I need to test this again with the newest version of Unity. There may be some problem with the demo now. The maximum fps that you could expect is 30fps under ideal conditions. When you turn your head rapidly there is some lag and choppiness.
You can see from the post below what a research group in Tokyo is doing to transmit the stream over a WAN.
When the camera moves, they are reducing the resolution to 3K.
Update 2/27/2019 I just tested this again with 4K video. Although it’s not as smooth as using something like VLC locally, it’s fairly smooth. I’m not getting any of the black dots.
Can you take a screencapture of the problem you’re facing?
Update March 4, 2019 I was at a Unity development meetup yesterday with @jcasman. The developer that presented mentioned that there were problems with different versions of SteamVR. He suggested using SteamVR from GitHub, not from the Steam Assets store. As the demo is old, it’s possible that the version of SteamVR it is using is old and needs to be updated.
In our tests, the base stations need to be set up for the demo to work. If the base stations lose connection with the headset, the demo will glitch.
There is lag. It’s not usable for an action game. The camera feed is more suitable for observation and visual documentation. It can be used for telepresence if latency is not a problem for your application. If you require precise timing, it is not a good solution.