position in 3D space ) there was a frame overlaying in a stuck state mixed with a frame that was being tracked. So double rendering with a dirty frame. I am the most sensitive to VR and this was insta nauseous for me, Especially when I took off the headset.
The above never happens before the 1.12 update. I hope this info helps.
We are using Multi-pass rendering and Unity 5.5.0p3 for our settings. Same alpha build was tested before and after this update with the same hardware. Two sensors, two Touches. Rift.
Thanks,
Matthew
I was testing our experience off the alpha channel. The update notification popped up and I clicked update. Oculus app rebooted and I saw the version being used in the screenshot below.
It felt when I "teleported", ( moved position in 3D space ) there was a frame overlaying in a stuck state mixed with a frame that was being tracked. So double rendering with a dirty frame. I am the most sensitive to VR and this was insta nauseous for me, Especially when I took off the headset.
The above never happens before the 1.12 update. I hope this info helps.
We are using Multi-pass rendering and Unity 5.5.0p3 for our settings. Same alpha build was tested before and after this update with the same hardware. Two sensors, two Touches. Rift.
Thanks,
Matthew
