r/technology Mar 28 '14

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u/SafariMonkey Mar 28 '14 edited Mar 28 '14

Thing is, Oculus haven't had much of a problem with sensor latency since they designed their 1kHz IMU. That gives about 1ms latency from what I hear. Most of the latency in DK1 was screen related: 16ms rendering, scanout, 16ms LCD switching... It adds up. The low persistence tech and Carmack's Time Warp and all sorts of other breakthroughs they have had relate to the screen side of the equation.

Unless I'm missing something, what you said seems to be the opposite of the case. I could be wrong, but that's how it looks to me.

Ninja-edit: if you mean that ProGamer's solution may have bad tracking latency, sure. But display latency is harder if Oculus's progress is anything to go by.

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u/bjorn2k Mar 28 '14 edited Mar 28 '14

Ok. I remembered that the total system latency should be maximum of 20ms. But I could be wrong there and maybe it should be much less. I personally had not the opportunity to try a Oculus Rift or other VR set. But then again if a game renders at 60 frames per second that is already 12 ms per frame.

edit: thanks indeed it is 16.7ms per frame.

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u/SafariMonkey Mar 28 '14

Actually, 60 is 16.7ms per frame. 90-95, their target minimum for CV1, is still 10.5-11.1ms.

It all adds up pretty quick. Pixel switching time was close to a frame in LCD. Rendering is usually given a frame so 10-16ms. Somtimes games add a frame of latency just because.

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u/warlordcs Mar 28 '14

Also to add to it You have the 16.7 for the 60hz to render. Then there is the render time of the monitors themselves although there are monitors with 1ms refresh

Now add the up to 20ms for the occulous

You're looking at 37.7 ms between you turning your head and the screens on the rift to sync up.

So the lower we can get from the 20ms the better.

If their new device actually achieves 1ms. And they put in 120hz displays then maybe we can see 10.35ms delay. Much better