Jump to content

Motion-to-photon latency: Difference between revisions

No edit summary
No edit summary
 
Line 251: Line 251:
<references>
<references>
<ref name="UnityGlossary">{{cite web |url=https://unity.com/glossary/motion-to-photon-latency |title=Motion-to-Photon Latency |publisher=Unity Technologies}}</ref>
<ref name="UnityGlossary">{{cite web |url=https://unity.com/glossary/motion-to-photon-latency |title=Motion-to-Photon Latency |publisher=Unity Technologies}}</ref>
<ref name="Warburton2022">{{cite journal |last1=Warburton |first1=Mark |last2=Raw |first2=Michael |last3=Read |first3=Jenny C. A. |last4=Wilkie |first4=Richard M. |title=Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems |journal=Behavior Research Methods |date=2022-10-10 |volume=55 |issue=7 |pages=3658–3678 |url=https://pmc.ncbi.nlm.nih.gov/articles/PMC10616216/ |pmid=36217006 |pmc=10616216 |doi=10.3758/s13428-022-01983-5}}</ref>
<ref name="Warburton2022">{{cite web |url=https://pmc.ncbi.nlm.nih.gov/articles/PMC10616216/ |title=Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems |author=Warburton, Mark; Raw, Michael; Read, Jenny C. A.; Wilkie, Richard M. |publisher=Behavior Research Methods |date=2022-10-10}}</ref>
<ref name="Stauffert2020">{{cite journal |last1=Stauffert |first1=Jan-Philipp |last2=Niebling |first2=Florian |last3=Latoschik |first3=Marc Erich |title=Latency and Cybersickness: A Survey |journal=2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) |date=2020 |pages=586-603 |doi=10.1109/ISMAR50242.2020.00088 |url=https://doaj.org/article/2dfbbdc3fe704977bc34b594f96fdf8b}}</ref>
<ref name="Stauffert2020">{{cite web |url=https://doaj.org/article/2dfbbdc3fe704977bc34b594f96fdf8b |title=Latency and Cybersickness: A Survey |author=Stauffert, Jan-Philipp; Niebling, Florian; Latoschik, Marc Erich |publisher=2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) |date=2020}}</ref>
<ref name="CarmackLatency">{{cite web |url=https://www.pcgamesn.com/virtual-reality-john-carmacks-battle-20-millisecond-latency |title=John Carmack's battle with 20 millisecond latency |publisher=PCGamesN}}</ref>
<ref name="CarmackLatency">{{cite web |url=https://www.pcgamesn.com/virtual-reality-john-carmacks-battle-20-millisecond-latency |title=John Carmack's battle with 20 millisecond latency |publisher=PCGamesN}}</ref>
<ref name="CarmackPaper">{{cite web |url=https://danluu.com/latency-mitigation/ |title=Latency Mitigation Strategies |author=John Carmack |date=2013-02-22}}</ref>
<ref name="CarmackPaper">{{cite web |url=https://danluu.com/latency-mitigation/ |title=Latency Mitigation Strategies |author=John Carmack |date=2013-02-22}}</ref>
<ref name="CarmackRoadToVR">{{cite web |url=https://www.roadtovr.com/john-carmack-talks-virtual-reality-latency-mitigation-strategies/ |title=John Carmack Talks Virtual Reality Latency Mitigation Strategies |publisher=Road to VR}}</ref>
<ref name="CarmackRoadToVR">{{cite web |url=https://www.roadtovr.com/john-carmack-talks-virtual-reality-latency-mitigation-strategies/ |title=John Carmack Talks Virtual Reality Latency Mitigation Strategies |publisher=Road to VR}}</ref>
<ref name="Stanney2020">{{cite journal |last1=Stanney |first1=Kay |last2=Lawson |first2=Ben |last3=Rokers |first3=Bas |last4=Dennison |first4=Mark |last5=Blackwell |first5=Katherine |last6=Stoffregen |first6=Thomas |last7=Fuchs |first7=Henry |last8=Welch |first8=Gregory |title=Identifying Causes of and Solutions for Cybersickness in Immersive Technology: A Review |journal=Frontiers in Virtual Reality |date=2020-11-20 |volume=1 |pages=587698 |doi=10.3389/frvir.2020.587698 |url=https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2020.587698/full}}</ref>
