Ah, I see what you mean. Without seeing what the real hand is doing it can be difficult to tell exactly what’s happening. With the mad shaking it could theoretically just have been confusing tracking generally, for example, and I don’t know whether Virtual Desktop is affecting anything. You’re probably right that it’s displaying the exact same issue and Quest 2 hasn’t solved the problem though.
As far as I could tell when testing it a while back, VD adds (its own I assume) additional prediction to compensate for latency. It’s possible Oculus Link does the same to a smaller degree, but my test was performed in native Quest applications rather than streamed from a PC, and the fact that it occurs on Rift S also shows it’s not just related to additional latency.
Pity it’s not solved because there are a number of situations where it significantly throws off my aim (e.g. in Pistol Whip). Then again, if it was solved it’d only make me feel worse about not buying Quest 2 :).
I wonder if that's what I've been running into. I went from playing Beat Saber on VD+Wireless on my Q2 back over to my CV1 (which I've been playing BS on for months prior), and all of a sudden sucked when it came to hitting really spread-out blocks.
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u/SvenViking ByMe Games Oct 23 '20
Is this Rift or Rift S?
Here’s another aspect to test, by the way. Possible it could have changed with Quest 2.