I do confirm the stutter, just tested with 4.12.2, even in packaged mode.
I’ll check on it tonight, but out of curiosity, do objects that you pick up also suffer from this? Or is it only the controller model?
In the Vive_Pawn blueprint under the GripMotionController_L Details->Motion Controller there is a ‘Disable Low Latency Update’ option. I checked this box and re-ran the template and it fixed it!
It was fixed by DISABLING low latency updates?
Yep. It has fixed it for me. Left controller and Right hand are smooth as butter when disabling low latency update on both hand controllers.
Ok, I really have to check out the default controllers as well tonight then if the problem is in the rendering thread, because that is the reverse of a fix.
thanks guys to have a look at the problem! * now on a boat! *
I can’t package the project with the gripmotioncontroller plugin in it. It crashes shortly after I begin to package it for 64 bit Windows.
Objects suffer from the same problem, more with the hand model than with the controller model.
Just curious, what video cards are you guys using?
My first attempts to replicate on my own test project failed, only the normal low FPS ghosting if I taxed the system below 90 fps.
I am downloading the template to see if it performs differently than my own set up.
I’m running a GTX 970 on driver 368.22 (Windows 10)
P.S If it makes a difference… I’m running Steam VR (Beta).
Ok…I edited the plugin, 4.12 added a sceneview priority setting that they use to force the controllers to update last, I copied over the definition to the grip controller so that it would use the latest update possible, the default setting had it at being one of the first. This was an unannounced change in 4.12 that I missed when going over the source.
In low FPS environments it was causing hitching and the template default map nose dives my FPS. I am re-compiling all of the binaries for the BP only users and then will commit the patch for the plugin. Just download it in an hour or so and it should help / fix the problem.
The commit is up
[QUOTE=Proteus;544870]
@Magnvs Be sure to have the function “Enable HMD” checked in level blueprint. I don’t know if it’s because a Vive or UE4 update but since approx 4.12 you have to enable it or it doesn’t activate the Vive /QUOTE]
Oh that is quite clever actually I guess, I was a little concerned about my Vive being on constantly while in the editor (especially as it’s showing a static image).
Did you tried to make an empty c++ class and then package it ? It works for me
Am I looking in the wrong place? shows last commit 2 days ago.
I can confirm it works flawlessly after disabling low latency update
The plugin is technically a seperate project, he just includes it in his download out of convenience.
Bitbucket page
https://bitbucket.org//ue4-vr-grippable-motion-controller-plugin
Download page
https://bitbucket.org//ue4-vr-grippable-motion-controller-plugin/downloads
Technically no, disabling that causes the controller to lag behind your movements significantly, it just isn’t as jarring as the stuttering. I wouldn’t suggest leaving that setting off as eventually it is pretty noticeable that your hand movements aren’t 1:1.
Thank you. I think its much improved but I’m still not convinced its 100%. I think I might be wrong though and its just a very tiny difference caused mainly by the controller mesh being used. Its probably me just seeing something that isn’t there. Best wait and see what other people think.
It is the same as the default controllers though, so it matches how Epic has it set up currently, my concern was matching the standard controllers.
As for the performance vs steamvr menu…
The Temporal Anti Aliasing doesn’t help because it blurs fast motion and when you have low FPS (hit the interleaved projection mark and get downscaled to 45 fps) you’ll see ghosting from it. Also I don’t think I have found a demo/game with as smooth of tracking as the default environment.
Did you make sure that you are hitting 90fps? With interleaved projection turned on if you can’t hit 90fps it automatically drops you down to 45fps and interleaves the frames so that the screen updates remain at 90fps. It might still feel like it is 90fps but the actual frame/update time is 45fps and that will cause more temporal AA blur and controller tracking latency. You can show the fps chart to make sure, but I was dropping to the 45fps mark in the template level due to the clutter.