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Is the 11ms latency really not bothersome? I'd be concerned about the input latency and the potential for frame rate drops from connection issues etc, especially over longer terms of use.


We have a guy in our office who was heavy VR user, he played for 6 hours, without any complaints. Gamer, with second time VR experience, played during one hour, without any problems. In our team personal record was during 9 hours, we just changed batteries without any problems. It was QA engineer with first in a life time VR experience, and a passion for drawing. Tilt Brush now one of his favorite applications.


I haven't been able to notice it at all. I was standing up, lying down, looking upside down, and doing all sorts of things that would probably make me nauseous (as friends of mine can attest, I get queasy super easily) for ~30 minutes or so, and didn't notice any latency.


If the engineers did their homework then the headset should send a vsync signal back to the console so the software could use dead reckoning to predict where the headset will be. That way it would be relatively immune to longer transmission latencies. Maybe there's a way to do this with the lighthouse tracking, maybe sending the latency measurement between actual and delayed position back through the controllers or something.


Oculus DK2 had a built in latency sensor that measured a coded pixel in the corner of the screen and then fed that back in to the prediction/forward-projection steps. I'm not sure about Vive and Rift CV1. I didn't see anything like it in the iFixit teardowns.




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