Refresh rate: Difference between revisions
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==Importance in VR and AR== | ==Importance in VR and AR== | ||
In VR and AR, refresh rate is a critical factor affecting user comfort and the sense of [[presence]] | In VR and AR, refresh rate is a critical factor affecting user comfort and the sense of [[presence]]: the psychological feeling of "being there" in the virtual environment. A higher refresh rate results in lower latency between frames, leading to smoother motion and reduced visual artifacts.<ref name="kommando" /> VR and AR devices typically require high refresh rates to maintain a comfortable and immersive experience. | ||
===Visual Comfort and Presence=== | ===Visual Comfort and Presence=== | ||
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* '''72 Hz:''' Acceptable for OLED displays with low persistence | * '''72 Hz:''' Acceptable for OLED displays with low persistence | ||
* '''90 Hz:''' Industry minimum standard | * '''90 Hz:''' Industry minimum standard | ||
* '''120 Hz:''' Optimal | * '''120 Hz:''' Optimal threshold, reduces nausea incidence by approximately half compared to 60 Hz<ref name="antaeus" /> | ||
In one controlled study, a VR forklift training simulator achieved only a 40% completion rate at 60 fps (average Simulator Sickness Questionnaire score: 54), while optimization to 90 Hz increased completion to 95% (average SSQ score: 8).<ref name="antaeus" /> | In one controlled study, a VR forklift training simulator achieved only a 40% completion rate at 60 fps (average Simulator Sickness Questionnaire score: 54), while optimization to 90 Hz increased completion to 95% (average SSQ score: 8).<ref name="antaeus" /> | ||
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Higher refresh rates reduce motion sickness through several interconnected mechanisms: | Higher refresh rates reduce motion sickness through several interconnected mechanisms: | ||
'''Visual-Vestibular Conflict Reduction:''' VR displays visual motion without corresponding [[vestibular system]] (inner ear) signals. The brain detects this mismatch and triggers a "poison response" | '''Visual-Vestibular Conflict Reduction:''' VR displays visual motion without corresponding [[vestibular system]] (inner ear) signals. The brain detects this mismatch and triggers a "poison response", nausea evolved to expel neurotoxins causing sensory confusion. Higher refresh rates minimize this conflict by reducing temporal gaps between visual updates and actual head position.<ref name="weech" /> | ||
'''Reduced Prediction Error:''' The brain constantly predicts sensory input based on internal models. Large mismatches between predicted and actual input trigger discomfort. Higher refresh rates minimize temporal gaps that create prediction errors. [[EEG]] studies show motion sickness correlates with increased delta/theta/alpha band power (6-12 Hz) in brain activity.<ref name="nurnberger" /> | '''Reduced Prediction Error:''' The brain constantly predicts sensory input based on internal models. Large mismatches between predicted and actual input trigger discomfort. Higher refresh rates minimize temporal gaps that create prediction errors. [[EEG]] studies show motion sickness correlates with increased delta/theta/alpha band power (6-12 Hz) in brain activity.<ref name="nurnberger" /> | ||
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However, unlike gaming monitors which commonly support Variable Refresh Rate (VRR) technologies like [[G-Sync]] and [[FreeSync]], current VR headsets do not implement true variable refresh rate.<ref name="overclockers" /> | However, unlike gaming monitors which commonly support Variable Refresh Rate (VRR) technologies like [[G-Sync]] and [[FreeSync]], current VR headsets do not implement true variable refresh rate.<ref name="overclockers" /> | ||
The fundamental challenge is that lowering refresh rate in VR increases "pose age" | The fundamental challenge is that lowering refresh rate in VR increases "pose age", how old the tracking data is, making head movement feel less smooth and responsive. When refresh rate drops, the reprojection systems that compensate for head movement also run at lower frequency, potentially causing discomfort. Instead of VRR, VR platforms rely on [[asynchronous reprojection]] techniques to handle framerate variations while maintaining consistent display refresh.<ref name="overclockers" /> | ||
The [[Apple Vision Pro]] represents the closest implementation to VRR with its adaptive refresh system that switches between 90 Hz, 96 Hz, 100 Hz, and 120 Hz (M5 model) based on content requirements, though this differs from gaming-style VRR that continuously varies refresh within a range. | The [[Apple Vision Pro]] represents the closest implementation to VRR with its adaptive refresh system that switches between 90 Hz, 96 Hz, 100 Hz, and 120 Hz (M5 model) based on content requirements, though this differs from gaming-style VRR that continuously varies refresh within a range. | ||