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Just last night I tried using A-Frame with a Vive but was disappointed by the performance. The framerate is fine but there seems to be a tiny lag, between the t
by paulhodge 9y ago
Just last night I tried using A-Frame with a Vive but was disappointed by the performance. The framerate is fine but there seems to be a tiny lag, between the time when the headset position changes until the worldspace camera is updated. Made me feel a little nauseous.
- ngokevin 9y agoYeah, it's the latency in the Firefox browser on Vive. Not with A-Frame, but there's some delay communicating with the SDK and transferring that data specially on SteamVR.
- mncharity 9y agoPerhaps try narrowing the optical field of view? You might test by holding the HMD away from your face. Or by unlocking the Vive side disks and adjusting the display outward. Or by using a thicker pad. A comfort-mode-like restriction of peripheral vision. If it's your own page, you might try putting the Vive camera video in background. Doing passthrough AR, I regularly used Vive (and now WMR) down around 30 fps. But I displayed the browser directly in the HMD. So no WebVR display latency. And I don't do lens correction (old laptop with integrated graphics), which has a bit of a "comfort mode" effect. And no predictive tracking, so the rendered graphics have lag, but no judder. And displayed directly, it was easy.[1] So YMMV. Depending on your level of desperation, there's my largely-abandoned WebVR-like stack for Vive on linux. But I didn't get around to supporting A-Frame, just Three.js. But by keeping it simple, some things the complex native WebVR stacks have struggled with these last 2 years on Windows, were much easier. [1] https://cdn.rawgit.com/mncharity/node-webvr-alt-stack/master/packages/ew-vive-camera-video/examples/raw.html https://cdn.rawgit.com/mncharity/node-webvr-alt-stack/master...