4 ms·
Datasheet says it add 5ms latency, latency in VR causes nausea.
by opwieurposiu 7y ago
Datasheet says it add 5ms latency, latency in VR causes nausea.
- csours 7y agoI'm not up to date on VR tech - is the video memory on board the VR headset? If the memory is onboard, you could do some simple rotations and translations on the current frame while the render pipeline caught up.
- Rebelgecko 7y agoThere's an overview of some of the various techniques that Oculus uses here: https://uploadvr.com/reprojection-explained/ https://uploadvr.com/reprojection-explained/
- deleted 7y ago[deleted]
- londons_explore 7y ago5ms isn't yet at nausea levels though...
- sp332 7y agoIn 2014, Michael Abrash gave a talk summarizing what's needed for a feeling of presence in VR. He said 20 ms motion-to-photon latency is required for the virtual world to feel like it's "nailed in place". So 5 ms is 25% of the latency budget.
- nathancahill 7y agoThe number I've heard, don't ask me from where, is 16 ms.
- SAI_Peregrinus 7y ago60FPS ~= 16.67ms/frame. So if you don't want to drop frames on a 60Hz monitor, your frame time budget is 16ms. If you want input to appear on the next frame, you've got at most 16ms. If you're targeting a 120Hz monitor then you've got 8ms. Etc.
- AYBABTME 7y agoThat's framerate (how often images need to be rendered) at 60hz. Latency is separate from that: you can have a 60hz framerate with 24h latency if you watch a video you recorded yesterday. In the parent's case, 20ms latency from movement to visible motion is part of the pipeline that: - reads input - evaluates solution - returns solution to your screen All kinds of things add to this latency: polling frequency of your input device, bus speed of the device, how fast you can update the world, how fast you can render the update, how quickly that updated image can be sent to the screen, how quickly the screen is able to turn this into visible light. etc.
- vlovich123 7y agoNot all motion-to-photon latency is created equal. EDIT: To clarify what I meant, HMDs typically use techniques like ATW/ASW/etc (link posted by Rebelgecko) to do just-in-time correction of the rendered image. The end-to-end motion-to-photon latency of the entire pipeline grows but the part that generates "sick" is very short.
- m463 7y agoI think his point mught be "adds" (increasing existing latency by 5ms)
- Polylactic_acid 7y agoI haven't used it but the reports I have seen say the vive wireless seems to work fine without noticeable latency.