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Improve support for Oculus Go

See original GitHub issue

From the WebVR Slack in the #unity channel:

Joe Strout When I view the demo (at https://github.com/mozilla/unity-webvr-export) on my Oculus Go, the head tracking seems to be off or laggy — as I turn my head, the world jumps and jitters something awful. Has anyone else seen this?

screenshot of Oculus Go

Issue Analytics

  • State:open
  • Created 5 years ago
  • Reactions:5
  • Comments:6 (3 by maintainers)

github_iconTop GitHub Comments

3reactions
caseyyeecommented, Apr 21, 2019

One of the challenges is driving Unity frame rendering so that it fits in appropriately with VR frame submit into WebVR. There could be other pre or post render hooks that could work better than what we are using currently. Maybe something in the new scriptable render pipeline would give finer control over that.

0reactions
iburgueracommented, Apr 20, 2019

@caseyyee Thanks for the advice but Unity only allow me single pass stere rendering on PC, Mac& Linux, not in WebGL. I have change the memory Size from 256 to 512 and seems to be working a little bit better. Going up with memory size (1024) ended with several warnings on Oculus go browser. Still don’t know why the world moves and seems choppy when I move my head around. Maybe something related with framerate and update head position?

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