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The killer issue for VR is latency. If you have a lot of latency between the motion and the rendering people will throw up. And it's much easier to control th
by wvenable 8y ago
The killer issue for VR is latency. If you have a lot of latency between the motion and the rendering people will throw up. And it's much easier to control that latency on a mobile phone platform than on a PC.
John Carmack has written extensively on this subject if you are interested. One example he gives is that graphics card drivers will aggressively buffer draw commands to increase performance and image fidelity at the cost of latency. In a normal game that's no problem but that is terrible for VR. Even a little bit of delay between movement and the display reflecting your new position is nauseating.
On mobile, the latency can be highly controlled from the driver, OS, and custom hardware even while sacrificing other performance.
- SahAssar 8y agoRight, so the "fight" is between more raw power on on a PC vs more direct driver access on mobile. Except that only holds up if you consider the headset a primary gaming device. Usually people expect a certain graphical fidelity from PC or console games, so either we have a world with only consoles (which have standardized hw/sw stacks like mobile) and mobiles are gaming devices or we have one that is just like it has been for the last 10-15 years. Which do you think is more likely?
- wvenable 8y agoI'm not sure the point you're trying to make.