I am trying to figure out problems where the reported touch controller positions given in Unity 5 using
are not predicted correctly during high-speed (10 meters/sec) hand controller motions. The reported positions lag behind real-world positions by 10 centimeters or more, corresponding to at least 10 milliseconds of latency. The rendering is very simple and no frames are being dropped. I would like to know whether the poses are being predicted for the next frame display time, and see exactly what Oculus SDK calls are being made (e.g. GetPredictedDisplayTime(), GetTrackingPoseState()). But those calls are made in the Unity Oculus ovrplugin.dll in a routine called ovrp_GetNodePose() and I have not been able to find source code for that library.