Sim Reticle Jitter Fix in Depth - #464
Conversation
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Fyi this often happens on device as well. |
Potentially could just change this to a hand distance check instead and cull all reticles within some distance to the hand. It wouldn't work 100% of the time but could catch both issues on device and sim. Could be breaking though for short distance reticles so idk if worth it? Just found in simulator this was a problem 100% of the time when doing any sort of strafing. |
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We used to have something like starting the raycast at 30 cm in front of the hand. Not sure if that's still there. I may have removed it by accident. |
dont think its there anymore. Is 30 cm too far away? |
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Yeah 30 cm is too far. Lets submit this for now. I'll investigate it on device when I have time. |
Fix for the sim reticle jittering infront of the hand due to the depth mesh rendering async with the reticle intersection check #461.
Only could fix it fully by disabling reticle casting on the hands and then removing the hands from the depth creation and readding after.
There's an argument to be had this isn't 1:1 with real depth sensing since we cull the hands from the sensing but the jitter was causing alot of issues with simulator + reticle apps for me. A distance check didnt really work since its dependent on framerate + user speed and itd have to be something along the lines of .4m+ to work and cause issues.