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Fixed in Unity 5.3.0

Votes

21

Found in

5.1.0b3

Issue ID

691345

Regression

No

[VR] VR-Enabled Standalone Build Experience input lag when Rift is Disconnected

VR

-

-

Priority: 7Not yet prioritized for a release

-

Severity: 1Crash, freeze, data loss, work stops

When the Oculus Rift is not connected or the VRSettings.enabled bool is false, but Virtual Reality Supported is set to true in the Player settings, there is noticable lag in Input.

The input lag is present on both Keyboard/Mouse input and the UI.

Comments (7)

  1. Eb0bf515f5245ad8efb52858ca151232?d=mm

    BowlerBitesLane

    Oct 08, 2015 00:52

    This issue is marked as resolved as it has been "Fixed in a future release". This is currently still an issue for me using Patch 5.2.1p2. Has the fix for this not yet been released?

  2. Eb0bf515f5245ad8efb52858ca151232?d=mm

    BowlerBitesLane

    Oct 02, 2015 18:40

    Was this fixed in Patch 5.2.1p2 I am still experiencing this issue in Patch 5.2.0p1

  3. B9784194885e00369ec88bc1dd11ad82?d=mm

    Michael-Schenck

    Aug 08, 2015 04:39

    I am running into this also since my game will detect if there is a device present and then startup in vr mode or screen mode. PIETERALBERS fix does seem to work. I am using 5.1.2f1.

    if(VRDevice.isPresent) {
    // setup for vr mode...
    }
    else {
    // setup for screen mode...

    VRSettings.loadedDevice = VRDeviceType.None;
    VRSettings.enabled = false;
    }

  4. 9c062571fb03ca393f7c219b604bf47d?d=mm

    Anotheryeti

    Jul 29, 2015 21:52

    Would love to has this fixed soon. Trying to launch w/ VR support, and this is a showstopper for me.

  5. A8f918e8f20d857aa559b785bd2cb7d3?d=mm

    PieterAlbers

    Jul 27, 2015 15:06

    Maybe I was a bit to optimistic. In my latest build the lag has returned.
    I have absolutely no idea why. This issue is pretty much driving me mad. We can't make a single build with both VR support and 'normal' support.

  6. A8f918e8f20d857aa559b785bd2cb7d3?d=mm

    PieterAlbers

    Jul 23, 2015 08:05

    There might be a 'fix'or workaround for this, although I CANNOT confirm this on other machines atm.

    Make sure you set the VRSettings.loadedDevice = VRDeviceType.None; as well when VRSettings.enable is set to false.

    This at least gets rid of the input lag in non-VR mode for me.

  7. 3ef378ff5189f2b89dd64f46d285b604?d=mm

    Ortath

    Jul 16, 2015 02:10

    Check the duplicate issue. You tried to fix it and failed... see the technical comment added there. Please fix.

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