Motion prediction settings ? -updated : tearing...-
Hello everyone,
I noticed something :
Launch your udk based demo (or UDK project)
Find some vertical edge they will be what you'll be looking at.
Then pan as slowly as possible your head (look from left to right, or right to left) and stay vertical doing so
Do you see it ? the panning jumps. it's skips, it's like little jumps. It's annoying...
Is that because of motion prediction settings ?
(you'll find them in .../Config/UDKEngine.ini
I don't have that same issue in OculusSmallTiny, OculusWorldDemo, or any Unity demo.
I saw the motion prediction settings and haven't tinkered with them, I don't dare ^_^
UPDATE : it was tearing... tearing at 1280x800 on a GTX 690... on very simple (all of them) UDK scenes... weird... I don't get it... v Sync in now ON.
I noticed something :
Launch your udk based demo (or UDK project)
Find some vertical edge they will be what you'll be looking at.
Then pan as slowly as possible your head (look from left to right, or right to left) and stay vertical doing so
Do you see it ? the panning jumps. it's skips, it's like little jumps. It's annoying...
Is that because of motion prediction settings ?
(you'll find them in .../Config/UDKEngine.ini
[Engine.Oculus]
bEnableHud=True
bDisableControllerPitch=True
bHideGun=True
bDisableDeathAnims=True
EyePosInHead=(X=12.600000,Y=0.000000,Z=7.000000)
bDisableMomentum=True
bUseDotCrosshair=True
CrosshairAlpha=64
CrosshairSize=6
CrosshairMinDistance=180
YawMult=1.000000
AccelGain=0.050000
MotionPrediction=0.020
MotionPredictionMode=2
bDisableWalkBob=False
bUpdateOnRT=True
MouseAimLimit=5461
MouseAimPitchLimit=3641
MouseAimMode=OMA_Normal
I don't have that same issue in OculusSmallTiny, OculusWorldDemo, or any Unity demo.
I saw the motion prediction settings and haven't tinkered with them, I don't dare ^_^
UPDATE : it was tearing... tearing at 1280x800 on a GTX 690... on very simple (all of them) UDK scenes... weird... I don't get it... v Sync in now ON.
