GPU buffering: Difference between revisions
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In order to create a VR system with low latency, we have to consider every component and its individual involvement. Current LCD displays have fairly poor [[pixel switching time]] and [[refresh rate]]. This means that even if the latency on the host level is minimal, there still will be a noticeable delay between every image update. However, these issues will be easily solved as more advanced displays become prevalent. | In order to create a VR system with low latency, we have to consider every component and its individual involvement. Current LCD displays have fairly poor [[pixel switching time]] and [[refresh rate]]. This means that even if the latency on the host level is minimal, there still will be a noticeable delay between every image update. However, these issues will be easily solved as more advanced displays become prevalent. | ||
The following picture illustrates the classic processing model used in VR applications: | The following picture illustrates the classic processing model used in [[VR applications]]: | ||