Im not sure about the VR movement Systen more trackers are supported though teleport is mostly used i think though for now, but i do not see why motion tracking shouldn't work per see everything you saw working inside unity should work right now or later on.
Im more fixated on the Engine Systematics so with that said here we go
The Symphony
Nice and Slow->getting crazier->drunken pig->creampie
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Enjoy
I know about the glitch it is currently not unproblematic to retain recording stability there is so much overhead on the CPU from the Physics part currently as you can see im running the cloth Simulation additionally and all the Collisions are realtime it totally stresses my old Sandy Bridge but im working on it to improve the recording the latency of what you see should be semi optimal you watching it more in Hollywood perceptional speed currently then what are VR goals.
But i think it still shows amazingly through even at 24 fps which is more impressive even though because it means the latency is super low and almost really those 24 fps also reach your eyes from mouse input to screen.
Which is not entirely true as the Video you see has latency too and is so not really 100% exact to what i percepted, but that would go to far.
Next step of course would be bringing in the Hair Simulation as well and i work some benchmark here out for that
running really everything at once in 1 frame working out the composition of that.
PS: I think i have already found another way of running it more efficiently doing a better VAM Load Balancing based on my system specs
The overall win would be like +~20 fps that is huge it catapults the overall rendering into the 60 FPS Range

that would have meant even in the recording i should have reached at least the 45 fps mark instead of 24/25.
And in this test at least i see no real behavioral physics difference that is interesting if the simulation needs to be stable but not 100% precise for non VR use
I could put a lot of that + 20 FPS headroom now into better GFX rendering results maintaining most core importance of the physics simulation trying to target a 45 FPS Space Warp stable VR result and even could go down like 30 FPS for the desktop and then at lower resolutions scale even more
And this without any off Meshs yet to come GPU/CPU Balancing inside his Physics part, but that is risky if i not predict his coming improvements.
A look outside of the Hair Simulation
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I wanted todo some artsy still stuff again not all the time doing problem solving since leaving I-ray so enjoy
Under her Skirt
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though it is part of the problem solving
New Benchmarks
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Under her Skirt (BDSM)
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Optimizing with gained test results running with optimized hair and cloth results
Nutcracker Gothic Girl Appearance