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Motion-to-photon latency: Difference between revisions

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The choice of display technology impacts the ability to achieve low persistence:
The choice of display technology impacts the ability to achieve low persistence:
*''']''': [[Organic light-emitting diode]] displays are ideal, as each pixel is its own light source and can be turned on and off almost instantaneously, allowing for precise control over illumination time.<ref name="OLED_vs_LCD_Reddit" />
*'''[[OLED]]''': [[Organic light-emitting diode]] displays are ideal, as each pixel is its own light source and can be turned on and off almost instantaneously, allowing for precise control over illumination time.<ref name="OLED_vs_LCD_Reddit" />
*''']''': [[Liquid-crystal display]] panels traditionally have slower pixel response times. However, modern "fast LCD" panels have dramatically improved response times and are now widely used in many high-performance VR headsets, offering benefits like higher subpixel density which reduces the [[screen-door effect]].<ref name="Panox" />
*'''[[LCD]]''': [[Liquid-crystal display]] panels traditionally have slower pixel response times. However, modern "fast LCD" panels have dramatically improved response times and are now widely used in many high-performance VR headsets, offering benefits like higher subpixel density which reduces the [[screen-door effect]].<ref name="Panox" />


==== Global Shutter Cameras ====
==== Global Shutter Cameras ====
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<ref name="Steed2020">{{cite conference |last1=Steed |first1=Anthony |last2=Frisoli |first2=Antonio |last3=Giachritsis |first3=Christos |last4=Krog |first4=Sue |last5=Padrao |first5=Daniela |last6=Pan |first6=Yuan |title=On the Plausibility of a Pass-Through Video See-Through Display |booktitle=2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) |date=2020-03-22 |doi=10.1109/VR46266.2020.00017 |url=https://www.microsoft.com/en-us/research/wp-content/uploads/2020/01/ieee_vr_2020___latency.pdf}}</ref>
<ref name="Steed2020">{{cite conference |last1=Steed |first1=Anthony |last2=Frisoli |first2=Antonio |last3=Giachritsis |first3=Christos |last4=Krog |first4=Sue |last5=Padrao |first5=Daniela |last6=Pan |first6=Yuan |title=On the Plausibility of a Pass-Through Video See-Through Display |booktitle=2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) |date=2020-03-22 |doi=10.1109/VR46266.2020.00017 |url=https://www.microsoft.com/en-us/research/wp-content/uploads/2020/01/ieee_vr_2020___latency.pdf}}</ref>
<ref name="OptoFidelity">{{cite web |url=https://www.optofidelity.com/insights/blogs/measuring-head-mounted-displays-hmd-motion-to-photon-mtp-latency |title=Measuring Head-Mounted Displays (HMD) Motion-to-Photon (MTP) Latency |publisher=OptoFidelity}}</ref>
<ref name="OptoFidelity">{{cite web |url=https://www.optofidelity.com/insights/blogs/measuring-head-mounted-displays-hmd-motion-to-photon-mtp-latency |title=Measuring Head-Mounted Displays (HMD) Motion-to-Photon (MTP) Latency |publisher=OptoFidelity}}</ref>
<ref name="M2P_Github">{{cite web |url=https://github.com/immersivecognition/motion-to-photon-measurement |title=motion-to-photon-measurement |publisher=GitHub}}</ref>
<ref name="XinReality_Predictive">{{cite web |url=https://xinreality.com/wiki/Predictive_tracking |title=Predictive tracking |publisher=XinReality}}</ref>
<ref name="XinReality_Predictive">{{cite web |url=https://xinreality.com/wiki/Predictive_tracking |title=Predictive tracking |publisher=XinReality}}</ref>
