Using the application Spacewarp for oculus quest 2 is causing a “vibrating” on the hands when moving.
I put the custom hand prefab on the hands anchor and when i move the controllers, the hands doesnt seems to follow the “correct” movement. When i turn off the Application spacewarp everything works fine.
I think it is cause because of the AI of ASW trying to calculate the next position of the hands in the frame but it does it wrong. Any way to solve it?
Are you sure your hands shader is outputting correct motion vectors? application spacewar requires correct motion vectors for everything in the scene to work properly.
How could I check that? The hands shader is the Universal Render Pipiline/Lit not a custom one.
Output the motion vector buffer that you are sending to AppSW somehow and check whether the motion vectors on the hands are feasible.
Also, don’t use “ASW” as abbreviation for Application Space Warp. ASW is Asynchronous Space Warp, AppSW is Application Space Warp (yes, silly naming but better use these things correctly to avoid further confusion)
I tried to find how to “output the motion vector buffer” but didnt find anything or understand how. I know you mean that the problem is problably the motion vectors, but i didnt do any script or anything to “modify” those motion vectors, i just put a custom hand prefab on a Hand anchor of the OVRCameraRig that oculus provide. And the hands shakes when I move.
Ok I was able to record the effect (more or less) its a bit different on video and more smooth, but on the oculus the effect is very annoying. On the video I start with AppSW off and then turn it on. You can see that the elements close to camera vibrate with the movement
hauntingpitifuldragonfly.
Did you find any solution for this?
Did you follow the documentation correctly when adding AppSW? Did you switch your URP packages to Oculus URP fork (or added motion vectors yourself)? Are you using a standard URP shader? Did you check if this occurs both in Multiview and Multipass rendering?