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="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="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="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="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="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="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> | ||