<ref name="RoadToVR_Predictive">{{cite web |url=https://www.roadtovr.com/understanding-predictive-tracking-important-arvr-headsets/ |title=Understanding Predictive Tracking and Why It's Important for AR/VR Headsets |publisher=Road to VR}}</ref>
<ref name="RoadToVR_Predictive">{{cite web |url=https://www.roadtovr.com/understanding-predictive-tracking-important-arvr-headsets/ |title=Understanding Predictive Tracking and Why It's Important for AR/VR Headsets |publisher=Road to VR}}</ref>
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<ref name="LowPersistence_Reddit">{{cite web |url=https://www.reddit.com/r/oculus/comments/2xoscc/is_90hz_a_fast_enough_refresh_rate_that_low/ |title=Is 90hz a fast enough refresh rate that low persistence has been scrapped?}}</ref>
<ref name="LowPersistence_Reddit">{{cite web |url=https://www.reddit.com/r/oculus/comments/2xoscc/is_90hz_a_fast_enough_refresh_rate_that_low/ |title=Is 90hz a fast enough refresh rate that low persistence has been scrapped?}}</ref>
<ref name="ARM_VR">{{cite web |url=https://community.arm.com/arm-community-blogs/b/mobile-graphics-and-gaming-blog/posts/virtual-reality-blatant-latency-and-how-to-avoid-it |title=Virtual Reality: Blatant latency and how to avoid it |publisher=ARM}}</ref>
<ref name="ARM_VR">{{cite web |url=https://community.arm.com/arm-community-blogs/b/mobile-graphics-and-gaming-blog/posts/virtual-reality-blatant-latency-and-how-to-avoid-it |title=Virtual Reality: Blatant latency and how to avoid it |publisher=ARM}}</ref>
<ref name="BlurBusters">{{cite web |url=https://blurbusters.com/faq/oled-motion-blur/ |title=Why Some OLEDs Have Motion Blur}}</ref>
<ref name="SPIE_AR">{{cite conference |last1=Räty |first1=Kalle |last2=Kovalev |first2=Dmitry |last3=Gotchev |first3=Atanas |title=Reducing motion-to-photon latency in multi-focal augmented reality display |booktitle=Proc. SPIE 11765, Digital Optics for Immersive Displays III |date=2021-04-01 |doi=10.1117/12.2578144 |url=https://www.spiedigitallibrary.org/conference-proceedings-of-spie/11765/117650W/Reducing-motion-to-photon-latency-in-multi-focal-augmented-reality/10.1117/12.2578144.full}}</ref>
<ref name="optofidelity2024">OptoFidelity. "Apple Vision Pro Benchmark Test 2: Angular Motion-to-Photon Latency in VR". https://www.optofidelity.com/insights/blogs/apple-vision-pro-bencmark-test-2.-angular-motion-to-photon-latency-in-vr</ref>
<ref name="optofidelity2024">OptoFidelity. "Apple Vision Pro Benchmark Test 2: Angular Motion-to-Photon Latency in VR". https://www.optofidelity.com/insights/blogs/apple-vision-pro-bencmark-test-2.-angular-motion-to-photon-latency-in-vr</ref>
<ref name="Varjo2025">Varjo (2025). "Latency in virtual and mixed reality explained." Varjo Support Knowledge Base. [https://support.varjo.com/hc/en-us/articles/4403442941201-Latency-in-virtual-and-mixed-reality-explained support.varjo.com]</ref>
<ref name="Varjo2025">Varjo (2025). "Latency in virtual and mixed reality explained." Varjo Support Knowledge Base. [https://support.varjo.com/hc/en-us/articles/4403442941201-Latency-in-virtual-and-mixed-reality-explained support.varjo.com]</ref>
<ref name="Wagner2018">Wagner, D. (2018). "Motion-to-Photon Latency in Mobile AR and VR." *DAQRI Blog* (Medium), Aug. 20, 2018. [https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-99f82c480926 Medium]</ref>
<ref name="Wagner2018">Wagner, D. (2018). "Motion-to-Photon Latency in Mobile AR and VR." *DAQRI Blog* (Medium), Aug. 20, 2018. [https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-99f82c480926 Medium]</ref>
