MAbrash GDC2013 (19)Next, we move on to latency.

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Latency is the delay between head motion and the corresponding virtual world update reaching the eyes.

Too much latency results in images drawn in the right place, but at the wrong time, which can create anomalies.

The magnitude of the anomaly varies with head motion; the faster the head moves, the greater the anomaly.

When the head reverses direction, the anomaly is briefly multiplied and becomes far more apparent.

Again, this destroys the “reality” part of VR.

It’s also a recipe for motion sickness.

So latency needs to be super-low.

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How low?

Somewhere between 1 & 20 ms total for the entire pipeline from the time head motion occurs through:

Tracking

Rendering

Transmitting to the display

Getting photons coming out of the display

And getting photons to stop coming out of the display

Since a single 60 Hz frame is 16.6 ms and latency in a typical game is 35 ms or more – often much more – it will be challenging to get to 20 ms or less.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."