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Fixed in 2019.3.X

Fixed in 2019.1.X, 2019.2.X

Votes

44

Found in

2019.1.0b1

2019.1.2f1

Issue ID

1157271

Regression

Yes

[Oculus GO][Oculus Quest] Object is jittering when position is being affected by Time.deltaTime

XR SDK

-

To reproduce:
1. Open attached project "QuestJitter.zip"
2. Build and run for Oculus Quest
3. While in application, observe the moving object

Result: the object is jittering resulting in blur-like graphical artifacts

Reproduced in: 2019.1.0b1, 2019.1.5f1, 2019.2.0b5, 2019.3.0a5
Not reproduced in: 2017.4.29f1, 2018.3.14f1, 2018.4.1f1,2019.1.0a15

Note: can be reproduced on any project as the only condition is using Time.DeltaTime

Comments (17)

  1. CrispyCritter

    Feb 07, 2021 13:46

    This is still a problem in 2019.4 wtf unity please fix this shit basicly any object that moves that does noy have a rigid body on just jitters meaning vr development is simply a no go i have tried all kinds of fixes changing to time stamp to run at 90hz 0.0111111, switching from multi pass to single pass, using valcan, nothing seems to work. yet the controllers when i move then around are butter smooth

  2. Jobahed

    Feb 01, 2020 15:18

    Agree with SAIF-STUDIO it is happening in 2019.3.06f .... I have a simple, low-poly object on a single box, and as I move the box past me it is super jittery.

  3. saif-studio-b12

    Jan 29, 2020 15:26

    Now the bug is even in 2019.3.0f6 (Latest version)

    The problem is as occurs:

    (a) Multi-View Rendering/Single-Pass (with Legacy XR and also with new XR Plugin): Oculus Quest lags a lot when the player moves, the textures starts to jitter and its very much noticeable,

    (b) Multi-Pass Rendering (with Legacy XR and also with new XR Plugin): Oculus Quest works really smooth without any lag but only renders on Left Eye and Right Eye remains completely black.

    Configuration:
    (a) Tried with LWRP and also with URP (all versions starting from 7.0)
    (b) Tried with Linear color space with OpenGLES3 settings

    The above problems is for multiple users but no one at Unity seems to fix this long term running issue.

  4. saif-studio-b12

    Jan 24, 2020 09:57

    Seeing this jitter bug in Unity 2019.2.13f1, when using LWRP and Stereo Rendering set as Multi-View. Multi-Pass renders very smoothly but only renders on left eye and right eye remains black.

  5. badradio

    Oct 25, 2019 07:30

    Hi all! Using 2019.2.0f1. I experience jitter/skipping frames when moving my head up/down, left/right on Oculus Quest (content made in Unity), BUT it only appears when I use OBJ files imported into the library and into the scene from other sources, not from Unity`s library. None of the suggested solutions to this so far could help. Anything from within the Unity contents in the scene runs smoothly.

  6. Robmymhealth

    Aug 23, 2019 13:33

    This is still an issue in 2019.3.0a12

  7. blackfox_studio

    Aug 05, 2019 00:22

    Bug Still present on Unity 2019.2.0f on Oculus Quest

  8. blackfox_studio

    Aug 04, 2019 23:45

    Still present on Unity 2019.2.0f1 deploying on Oculus Quest

  9. herb_nice

    Aug 02, 2019 19:14

    this issue sounds exactly like the old vsync with unquantized delta time jitter issue that has been discussed for years in this thread: https://forum.unity.com/threads/time-deltatime-not-constant-vsync-camerafollow-and-jitter.430339/

    synopsis:

    with vsync enabled, unity does NOT correctly quantize unscaledDeltaTime to the duration a frame is displayed. pretty much all displays refresh at a fixed rate. if you don't simulate at that rate you get visible jitter as things go a little too far or not far enough...

    interpolation, extrapolation, simulation, particles, animations, etc. all use this incorrect unquantized delta time internally.

    with vsync enabled, if you do not use deltaTime or unscaledDeltaTime or unity systems that use deltaTime internally, and instead use your own delta time that is quantized to the refresh rate of your display, you will not experience this terrible jitter.

  10. moujaune

    Jul 17, 2019 16:00

    Hey everyone, put all your locomotion/movement stuff in FixedUpdate instead of Update (or use Time-fixedDeltaTime) to fix this issue!

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