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XR Controllers not tracked with multi-threading on #69371

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MadMinstrel opened this issue Nov 30, 2022 · 0 comments
Open

XR Controllers not tracked with multi-threading on #69371

MadMinstrel opened this issue Nov 30, 2022 · 0 comments

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@MadMinstrel
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MadMinstrel commented Nov 30, 2022

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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