3 ms·
See my sibling comment to yours for more context. There are two main problems with the sensors in current devices. The first is that the communication layers (h
by acgourley 13y ago
See my sibling comment to yours for more context. There are two main problems with the sensors in current devices. The first is that the communication layers (hardware and software) between the sensors and your applications can add 60ms or more. The rendering loop itself will add another 16ms (60fps) or 33ms (30fps). The second problem is that they fast, but not very fast. Generally phone position sensors can run 100 times a second. The OR sensors, on the other hand, run at something like 1000 times a second. This lets a processor in the goggles themselves do predictive algorithms which guess at future head motion allowing the higher level software to compensate for expected head motion.
The key is that humans can perceive latency around 20-30ms, and the phone is delivering around 80-100 in the best case. For what it's worth, I did real measurements on all this before giving up on the idea myself.
- X4 13y agohmm.. I know about the humans limit, that's important to begin with. I don't know details about the latency. My busted post doesn't have that backing, but the sensitivity of 16G is enough for VR applications.
- X4 13y agoI just looked through the Datasheet and I have to correct my post. It HAS DATA about the latency, but I don't fully understand it. It says something about 2000 times a second. Please open the PDF on page 14, chapter 2 Module specifications.
- Someone 13y agoLatency is measured in seconds, not Hz. I can film the sun at 2, 2 thousand or 2 million images a second, but when I do that from earth, the latency will never (1) be below 8 minutes. (1) nerd remarks: yes, it will eventually go below it, when the sun expands to become a red giant. Also, earth might be knocked out of its orbit earlier, or maybe we move it, etc.