4 ms·
I agree. The problem of latency definitely exists on more than the software level. From my anecdotal experience however, the majority of current latency in augm
by epaik 15y ago
I agree. The problem of latency definitely exists on more than the software level. From my anecdotal experience however, the majority of current latency in augmented reality does seem to lie in the vision processing.
Interestingly, previous research[1] indicates the maximal latency for a mobile augmented reality device to be fully immersive is 5-10 ms. While I don't think this target is reachable with modern technology, as you've obviously made clear, I feel we'll eventually get to a point where it's Good Enough for practical use.
I can't help but feel excited about what kinds of applications such technology will yield in the future.
[1]Pasman, W., Schaaf, A. van der, Lagendijk, R. L., & Jansen, F. W. (1999). Low latency rendering for mobile augmented reality. Proceedings of the ASCI'99 (Heijen, the Netherlands, June 15-17), 372-376.
- groby_b 15y agoI wonder if "Good Enough" really is. One big problem with latency is that it may well lead to motion sickness, since your perception of motion from the visual system and your inner ear is out of sync. Disclaimer: It's been a _long_ time since I worked with heads-up/AR displays. Let's make it 15 years. (I feel ancient now ;)
- ekianjo 15y agoActually if you do want to "feel" the latency at all in most situations, you'd rather be at 1ms than 10 ms. 10ms still carries a huge lag when you are moving you head around in several directions. 1 ms brings it way closer to being real. We need improvements of a number of magnitudes to reach high resolution, processed graphics and display at 1ms rate to work. We may have some working prototypes within one decade, with commercial applications 10-15 years from now. It could go faster than that, but not very likely.