I’m working on a project for Quest 3 in UE5.5 where I use of instanced static meshes. I’ve noticed that even with the simplest mesh as you move at a constant speed away form the origin, the meshes start jittering in a very noticeable way. I’ve tried the same thing in a Desktop project, same exact thing and the jittering doesn’t happen.
The ISM is configured in the most preformant possible way: it’s static, the material is just color (and instanced enabled of course), the ISM component has physics, collisions and shadows disabled and the amont of instances is around 500.
I found this old post [5.1] Instanced Static Meshes jitter when moving the camera - #4 by Morwanski where they suggest that it might be related to floating point issues. in this example the distance from the origin is less than 100m and since then UE has enable large world coordinates by default so I assume that shouldn’t be it in this case.
You can appreciate the janking on this video. I just used the VR Template for it with an actor that has the ISM component and a Pawn with a Floating movement component that translates at a constant speed.
Btw, the exact same thing happens on VR Desktop and Mobile. FPS in mobile is steady 72 so there don’t seem to be bottlenecks.
I wonder if anyone has experienced the same and knows what might I be missing.
Thanks!