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Head Movement latency/ motion compensation issue with avatar mesh at view point #1563

Open alexderpyfox opened 3 years ago

alexderpyfox commented 3 years ago

Describe the bug

So recently I noticed on my avatars that the nose comes through the near clip orb so my head lags behind on movement looks like smoothing or over compensation or latency like on the quest using wireless but I am using an valve index so the nose comes through the near clip when moving my head this never happened before since the head mesh would always follow the head without latency the near clip follows the head normally without smoothing or delay I haven't made any changes to my avatar in the past month I made a video that I linked here with an avatar where I have the nose visible all the time on purpose and there i really noticed how much the motion compensation or latency has become it seems like that the head proxy itself doesn't have this delay or motion smoothing since that's where the near clip is always located when adding it

Relevant issues

To Reproduce

Become an avatar with the nose visible on screen or an avatar that makes use of the near clip on the near clip the nose pokes out the near clip orb and with the nose visible on default it lags behind on movement or over compensates and goes too far into one direction instead of staying attached to where the head is

Expected behavior

The mesh overcompensates or latency behind it's not lag since it's perfectly smooth

Screenshots / Video

https://youtu.be/Dv6U1hUYPMQ

Bug information

It started happening after December 28 or somewhere in that week I started to notice the nose poking out the near clip orb when moving my head

Additional context

Reporters:

@polaris @alexderpyfox @electronus

BlueCyro commented 3 years ago

I believe this behavior is already known about, where in the event of something being parented to your head that you can see, or seeing parts of your own head itself - the object appears to lag behind a frame. From what I've heard this is due to how the slot hierarchy updates and would require a lot of changing how things update to alleviate. Someone can correct me if I'm wrong though.