carrotstien / ElevenVRPlatformIssues

This is a repository to help solve and track issues
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Oculus SDK Tracking skews hard during motion #1

Open carrotstien opened 4 years ago

carrotstien commented 4 years ago

Here is a good representation of the issue, and an example if it being fixed. https://www.youtube.com/watch?v=SyfJCA5Dqyk&feature=youtu.be

https://imgur.com/a/IcHXFq0

Here is what I think is happening: blue is the last sample, red is the value oculus is giving, green is what it should be giving (and what steamvr appears to be giving for riftS)

image

carrotstien commented 4 years ago

testing a possible solution from my side. https://youtu.be/EmOd0ilXI4E

carrotstien commented 4 years ago

possible solution looks good https://youtu.be/ApaFnUbNWr4

first part: 
default behavior. I swing flush to the table with the controller. Then i switched to the adapter, and swung with that. 

second part (starts at 0:55) :
with my tracking adjustment. Same thing. Then i proceeded to try some hard hits, and hitting the far wall. 

third part (start at 2:04)
turned tracking adjustment off, and tried hard hits. 
...could barely hit hard. I tried to reach the far wall, and instead got side spin slow balls.

It's a bit shaky though..and i'd need to go through each platform combination to see what the proper coefficients are for them.

carrotstien commented 4 years ago

it doesn't work as well with the tracker..it looks like there is an issue with the internet position function. Again, I checked against riftS via steam, and everything was super solid

carrotstien commented 4 years ago

ok so I just went back and forth between quest and riftS. My fix only slightly helps on quest..but generally speaking, the tracking performs significantly worse on quest. Same lighting, same visibility on the controller. Are the teams working on riftS and quest competing or something? :)

carrotstien commented 4 years ago
Soup_DoggToday at 9:34 AM
When showing people before when the quest tracking was perfect, the way how they got it working perfect i would show people this.
I would get them to or i’d show them with my quest to
Wave controller/paddle behind back out of camera view and just swing back and forth and they would still see it moving constantly
Then i would get them to stop it still
Righht behind their/my  back
And it would freeze after about 1/4 second but i would show them then how if they twist
It about it would
Follow exactly the angle it was moving in
So oculus must had added using accelerometer data and gyro data to the tracking making it now run perfect

Those three points of data added together made it perfect but now get someone to wave behind their back and it s shit
It jumps stutters with the slightest gyro movements
So the three bits of data are not being added together correctly anymore
I told oculus this in those emails 
Eventually got back do factory reset
I know the tracking team would know this but just wanted to point out that they just needed to bring back the calculations from previous version

carrotstienToday at 9:43 AM
do yuo happen to remember what firmware it was the best in ?
so i can at least try to tell them :smile:

Soup_DoggToday at 9:43 AM
V13 as soon as it went to v14 it went shit

Soup_DoggToday at 9:43 AM
V13 as soon as it went to v14 it went shit
It was perfect, then when i checked headset it said update pending, i only checked this because other people said v14 had messed things up so wanted to check if i was on v14. It wasn’t it was on v13 but showed update pending but i didn’t press on the update arrow. Then a day/hrs or so later it suddenly became un usable and totally shit tracking, almost straight away i checked if had updated and the pending update had gone and it was on v14 
And thats the story of how they fucked it
carrotstien commented 4 years ago

(so please get the tracking back to what it was v13)

carrotstien commented 4 years ago

I have tried v13... v13->v14 does not look like it caused the issue

PC, steam, riftS...then pc oculus riftS https://youtu.be/AavWPAnuUsc

then quest https://youtu.be/sQ6pTbavvrQ

side by side by side: https://youtu.be/uMMGck6qybE

PC riftS should behave the same and it doesn't and riftS contrller and quest controller, and riftS tracking and quest tracking should be almost the same...but they aren't

ankitkv commented 3 years ago

@carrotstien In the meantime (as you build a better predictive solution), I think it would be great to add in a slider that allows users to move between preprocessed positions and raw positions. If the slider is all the way to preprocessed positions, you do what we do now. If its all the way towards raw positions, you have the raw positions but users have to accept the added lag. If its in the middle, it is less lagged and less overestimated, perhaps letting users find a comfortable compromise.

carrotstien commented 3 years ago

the lag is too much..it would be skewing in the wrong direction. I just need to figure out how steamvr does it, and tweak it :)

carrotstien commented 3 years ago

aaand an update If I force (through cpu spin) Extra Latency Mode = OFF: image

hoping Oculus gives me access to do this without the hack (which brings the cpu to 100% utilization)

carrotstien commented 3 years ago

image

ankitkv commented 3 years ago

What is extra latency mode?

carrotstien commented 3 years ago

the stuff mentioned here https://developer.oculus.com/documentation/native/android/mobile-vrapi/?locale=en_US and https://developer.oculus.com/blog/understanding-gameplay-latency-for-oculus-quest-oculus-go-and-gear-vr/?locale=en_US