4 ms·
VR tech still isn't ready yet. It needs very high-res video streams which basically no internet provider/CDN can offer at scale. 40Mbps+ HEVC just isn't scala
by benwilber0 2y ago
VR tech still isn't ready yet.
It needs very high-res video streams which basically no internet provider/CDN can offer at scale. 40Mbps+ HEVC just isn't scalable. So the only content is whatever can be downloaded to the device itself. A few games? A cool screensaver experience? It's all cool, but mostly novelty tech.
- fwip 2y agoThe resolution of the screens is not the resolution of the media you play on it. You can stream even a 1080p movie to it and it will look fine, because it is playing in "physical" space, not filling your view completely. It is like watching a floating television or movie screen.
- benwilber0 2y agoFor streaming in VR it has to be at least 4K per eye. So 8k in the general case, but realistically it will be higher than that. Nobody can stream 2x 4K to my Apple VR headset. I can barely get a single 4K stream to my TV!
- fwip 2y agoIf you mean you're trying to send the entire viewport, you simply can't stream that over the Internet, even at lower relations. Not for bandwidth reasons, but for latency reasons. A 20ms delay (RTT) between your head moving and the camera moving is a one-way ticket to hurl city. If you did not mean that, please reread my original comment again.
- fwip 2y agoEdit for clarity: A total latency of 20ms from motion->display update is not egregiously bad. But by RTT, I mean the additional latency induced by going to a central server over the internet and back. You've also got latency from input->sensor, sensor->packet, [packet-flight-time], frame-gen-time, [response-packet-flight-time], response-packet->decoded-video, and signal->display-update. You simply should not put the video feed any further away from your headset than a computer on your desk. Even then, a wired connection gives much better results, because the experience is consistently timed.