Search Issue Tracker
Fixed in 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
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.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Linux] The mouse wheel input is inverted when scrolling in the Build
- TMP Input Field is moving Text and Caret UI positions for each new line when 'Auto Size' and 'Multi Line Newline' are used
- OnTriggerExit2D events are not triggered when disabling Collider, despite "Callbacks On Disable" being enabled
- [Android] [Vulkan] UI that is activated after a delay flickers when a Scriptable Render Pass goes over it
- [Linux] Characters are converted to Latin letters when using IME on Linux
xolokusc
Aug 19, 2020 08:22
Sometime there are options that need to be used for getting the better results. Moreover, you need to join https://www.rush-my-essay.com/buy-research-papers/ this link that will help you to get the list that is improved much.
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?
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
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;
}
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.
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.
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.
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.