4 ms·
VR needs 90fps with only a few milliseconds of latency between moving your head and seeing the movement in your headset. Both can't be achieved by streaming fro
by elaus 10y ago
VR needs 90fps with only a few milliseconds of latency between moving your head and seeing the movement in your headset. Both can't be achieved by streaming from a remote server…
- shostack 10y agoYet... And once you can leverage the power of the cloud for rendering that makes VR a much more portable proposition.
- daeken 10y agoThis isn't really a "yet" case -- it's just physics. Even if you assume that this is all light speed and that congestion, routing latency, etc aren't a factor -- it's still impossible. You need to send your input (sensory and otherwise) to a server, then get a response, 90 times a second. That's 11ms round trip for the entire transaction. Light can only travel 2050mi in that time, meaning a maximum distance of 1025mi each way. And that's the easy part of this -- not to speak of the massive latency that video compression would add (at least 50ms), the transfer time of the data (if you go with a conservative 12Mbps bitrate and a perfect 50Mbit connection, that's another ~3ms there), etc. This would be possible if everyone had a VR render cluster nearby (<100mi) and no network congestion ever happened. Otherwise, not a chance.
- dahauns 10y agoVideo compression shouldn't introduce that kind of latency (I get <10ms with Steam in-home streaming), but other than that you're correct, of course.
- chronial 10y ago90fps gives you 11ms per frame. I have a 20 ms ping to the closest internet servers to me.