# Vuforia - Jittering AR content

**URL:** <https://forum.magicleap.cloud/t/vuforia-jittering-ar-content/3691>\
**Category:** Vuforia Engine\
**Tags:** development, unity\
**Created:** [June 24, 2024, 6:17pm UTC](https://forum.magicleap.cloud/t/vuforia-jittering-ar-content/3691 "2024-06-24T18:17:05Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![kstavratis](https://avatars.discourse-cdn.com/v4/letter/k/8797f3/32.png) [@kstavratis](https://forum.magicleap.cloud/u/kstavratis)\
**Post date:** [June 24, 2024, 6:17pm UTC](https://forum.magicleap.cloud/t/vuforia-jittering-ar-content/3691/1 "2024-06-24T18:17:05Z")

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\*\*Unity Editor version : Unity 2022.3.21f1  
**ML2 OS version** : Version 1.7.0 ; Android API Level 34  
**Unity SDK version** : 2.2.0  
**Magic Leap SDK version** : 1.9.0 or 2.2.0  
**Vuforia Engine AR version** : 10.22.5 or 10.24.4  
**Host OS** : Windows 10

I plan on making an application that utilizes real-time image tracking.To achieve this, I intend to utilize the "Vuforia Engine", which officially supports "Magic Leap 2".  
For this reason, I downloaded the very-recently-released "[Vuforia Magic Leap 2" sample](https://assetstore.unity.com/packages/templates/packs/vuforia-magic-leap-2-sample-245664) available at the Unity asset store.

After making a few tests, I noticed the following: whenever I activate the Vuforia Engine, all AR content seems to jitter whenever I move the camera (i.e. my head); this does not happen if I stand still.  
This has lead me to assume that one of two things happen:

1. There is some component of the example scene(s) that make the camera move twice.
2. In order to compensate for head movement, the Magic Leap hardware creates a frame which it renders along depending on my head movement, but does so in an exaggerated manner.

Thinking that it might be the fact that the "Magic Leap 2" device independently renders the content faster than the Vuforia Engine does, I also tried manually set the `UnityEngine.Application.targetFrameRate` to 60FPS (and 120FPS), which is the [recommended framerate](https://developer.vuforia.com/library/platform-support/device-performance-optimization) provided by the Vuforia Engine --as a side note, the command `VuforiaBehaviour.Instance.CameraDevice.GetRecommendedFPS()` returns `30` in my case-- and even attempted to mitigate the [120Hz refresh rate](https://www.magicleap.io/magic-leap-2) of "Magic Leap 2" 's AR display with the command `QualitySettings.vSyncCount = 2;`.  
One important thing to mention here is that I am not certain whether calling these commands has an effect. Judging from the pattern, may I assume that "Magic Leap 2" is treated as an Android device, thus `QualitySettings.vSyncCount` is ignored ([targetFrameRate and QualitySettings section](https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html))?

I should stress (again) that if I place some AR content in the scene with an inactive Vuforia Engine (by using the `DelayedInitialization` option), then no jittering takes place. Once I activate it, the jittering starts. This happens even when there is no content that requires Vuforia anywhere in the scene.

In a nutshell, my question is:

1. Why does jittering take place, even in the model scenes of the asset store (no changes whatsoever)?
2. How can it be fixed?

Thanks to everyone who has taken the time to read this message.

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**Author:** ![aheaney](https://avatars.discourse-cdn.com/v4/letter/a/f08c70/32.png) [@aheaney](https://forum.magicleap.cloud/u/aheaney)\
**Post date:** [June 25, 2024, 12:10am UTC](https://forum.magicleap.cloud/t/vuforia-jittering-ar-content/3691/2 "2024-06-25T00:10:14Z")

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Hello,

Sorry about the trouble. We can try to reproduce the behavior and see if we can determine what the issue might be. In the meantime, you may want to try out the new Vuforia digital eyewear sample and see if you still notice performance issues-

> **[Vuforia Digital Eyewear Sample | Vuforia Library](https://developer.vuforia.com/library/platform-support/vuforia-digital-eyewear-sample)**
>
> This guide shows how to set up a Unity project with Vuforia, OpenXR, and MRTK3 using the Vuforia Digital Eyewear Sample for the HoloLens and Magic Leap devices.

The sample project that you tried using was just recently deprecated-

> **[Working with the Vuforia Magic Leap Sample in Unity | Vuforia Library](https://developer.vuforia.com/library/platform-support/working-vuforia-magic-leap-sample-unity)**
>
> The Magic Leap Vuforia Sample is a great way to start developing for the Magic Leap eyewear device. The sample can be easily imported into an existing Magic Leap Unity project and requires only a few steps to get you started.

Best,  
Adam

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**Author:** ![kstavratis](https://avatars.discourse-cdn.com/v4/letter/k/8797f3/32.png) [@kstavratis](https://forum.magicleap.cloud/u/kstavratis)\
**Post date:** [June 26, 2024, 7:13am UTC](https://forum.magicleap.cloud/t/vuforia-jittering-ar-content/3691/3 "2024-06-26T07:13:46Z")

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Image tracking in the new "digital eyewear" sample works seamlessly. Using that as a stepping stone, image tracking works seamlessly in my application as well.

Thank you very much for your swift response!

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**Author:** ![system](https://us1.discourse-cdn.com/flex019/uploads/magicleap1/original/1X/bd9b737a4d45ea243aa7eb177d60a773b806899a.svg) [@system](https://forum.magicleap.cloud/u/system)\
**Post date:** [July 11, 2024, 7:14am UTC](https://forum.magicleap.cloud/t/vuforia-jittering-ar-content/3691/4 "2024-07-11T07:14:00Z")

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