Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
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Hand smoothing settings appear to be non-functional #1691

Open shiftyscales opened 7 months ago

shiftyscales commented 7 months ago

Describe the issue.

While testing the new hand smoothing settings, I observed that neither the positional or rotational smoothing seemed to take effect, even when their values were maxed out.

To Reproduce

Expected behavior

Tracked controllers/hands should be smoothed out by these settings.

Screenshots

https://github.com/Yellow-Dog-Man/Resonite-Issues/assets/54213390/18a1855d-7b90-4d88-bf2a-5d6ce283e61f

Resonite Version Number

2024.4.15.1234

What Platforms does this occur on?

Windows

What headset if any do you use?

Oculus Quest 1

Log Files

SHIFTY-LAPTOP - 2024.4.15.1234 - 2024-04-15 13_58_57.log

Additional Context

I had attempted to mitigate the tracking jitter of my Quest 1's touch controllers using these settings, and observed that these settings seem to have no effect, regardless of the value they are set to.

Reporters

@shiftyscales

RyuviTheViali commented 7 months ago

Strange, hand smoothing (and the other smoothing settings) works properly for me.

ohzee00 commented 7 months ago

Does this happen with other avatars? Could this avatar in particular have a interesting hand proxy setup?

shiftyscales commented 7 months ago

This avatar's got nothing of the sort, @ohzee00. It occurred both on the default head and hands avatars, as well as my personal one.

shiftyscales commented 7 months ago

Had the chance to do more testing on my normal VR rig (Vive Pro Eye + Index Controllers)- and it appears to be a combination of things. The hand smoothing is currently only smoothing the hand body nodes, and not the actual raw controller nodes. For as long as I've used the platform I've made a habit of moving my toolshelves/tools/grab spheres to my controller nodes in my avatars so that if anything happens to my avatar I can continue to interact with the world without needing to respawn.

Likewise- it appears the userspace lasers may be set up in a similar way as I noticed that userspace lasers (which were a big point of reference in my testing above) are also not smoothed- again- likely because they probably use the controller body nodes instead of hands.

The third observation I had was that the smoothing setting works backwards to my expectation. Based on the description of the setting- my expectation was that smoothing should increase the higher the number it is- but it appears to be the opposite of what I expect- with 1 being the most smoothed, and 100 being imperceptibly/not smoothed.

I see a few possible action items here:

There are a few potential alternative solutions I could see- but have the potential to be slightly more confusing (as for most users controller and hand body nodes are effectively interchangeable:

Seeking input/feedback from @Frooxius.

Frooxius commented 6 months ago

This should be addressed in 2024.4.17.1420. Can you test if this works now?

shiftyscales commented 6 months ago

The userspace laser still seems to be working improperly/is not being smoothed as expected, @Frooxius.

So I suspect the issue might be somewehere else.

https://github.com/Yellow-Dog-Man/Resonite-Issues/assets/54213390/9a6609fc-b090-4b85-b7d5-792b598456fd

I am waving my controller constantly from side to side- in worldspace the laser tracks perfectly smoothly with my avatar's hand- but in userspace, is very jittery.

Krzeszny commented 5 months ago

It also does nothing for me, but for all trackers. Should I open a new issue? Version: 2024.6.11.74 Headset: Reverb G2 V2 Trackers: MixedVR (Oculus Rift CV1 through hyblocker's OpenVR SpaceCalibrator)

Video:

https://github.com/Yellow-Dog-Man/Resonite-Issues/assets/10529134/40ea58e3-77cf-44fb-916b-db4a2c3ac0af

Log: DESKTOP-VHA2V7H - 2024.6.11.74 - 2024-06-12 13_05_25.log

shiftyscales commented 5 months ago

It also does nothing for me, but for all trackers. Should I open a new issue?

Based on the log file provided- it appears you are using mods, @Krzeszny. Please retest without and see if the issue persists.

That sounds like it is probably a separate issue, however. What brand of tracker are they? Are they detected in SteamVR?

Do the trackers register at all inside of Resonite / do they track properly otherwise aside from not being smoothed?

You may be experiencing #1874.

Krzeszny commented 5 months ago

It also does nothing for me, but for all trackers. Should I open a new issue?

Based on the log file provided- it appears you are using mods, @Krzeszny. Please retest without and see if the issue persists.

The issue persists.

That sounds like it is probably a separate issue, however. What brand of tracker are they? Are they detected in SteamVR?

I'm using MixedVR to emulate SteamVR trackers using Oculus Rift CV1 headset+controllers. They work normally as any other SteamVR trackers though. So I have hip + feet tracking.

Do the trackers register at all inside of Resonite / do they track properly otherwise aside from not being smoothed?

They work normally besides not being smoothed. (Pretty great FBT for $70-$140 second-hand)

You may be experiencing #1874.

Nope, I've just checked in BodyNode. Feet trackers have smoothing at 100 while the hip tracker has smoothing at -1, but none of them are visibly smoothed.

shiftyscales commented 5 months ago

Lower values are more smoothed, @Krzeszny. If you have them all at 100- that effectively means there is no smoothing applied. Try a value around 10 or less.

Krzeszny commented 4 months ago

Lower values are more smoothed, @Krzeszny. If you have them all at 100- that effectively means there is no smoothing applied. Try a value around 10 or less.

Oh, so it is backwards, but it works. So my issue was bad UI. Even in the menu in Devices, 100% means no smoothing and 0% means maximum smoothing.

kulzae commented 4 months ago

This isn't the first time I have seen feedback of the values being "backwards" I get it's hooking to something that's expecting that input but perhaps the UI could be reworked to go from no smoothing to a reasonable maximum instead?

Banane9 commented 4 months ago

The values work the same as the smoothing value used in the SmoothValue component - the value is essentially the speed at which the visual value is adjusted to the tracked value. The description could be more clear on that.