<ref name="Stanney2020">{{cite web |url=https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2020.587698/full |title=Identifying Causes of and Solutions for Cybersickness in Immersive Technology: A Review |author=Stanney, Kay; Lawson, Ben; Rokers, Bas; Dennison, Mark; Blackwell, Katherine; Stoffregen, Thomas; Fuchs, Henry; Welch, Gregory |publisher=Frontiers in Virtual Reality |date=2020-11-20}}</ref>
<ref name="SpatialStudio">{{cite web |url=https://thespatialstudio.de/en/xr-glossary/motion-to-photon-latency |title=Motion-to-Photon Latency |publisher=The Spatial Studio}}</ref>
<ref name="SpatialStudio">{{cite web |url=https://thespatialstudio.de/en/xr-glossary/motion-to-photon-latency |title=Motion-to-Photon Latency |publisher=The Spatial Studio}}</ref>
<ref name="Warburton2022_bioRxiv">{{cite web |url=https://www.biorxiv.org/content/10.1101/2022.06.24.497509v1.full-text |title=Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems |author=Warburton et al. |date=2022-06-27}}</ref>
<ref name="Warburton2022_bioRxiv">{{cite web |url=https://www.biorxiv.org/content/10.1101/2022.06.24.497509v1.full-text |title=Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems |author=Warburton et al. |date=2022-06-27}}</ref>
<ref name="So2021">{{cite journal |last1=So |first1=Richard H. Y. |last2=Ho |first2=Adrian |last3=Lo |first3=W. T. |title=A Time-Sequential Measurement System for Motion-to-Photon Latency in a Virtual Reality Head-Mounted Display |journal=Electronics |date=2018-09-01 |volume=7 |issue=9 |pages=171 |doi=10.3390/electronics7090171 |url=https://www.mdpi.com/2079-9292/7/9/171}}</ref>
<ref name="So2021">{{cite web |url=https://www.mdpi.com/2079-9292/7/9/171 |title=A Time-Sequential Measurement System for Motion-to-Photon Latency in a Virtual Reality Head-Mounted Display |author=So, Richard H. Y.; Ho, Adrian; Lo, W. T. |publisher=Electronics |date=2018-09-01}}</ref>
<ref name="DAQRI_Pipeline">{{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 |publisher=DAQRI}}</ref>
<ref name="DAQRI_Pipeline">{{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 |publisher=DAQRI}}</ref>
<ref name="Meta_Latency">{{cite web |url=https://developers.meta.com/horizon/blog/understanding-gameplay-latency-for-oculus-quest-oculus-go-and-gear-vr/ |title=Understanding Gameplay Latency for Oculus Quest, Oculus Go, and Gear VR |publisher=Meta}}</ref>
<ref name="Meta_Latency">{{cite web |url=https://developers.meta.com/horizon/blog/understanding-gameplay-latency-for-oculus-quest-oculus-go-and-gear-vr/ |title=Understanding Gameplay Latency for Oculus Quest, Oculus Go, and Gear VR |publisher=Meta}}</ref>
Line 267: Line 267:
<ref name="XinReality_MTP">{{cite web |url=https://xinreality.com/wiki/Motion-to-photon_latency |title=Motion-to-photon latency |publisher=XinReality}}</ref>
<ref name="XinReality_MTP">{{cite web |url=https://xinreality.com/wiki/Motion-to-photon_latency |title=Motion-to-photon latency |publisher=XinReality}}</ref>
<ref name="DAQRI_Mobile_AR">{{cite web |url=https://www.engineering.com/the-greatest-engineering-challenge-to-improve-mobile-augmented-reality-headsets/ |title=The Greatest Engineering Challenge to Improve Mobile Augmented Reality Headsets |publisher=Engineering.com}}</ref>
