32 ms·
Camera passthrough AR seems to greatly relax latency constraints. Like down to 30 fps, so 33 ms per frame. And as long as the AR video is visible in backgroun
by mncharity 9y ago
Camera passthrough AR seems to greatly relax latency constraints. Like down to 30 fps, so 33 ms per frame. And as long as the AR video is visible in background (3D objects small or transparent and/or with clipped fov), the 3D rendering can have a lot of lag. Like multiple 100 ms. More like head as mouse - point it somewhere, and watch the 3D overlayed objects stutter into place. So latency outliers also don't matter. Again, it's not something one would want to game in, but for desktop, it's fine. And way way easier than the usual hard realtime 11 ms per frame.
Not that they have a camera. And I've no idea what their latency is. I'm just observing that by not aiming at the gaming market, they might address points in market space that are largely neglected at present.