3 ms·
The problem is even worse. In VR you're competing on latency with human muscle feedback and what your vestibular system is telling you. In AR, you're competing
by rsp1984 10y ago
The problem is even worse. In VR you're competing on latency with human muscle feedback and what your vestibular system is telling you.
In AR, you're competing with on latency with the human visual system that you're trying to augment, which is a race you can't win.
The only thing you can do is try to be very fast (<= 10 ms) so the latency becomes unnoticeable. Unfortunately right now this isn't possible unless you custom-engineer everything in your vision path optimized for latency. Fun R&D project but enormously time- and capital intensive with no guarantees for success.
- AstralStorm 10y agoAR though leaves much less of a problem with simulator sickness because normal vestibular system and motion perception is used elsewhere. VR is a much tougher nut to crack.