Issue with very basic SteamVR scene

Hi,
I have tried to set up a very basic VR setup by dragging the SteamVR CameraRig into the scene. Under Controller Left and Right, I’ve deleted the Model and replaced it with a Sphere. I can test the scene and it works fine.
Now I add a Rigidbody component to the spheres, disabling gravity, and now the headset movements are really laggy, like the position is only updating a few times per second and its interpolating the rest. Not exactly like dropping frames.

Finally, if I move the spheres to the root of the heirarchy, so they are no longer under the controllers, then the problem goes away (or is very much reduced, at least. It may be dropping an occasional frame)

What might be causing this?

My ultimate goal here is to have hand meshes and change the velocity of them so they try to move to the controller positions, and can collide and interact with other physics objects.

When doing physics and vr, make sure to set your fixed timestep to 90fps (~0.01). Physics are updated under a fixed step.

Also, there used to be an updateposes script that solved a few issues with tracking, at least for me, but it got removed in the latest steamvr. TBH stuff never worked for me without it.

I will look into it, thanks. I still can’t see why this would affect the HMD movement though. To be clear, even moving the HMD left and right causes obvious lag, even though the Rigidbody is being applied to a sibling in the heirarchy

I think I misread your original post. I thought the spheres were laggy; now I see what you mean though. Have you tried having the spheres unparented and just duplicating the pos/rot of the controllers on update. Also, assuming the rigidbodies are already set to kinematic?