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Vulkan forward plus, Windows 11, Ryzen9 5900X, Nvidia RTX 3080Ti driver 526.98, Oculus Quest over link cable.
Issue description
Setting Rendering->Driver->Thread Model to multi-threaded, XR controllers are not tracked. They sometimes update once when you first enter VR and then stay frozen in place. Sometimes they don't update at all. The situation is slightly improved if V-sync is turned on, but the tracking is still very jerky and intermittent.
This bug only happens when using the Oculus XR runtime. With SteamVR, it seems to work fine.
Steps to reproduce
Open attached project,
run,
enter VR,
notice the boxes are not moving when you move your controllers (if you can't see them at all, look down, they should be at the origin)
Godot version
Godot 4 beta 6
System information
Vulkan forward plus, Windows 11, Ryzen9 5900X, Nvidia RTX 3080Ti driver 526.98, Oculus Quest over link cable.
Issue description
Setting Rendering->Driver->Thread Model to multi-threaded, XR controllers are not tracked. They sometimes update once when you first enter VR and then stay frozen in place. Sometimes they don't update at all. The situation is slightly improved if V-sync is turned on, but the tracking is still very jerky and intermittent.
This bug only happens when using the Oculus XR runtime. With SteamVR, it seems to work fine.
Steps to reproduce
Open attached project,
run,
enter VR,
notice the boxes are not moving when you move your controllers (if you can't see them at all, look down, they should be at the origin)
Minimal reproduction project
XR_TEST.zip
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