<ref name="6GShine2024">Sampath, H. et al. (2024). "Preliminary results on the management of traffic for XR services" (6G-SHINE Deliverable D4.2). (Citing that >20ms latency is too high for VR/AR, with ~15ms or even 7ms as a possible threshold.) [https://6gshine.eu/wp-content/uploads/2024/11/D4.2_Preliminary-results-on-the-management-of-traffic-v1.0.pdf 6G-SHINE]</ref>
<ref name="XRglossary2023">The Spatial Studio (2023). "Motion-to-Photon Latency – XR Glossary." (Noting typical latencies 10–50 ms, comfort thresholds, and importance of high frame rates and technologies like Time Warp.) [https://thespatialstudio.de/en/xr-glossary/motion-to-photon-latency thespatialstudio.de]</ref>
<ref name="Nguyen2019">Nguyen, T. (2019). "Low-latency Mixed Reality Headset." Project report, UC Berkeley CS262A. (Noting that by the time an image is observed, it is "tens of milliseconds" out-of-date due to pipeline delays.) [https://people.eecs.berkeley.edu/~kubitron/courses/cs262a-F19/projects/reports/project14_report.pdf PDF]</ref>
<ref name="OculusBP2014">Oculus VR (2014). ''Oculus Rift Best Practices Guide''. Oculus VR, Jan 2014. (See Section: "Minimizing Latency" – recommends "<20ms motion-to-photon latency"). [https://s3.amazonaws.com/arena-attachments/238441/2330603062c2e502c5c2ca40443c2fa4.pdf PDF]</ref>
<ref name="daqri">{{Cite web |url=https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-99f82c480926 |title=Motion to Photon Latency in Mobile AR and VR |author=DAQRI |date=2018-08-20 |access-date=2025-10-28}}</ref>
<ref name="daqri">{{Cite web |url=https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-99f82c480926 |title=Motion to Photon Latency in Mobile AR and VR |author=DAQRI |date=2018-08-20 |access-date=2025-10-28}}</ref>
<ref name="optofidelity">{{Cite web |url=https://www.optofidelity.com/insights/blogs/measuring-head-mounted-displays-hmd-motion-to-photon-mtp-latency |title=Measuring Head-Mounted Display's (HMD) Motion-To-Photon (MTP) Latency |publisher=OptoFidelity |date=2021-05-20 |access-date=2025-10-28}}</ref>
<ref name="frontiers">{{Cite journal |url=https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2020.582204/full |title=Latency and Cybersickness: Impact, Causes, and Measures. A Review |journal=Frontiers in Virtual Reality |volume=1 |pages=582204 |date=2020-11-25 |doi=10.3389/frvir.2020.582204 |access-date=2025-10-28}}</ref>
<ref name="varjo">{{Cite web |url=https://support.varjo.com/hc/en-us/latency |title=Latency in virtual and mixed reality explained |publisher=Varjo |access-date=2025-10-28}}</ref>
<ref name="spatial">{{Cite web |url=https://thespatialstudio.de/en/xr-glossary/motion-to-photon-latency |title=Motion-to-Photon Latency definition and description |publisher=The Spatial Studio |access-date=2025-10-28}}</ref>
<ref name="arxiv">{{Cite arXiv |url=https://arxiv.org/pdf/2301.10408 |title=Minimizing the Motion-to-Photon-delay (MPD) in Virtual Reality using GPU-accelerated Asynchronous Time Warp |date=2023-01-25 |access-date=2025-10-28}}</ref>
<ref name="meta">{{Cite web |url=https://developers.meta.com/horizon/blog/optimizing-vr-graphics-with-late-latching/ |title=Optimizing VR Graphics with Late Latching |publisher=Meta for Developers |access-date=2025-10-28}}</ref>
<ref name="matrise">{{Cite web |url=https://www.matrise.no/2018/07/the-history-of-virtual-reality/ |title=The History of Virtual Reality - How Did The Technology Develop? |publisher=Matrise |date=2018-07-01 |access-date=2025-10-28}}</ref>
<ref name="frontiers2020">Stauffert, J., Niebling, F., & Latoschik, M. E. (2020). "Latency and Cybersickness: Impact, Causes, and Measures. A Review". Frontiers in Virtual Reality. https://www.frontiersin.org/articles/10.3389/frvir.2020.582204/full</ref>
