I have the following setup in Unity:
Rotation only. No position tracking in use.
Camera rig object with FOVE interface script that has 2 child cameras(1 for each eye) that are linked as camera overrides in the interface.
Both cameras also have 1 secondary camera as a child. This secondary camera renders on to a Rendertexture.
The renders from the primary camera and the secondary are combined together in a post process shader.
The problem is that the main camera render seems to lag behind a few frames just like there was some movement damping applied that is not present in the secondary cameras. The effect is more visible the faster you turn your head.
Any idea how to approach this? Stopping the rubber-banding in the FOVE cameras is fine as would also be getting the the secondary cameras to follow the primaries.
I can't post the codes for this unfortunately.
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