Can you expound on that? I’m having this issue too and it’s a showstopper, makes people sick in the demo I’m working on.
My issue is that the headset’s rotational tracking seems to act as a spring interpolation point for where the camera is supposed to go. I’m not missing frames either. Working on Vive Pre with a Titan X. I’ll keep trying things.
Edit: Added additional information
Edit 2: even more info:
So the geometry that the SteamVR overlay provides on top with the compositor (chaperone tracking bounds, etc.) seems to be perfectly in line, so it’s not a problem with the hardware or drivers getting late info. Looks like Unreal is trying to predict the next position of the device and display that instead of what it’s getting from the SteamVR API. Is there a way to remove that prediction?