5 ms·
> Android sensors and graphics pipelines have very poor latency. I'm not familiar with the sensors latency but the graphics pipeline certainly doesn't have "ve
by kllrnohj 12y ago
> Android sensors and graphics pipelines have very poor latency.
I'm not familiar with the sensors latency but the graphics pipeline certainly doesn't have "very poor latency". If you aren't dropping frames the app is just running in double buffering. Android then adds a single extra frame of latency as it doesn't "race the beam" so to speak, so the grand total latency added by the system in the graphics pipeline is 16ms. Aka, pretty damn good.
I haven't seen any data whatsoever one way or another about sensors, so got a source on that? I've seen much about touch latency, but that's the hardware not Android (and on a Nexus 5 the touch latency clocks in at about 20ms - closer to fan-fucking-tastic than "very poor")
- liuliu 12y agoJohn Carmack talked about latency issues in modern graphics pipeline in length: http://www.altdev.co/2013/02/22/latency-mitigation-strategies/ http://www.altdev.co/2013/02/22/latency-mitigation-strategie...
- nitrogen 12y ago16ms is way too long for VR.
- kllrnohj 12y agoSeeing as nobody has a VR system with lower than 16ms latency, we honestly truly don't have any idea what lower than 16ms even feels like, much less are in any position to assert that 16ms is "way too long".
- nitrogen 12y agoMichael Abrash (Valve, Oculus): http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/ http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-n... John Carmack (Id, Oculus): http://www.altdev.co/2013/02/22/latency-mitigation-strategies/ http://www.altdev.co/2013/02/22/latency-mitigation-strategie... Both of them have done testing with custom very low latency systems.
- WornBadly 12y agoGame developer here: 16ms is the magic number in frame rates as it means you're hitting 60fps, which is about the same as the human brain's visual refresh rate.