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Question by A20T3M4 · Sep 01, 2020 at 01:20 PM · androidoculusprecisionfloating point

Oculus Quest Floating Point Errors and Large Scale Worlds

Hello! I am already familiar with the issue of floating point precision causing meshes to wobble and flicker when they exceed a large distance from the origin, mentioned here: https://forum.unity.com/threads/floating-point-errors-and-large-scale-worlds.526807/

What I am asking is what is the maximum distance allowed for Android games, specifically on the Oculus Quest and why is it so much smaller? On PC this wobbling issue does not occur until you are thousands of units away, but when I test my game in Quest it begins happening at just a few hundred.

The Oculus Quest has a 64 bit processor, and I have made sure I am building IL2CPP and 64 bit target architecture. I don't see why this issue begins at such a low distance compared to PC.

My world doesn't contain much geometry, we just need lots of open space in order to move around quickly and have room for error and comfort, so we need to be able to use this large space (which has had no performance issues beyond this flickering). I have also looked into floating origin tricks, but we rely on baking and static meshes for optimization that I'm not ready to trade off just yet.

Does anyone have any ideas of what I may be doing wrong? Is there anyway to get the Quest to run the game with a higher precision? Thanks in advance!

Also, I attached a video showing the problem. I apologize for the poor resolution, but the problem is most notable if you look at the guns in the hand, or if you can see the buildings on the horizon. The player is only standing 500 units away from origin at this point, running on Oculus Quest. https://youtu.be/PBB1ehsG87Q

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