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Thursday, February 13th 2020, 7:06pm

oculus glitch when changing panos, keepmove vs initial view

Dear Klaus!

Just recently started testing and developing tours for the Oculus Quest. We've built our tours from scratch, not using the official codebase.

One thing we've noticed is when changing panoramas, there is a slight jerkyness/shakiness of the view especially if there is head movement during the transition.

Using the KEEPMOVING flag has eliminated this, however we would like to be able to use initial view settings on each pano, and this flag as we know overrides those.

We don't need the flag otherwise, only used it to fix this issue, but is there perhaps a better fix, one that is more directed at the problem itself? What is causing this anyway?


Posts: 8

Location: NYC

Occupation: 3D Artist / Designer

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Thursday, February 13th 2020, 7:32pm

Yeah I've noticed this as well on the Oculus Go that there is some slightly disorienting jerky-ness when transitioning.

Curious to hear what a fix could be. Wasn't aware that keepmove could help eliminate it.


Thursday, February 13th 2020, 7:53pm


without KEEPMOVING the view of the current pano stops moving and that can be disorienting in VR when the view no longer follows the head movement of course.

Here a quick code to use KEEPMOVING and still set the viewing direction to the one defined in the xml/scene, just insert it anywhere in the xml:

Source code

<events name="webvr_use_startup_view" onxmlcomplete="if(webvr.isenabled == true, lookat( get(xml.view.hlookat) ));" keep="true" />
(a similar code is automatically used in the vtourskin.xml)

Best regards,


Thursday, February 13th 2020, 10:09pm

Brilliant, thank you very much!