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Rotational response time slower than Youtube VR #163

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tokunodont opened this issue Nov 19, 2020 · 5 comments
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Rotational response time slower than Youtube VR #163

tokunodont opened this issue Nov 19, 2020 · 5 comments
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duplicate This issue or pull request already exists question Further information is requested

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@tokunodont
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Hi!

Compared to Youtube's VR, the speed at which the video comes with the head rotation feels slow.
Is there any way to make it faster?

I would appreciate it if you could give me some tips on how to improve.

Please help. Thank you!

@jballoffet jballoffet added the question Further information is requested label Nov 20, 2020
@jballoffet
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jballoffet commented Nov 24, 2020

Could you please provide more information about the issue, such as:

  • Is this taking place on Android or iOS?
  • Is Unity being used?
  • The phone and OS version being used.

In the meanwhile, the sensor fusion is performed by a Kalman filter in the SensorFusionEkf class. You can find details about its implementation here. You can try to apply changes there and check if they improve your experience.

@tokunodont
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Thank you!

Developed on unity 2019.4.14f, iPhoneXR iOS14

I would like to see that script.

I will take a look at it here.
Please help me again when I'm in trouble.

Thank you for your help.

@CreaProjects
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Same here. Before iOS 14 I was using Unity 2018 with the integrated Cardboard SDK it was working fluently.
Now with iOS 14, I had to update Unity to 2019 and manually install the new Cardboard SDK. It's very laggy, like 25fps instead of 60...

@Mandelbrow
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Would say it's a bit saggy in Android too, compared to Unity 2018. It's like there are an initial slow start when moving the head, which catches up later. Like a rubber band. Perhaps the low pass filter for the gyro can be adjusted for it?

@jballoffet
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Thanks @tokunodont for the details. Taking into account that this is taking place on iOS 14, this seems to be a duplicate of #164. @Mandelbrow, about the Android effect described, please take a look at #173.

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