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GPU buffering

211 bytes added, 12:07, 14 December 2015
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[[GPU buffering]] plays an important role in the [[motion-to-photon]] pipeline of current [[Virtual Reality Platform|VR systems]]. Buffering optimization can greatly reduce [[latency]] and help minimize common problems such as [[simulator sickness]] or disorientation.
According to [[John Carmack]], [[Virtual reality]] (VR) is one of the most demanding human-in-the-loop applications from a latency standpoint. The latency between the physical movement of a user’s head and updated photons from a [[HMD|head mounted display]] reaching their eyes is one of the most critical factors in providing a high-quality experience.
Human sensory systems can detect very small relative delays in parts of the visual or, especially, [[VR audio|audio fields]], but when absolute delays are below approximately 20 milliseconds they are generally imperceptible. Interactive 3D systems today typically have latencies that are several times that figure, but alternate configurations of the same hardware components can allow that target to be reached.<ref> http://altdevblog.com/2013/02/22/latency-mitigation-strategies/</ref>
==How to Improve Latency by Preventing GPU Buffering==
[[File:render pipline basic1.png|600px]]
'''Source: “Latency Mitigation Strategies” by John Carmack'''
*I = user input, S = simulation, R = rendering command, G = rendering of graphics, V = scanout, | = Vsync
[[File:render_pipeline_no_gpu_buffering1.png|600px]]
'''Source: http://www.chioka.in/category/virtual-reality/'''
==References==
<references />
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