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Inspiring
June 27, 2019

Time - Fixed Timestep / Hz values for Oculus devices in Unity

What is the math formula for converting Hz to Unity's Time - Fixed Timestep?
The problem I am solving for is to stop the jitters on my Physics Rigidbody pinball, the jitters go away when I sync the correct timestep value for the specific device Hz.
My plan is to query the headset type and then set Fixed Timestep to a value for that headset's Hz.

Go 60 Hz = 0.01666
Go 72 Hz
Quest 72 Hz 
Rift 90 Hz = 0.0111
Rift S 80 Hz

Thanks,
Steve Hinan - METAL MULTIBALL

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    8 replies

    mousebear
    Honored Contributor
    June 27, 2019
    50Hz (Default) = 0.2
    60Hz (Gear VR) = 0.0167
    72Hz (Quest/Oculus Go) = 0.0138
    80Hz (Rift S) = 0.0125
    90Hz (Rift) = 0.0111

    These values can be calculated by 1/x, with x = the max framerate of the device (1/90 (Rift)).
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
    Inspiring
    June 27, 2019


    50Hz (Default) = 0.2
    60Hz (Gear VR) = 0.0167
    72Hz (Quest/Oculus Go) = 0.0138
    80Hz (Rift S) = 0.125
    90Hz (Rift) = 0.0111

    These values can be calculated by 1/x, with x = the max framerate of the device (1/90 (Rift)).


    Thank you NinjaGaijin
    Rift_S = 0.0125 (for those who copy and paste)
    Inspiring
    June 27, 2019

    My plan is to query the headset type and then set Fixed Timestep to a value for that headset's Hz.


    @NinjaGaijin Is this the technique others are using to remove physics jitters?  Or is there a better way without changing the Fixed Timestep?  Like a physics setting in Unity?
    mousebear
    Honored Contributor
    July 1, 2019



    @NinjaGaijin Is this the technique others are using to remove physics jitters?  Or is there a better way without changing the Fixed Timestep?  Like a physics setting in Unity?


    Yes, these are one of the methods suggested to improve/mitigate physics jitters.
    If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
    Inspiring
    August 23, 2019
    Having issues in Unity 2019.3.0a12 and jittering, it's all connected to the Timestamp values but I am using the same values shown here. There is a larger thread on the Unity forums about it here: https://forum.unity.com/threads/jittery-motion-on-oculus-quest.683704/
    New Participant
    November 20, 2019
    where do I go to change the timestamp values? Can anyone help? Do I need to go into player settings? Or do I need to make a C# code? I am not a great C# guy so any assistance in creating the code would be awesome!

    Inspiring
    November 20, 2019

    jadamsart said:

    where do I go to change the timestamp values? Can anyone help? Do I need to go into player settings? Or do I need to make a C# code? I am not a great C# guy so any assistance in creating the code would be awesome!

    Player Settings > Time > Fixed Timestep
    Also accessible through the Time class
    Wei Tin Yuen, VR Developer B) Toronto, Canada http://tinforge.com/
    New Participant
    November 21, 2019
    To develop for you Oculus you’ll not only need an Oculus account but you may want to setup an Oculus Organiztion (free). Additionally (for my purposes), you’ll need a Unity account. I’m using a personal account.