<ref name="chioka2013">Chioka. "What is Motion-To-Photon Latency?". http://www.chioka.in/what-is-motion-to-photon-latency/</ref>
<ref name="medium2017">DAQRI. "Motion to Photon Latency in Mobile AR and VR". Medium. https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-99f82c480926</ref>
<ref name="medium2017">DAQRI. "Motion to Photon Latency in Mobile AR and VR". Medium. https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-99f82c480926</ref>
<ref name="carmack2013">Carmack, John. "Latency mitigation strategies". https://danluu.com/latency-mitigation/</ref>
<ref name="carmack2013">Carmack, John. "Latency mitigation strategies". https://danluu.com/latency-mitigation/</ref>
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<ref name="warburton2022">Warburton, M., Mon-Williams, M., Mushtaq, F., & Morehead, J. R. (2022). "Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems". Behavior Research Methods. https://link.springer.com/article/10.3758/s13428-022-01983-5</ref>
<ref name="warburton2022">Warburton, M., Mon-Williams, M., Mushtaq, F., & Morehead, J. R. (2022). "Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems". Behavior Research Methods. https://link.springer.com/article/10.3758/s13428-022-01983-5</ref>
<ref name="optofidelity2023">OptoFidelity. "Comparing VR headsets' tracking performance". https://www.optofidelity.com/blog/comparing-vr-headsets-tracking-performance</ref>
<ref name="optofidelity2023">OptoFidelity. "Comparing VR headsets' tracking performance". https://www.optofidelity.com/blog/comparing-vr-headsets-tracking-performance</ref>
<ref name="meta2019">Meta. "Understanding Gameplay Latency for Oculus Quest, Oculus Go and Gear VR". https://developers.meta.com/horizon/blog/understanding-gameplay-latency-for-oculus-quest-oculus-go-and-gear-vr/</ref>
<ref name="blurbusters2018">Blur Busters. "Why Do Some OLEDs Have Motion Blur?". https://blurbusters.com/faq/oled-motion-blur/</ref>
<ref name="blurbusters2018">Blur Busters. "Why Do Some OLEDs Have Motion Blur?". https://blurbusters.com/faq/oled-motion-blur/</ref>
<ref name="oculus2016">Oculus. "Asynchronous Timewarp on Oculus Rift". https://developer.oculus.com/blog/asynchronous-timewarp-on-oculus-rift/</ref>
<ref name="oculus2016asw">Oculus. "Asynchronous Spacewarp". https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
<ref name="oculus2016asw">Oculus. "Asynchronous Spacewarp". https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
<ref name="roadtovr2017">Road to VR. "Understanding Predictive Tracking and Why It's Important for AR/VR Headsets". https://www.roadtovr.com/understanding-predictive-tracking-important-arvr-headsets/</ref>
<ref name="roadtovr2017">Road to VR. "Understanding Predictive Tracking and Why It's Important for AR/VR Headsets". https://www.roadtovr.com/understanding-predictive-tracking-important-arvr-headsets/</ref>
<ref name="uploadvr2016">UploadVR. "Latest Steam VR Update Brings Direct Mode To Vive Pre". https://www.uploadvr.com/latest-steam-vr-update-brings-direct-mode-to-vive-pre/</ref>
<ref name="uploadvr2016">UploadVR. "Latest Steam VR Update Brings Direct Mode To Vive Pre". https://www.uploadvr.com/latest-steam-vr-update-brings-direct-mode-to-vive-pre/</ref>
<ref name="arxiv">{{Cite arXiv |url=https://arxiv.org/pdf/2301.10408 |title=Minimizing the Motion-to-Photon-delay (MPD) in Virtual Reality using GPU-accelerated Asynchronous Time Warp |date=2023-01-25 |access-date=2025-10-28}}</ref>
</references>
</references>