4 ms·
Increased latency due to using complex, deep learning based, entirely computer vision driven hand tracking vs. tracked controllers which partially use accelerom
by Impossible 6y ago
Increased latency due to using complex, deep learning based, entirely computer vision driven hand tracking vs. tracked controllers which partially use accelerometer data to correct drift and account for latency, and use a much faster classic computer vision algorithm for position tracking (https://developer.oculus.com/blog/tracking-technology-explained-led-matching/ https://developer.oculus.com/blog/tracking-technology-explai...)
- TeMPOraL 6y agoDo Deep Learning-based methods introduce all that much latency? My understanding of neural network is that the training is expensive, but using them is essentially free - you have to push your pixels through a few layers of matrix multiplications and you have the results; it's just tuning those matrices that takes time.
- Impossible 6y agoVR latency is measured in milliseconds, the operation you described can easily take multiple frames to complete even with a very fast, optimized model. Machine learning inference is never free, and often isn't real-time. Training can take hours to weeks depending on the model.