Headtracking directly from the sensor quaternion is too sensitive (jitter - but still not as bad as Unity!).
This update uses spherical interpolation to significantly improve the subjective experience of headtracking. Pretty sure Oculus does this.
It agressively slerps from previous to current tracking position. Tried various slerp values, but this one corrects the jitter without inducing lag. Could be used as default value.
Headtracking directly from the sensor quaternion is too sensitive (jitter - but still not as bad as Unity!). This update uses spherical interpolation to significantly improve the subjective experience of headtracking. Pretty sure Oculus does this.
It agressively slerps from previous to current tracking position. Tried various slerp values, but this one corrects the jitter without inducing lag. Could be used as default value.
TODO: drift correction.