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Latency

162 bytes added, 07:26, 4 June 2015
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{{stub}}Latency is the delay between action and reaction. Having low latency is crucial when using a [[Head-mounted Display]] for [[VR]] or [[AR]]. As you move your head, your [[HMD]] should display the resulting changes immediately. Any significant delay will cause your brain to reject the legitimacy of the virtual world and cause you to lose [[presence]]. High latency can also cause [[Motion Sicknesssimulator sickness]]. In AR, high latency can cause virtual content to be misaligned with real life features.
Minimizing latency is one of VR and AR's biggest challenges. Human brains can detect very small latency in the visual and audio systems. These systems have to bring latency low enough to be undetectable by the brain.
==Motion-to-photon latency / End-to-end latency==
[[Motion-to-photon latency]] also known as the [[End-to-end latency]] is the delay between the movement of the user's head and the change of the display of VR device reflecting the user's movement. As soon as the user's head moves, the VR scenery should match the movement. The more delay (latency) between these 2 actions, the more unrealistic the VR world seems. To make the VR world realistic, VR systems want low latency of <20ms and even really low latency of <20ms7ms.
==How to Reduce Latency==
Increase [[Refresh rate]]
Prevent [[GPU Bufferingbuffering]]<ref>http://www.chioka.in/what-is-motion-to-photon-latency</ref> Predicting user's head movement.
==References==

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