Motion-to-photon latency: Difference between revisions
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'''Motion-to-photon latency''' also known as the '''End-to-end latency''' is the delay between the movement of the user's head and the change of the [[VR]] device's display reflecting the user's movement. As soon as the user's head moves, the VR scenery should match the movement. The more delay (latency) between these 2 actions, the more unrealistic the VR world seems. To make the VR world realistic, VR systems want really low latency of < | '''Motion-to-photon latency''' also known as the '''End-to-end latency''' is the delay between the movement of the user's head and the change of the [[VR]] device's display reflecting the user's movement. As soon as the user's head moves, the VR scenery should match the movement. The more delay (latency) between these 2 actions, the more unrealistic the VR world seems. To make the VR world realistic, VR systems want low latency of <20ms and even really low latency of <7ms. | ||
[[Category:Terms]] | [[Category:Terms]] |
Latest revision as of 01:22, 1 April 2015
- Main article: Latency
Motion-to-photon latency also known as the End-to-end latency is the delay between the movement of the user's head and the change of the VR device's display reflecting the user's movement. As soon as the user's head moves, the VR scenery should match the movement. The more delay (latency) between these 2 actions, the more unrealistic the VR world seems. To make the VR world realistic, VR systems want low latency of <20ms and even really low latency of <7ms.