Difference between revisions of "Motion-to-photon latency"

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'''Motion-to-photon latency''' also known as the '''End-to-end latency''' is the delay or [[latency]] 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 really low latency of 7ms to 15ms.
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'''Motion-to-photon latency''' also known as the '''End-to-end latency''' is the delay or [[latency]] between the movement of the user's head and the change of the [[VR]] device's display 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 really low latency of 7ms to 15ms.
  
  
 
[[Category:Terms]]
 
[[Category:Terms]]

Revision as of 06:53, 31 March 2015

Motion-to-photon latency also known as the End-to-end latency is the delay or latency between the movement of the user's head and the change of the VR device's display 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 really low latency of 7ms to 15ms.