2 ms·
Here is the DocOk/Vrui post on latency, A Trip Down the Graphics Pipeline (2014) http://doc-ok.org/?p=1057 http://doc-ok.org/?p=1057 (from which the reddit-link
by mncharity 9y ago
Here is the DocOk/Vrui post on latency, A Trip Down the Graphics Pipeline (2014) http://doc-ok.org/?p=1057 http://doc-ok.org/?p=1057 (from which the reddit-linked graphs came).
Highlights include:
> Under a non-compositing window manager, regular double-buffering under OpenGL does not incur undue latency (and there is a window manager hint to tell a compositing manager to grant pass-through to a window).
> At least using the Nvidia graphics driver [...] OpenGL can vsync to any connected display, primary or secondary.
> OpenGL and X Windows allow applications to draw directly into a video controller’s frame buffer, allowing single-buffered rendering and racing the video controller’s scanout. [...] With front buffer rendering, display latency on the Rift DK2 dropped to about 4.3ms
And from Zero-latency Rendering (2015) http://doc-ok.org/?p=1313 http://doc-ok.org/?p=1313
> with some new rendering configuration options in Vrui 4.0 I can disable vsync, and render directly into the display window’s front buffer. In other words, I can let these applications “race the beam.”