Timewarp broken / asymmetric in 0.4.4 and 0.5
Both 0.4.4 and 0.5 (and possibly 0.4.3, I haven't tested) have horrible asymmetric prediction artifacts between left and right eye when I have time-warp enabled. It appears as if the left eye is being predicted much further than the right eye, which causes discomfort during motion. If I disable time-warp, this artifact goes away. I use extended mode (direct mode seems to have other problems on multiple machines for me, mostly screen tearing / judder). This problem has been replicated on multiple machines (Windows 7 + Titan Black, Windows 7 + GTX 760, Windows 7 + GTX 860M). The problem seems to occur regardless of scene complexity / render time. I'm using Unity 4.6.4. Anyone have any suggestions on how to fix this?
I'd just disable time-warp, but since there is no prediction setting in the latest SDKs, I'm worried that this will also cause sickness due to latency. Is the runtime doing any prediction behind the scenes if time-warp is disabled? If not, can someone provide a code snippet / location to add it back in to either 0.4.4 or 0.5?
Thanks
I'd just disable time-warp, but since there is no prediction setting in the latest SDKs, I'm worried that this will also cause sickness due to latency. Is the runtime doing any prediction behind the scenes if time-warp is disabled? If not, can someone provide a code snippet / location to add it back in to either 0.4.4 or 0.5?
Thanks
