3 ms·
In VR your budget is 11 ms and you can't miss it or the entire frame is thrown away and you introduce a frame of latency to compensate. So for VR these kind
by arianvanp 8y ago
In VR your budget is 11 ms and you can't miss it or the entire frame is thrown away and you introduce a frame of latency to compensate. So for VR these kind of effects of GC are even worse.
- chipperyman573 8y agoAlso, while most games are fine with losing a frame or two every few minutes, in VR dropping frames will cause motion sickness really fast. FPS is, from what I've observed, the most important part of a VR game. If you're dropping frames or stuttering, the experience will suffer greatly When I was developing a VR game, my team noticed that some ultra-sensitive people started to get sick when we would drop around five frames (the vive displays 90, so this is only a ~5% drop). There was more to it (dropping a few frames every few minutes was usually fine, but consistently dropping frames every second or two is an issue).