<ref name="DAQRI_Mobile_AR">{{cite web |url=https://www.engineering.com/the-greatest-engineering-challenge-to-improve-mobile-augmented-reality-headsets/ |title=The Greatest Engineering Challenge to Improve Mobile Augmented Reality Headsets |publisher=Engineering.com}}</ref>
<ref name="Ellis2016">{{cite journal |last1=Ellis |first1=Stephen R. |last2=Adelstein |first2=Bernard D. |last3=Ye |first3=Yong |last4=Kaiser |first4=Mary K. |last5=Begault |first5=Durand R. |title=How Latency and Spatial Matching of Visual and Auditory Information Affects Presence in a Training Simulation |journal=Frontiers in ICT |date=2016-12-23 |volume=3 |pages=34 |doi=10.3389/fict.2016.00034 |url=https://www.frontiersin.org/journals/ict/articles/10.3389/fict.2016.00034/full}}</ref>
<ref name="Ellis2016">{{cite web |url=https://www.frontiersin.org/journals/ict/articles/10.3389/fict.2016.00034/full |title=How Latency and Spatial Matching of Visual and Auditory Information Affects Presence in a Training Simulation |author=Ellis, Stephen R.; Adelstein, Bernard D.; Ye, Yong; Kaiser, Mary K.; Begault, Durand R. |publisher=Frontiers in ICT |date=2016-12-23}}</ref>
<ref name="Abrash_GI">{{cite web |url=https://www.gamesindustry.biz/valves-michael-abrash-latency-is-getting-in-the-way-of-vr |title=Valve's Michael Abrash: Latency is getting in the way of VR |publisher=GamesIndustry.biz}}</ref>
<ref name="Abrash_GI">{{cite web |url=https://www.gamesindustry.biz/valves-michael-abrash-latency-is-getting-in-the-way-of-vr |title=Valve's Michael Abrash: Latency is getting in the way of VR |publisher=GamesIndustry.biz}}</ref>
<ref name="DAQRI_Slides">{{cite web |url=https://xdc2018.x.org/slides/Heinrick_Fink_daqri_optimizing_motion_to_photon_latency.pdf |title=Optimizing Motion to Photon Latency |author=Heinrich Fink |publisher=DAQRI}}</ref>
<ref name="DAQRI_Slides">{{cite web |url=https://xdc2018.x.org/slides/Heinrick_Fink_daqri_optimizing_motion_to_photon_latency.pdf |title=Optimizing Motion to Photon Latency |author=Heinrich Fink |publisher=DAQRI}}</ref>
<ref name="Abrash_Reddit">{{cite web |url=https://www.reddit.com/r/programming/comments/15rj38/michael_abrash_latency_is_the_sine_qua_non_of_ar/ |title=Michael Abrash: Latency is the sine qua non of AR and VR}}</ref>
<ref name="Abrash_Reddit">{{cite web |url=https://www.reddit.com/r/programming/comments/15rj38/michael_abrash_latency_is_the_sine_qua_non_of_ar/ |title=Michael Abrash: Latency is the sine qua non of AR and VR}}</ref>
<ref name="Tsai2017">{{cite conference |last1=Tsai |first1=Yu-Ju |last2=Wang |first2=Yu-Xiang |last3=Ouhyoung |first3=Ming |title=Affordable System for Measuring Motion-to-Photon Latency of Virtual Reality in Mobile Device |booktitle=SIGGRAPH '17: ACM SIGGRAPH 2017 Posters |date=2017-07-30 |doi=10.1145/3102163.3102188 |url=https://liagm.github.io/pdf/affordable.pdf}}</ref>
<ref name="Tsai2017">{{cite web |url=https://liagm.github.io/pdf/affordable.pdf |title=Affordable System for Measuring Motion-to-Photon Latency of Virtual Reality in Mobile Device |author=Tsai, Yu-Ju; Wang, Yu-Xiang; Ouhyoung, Ming |publisher=SIGGRAPH '17: ACM SIGGRAPH 2017 Posters |date=2017-07-30}}</ref>
<ref name="Pape2017">{{cite conference |last1=Pape |first1=Sascha |last2=Strothmann |first2=Tobias |last3=Wienrich |first3=Carolin |last4=Latochek |first4=Marc Erich |title=Concept of a Low-Cost Device for the Automated Measurement of Motion-to-Photon Latency in Virtual Reality Environments |booktitle=2017 IEEE Symposium on 3D User Interfaces (3DUI) |date=2017-03-18 |doi=10.1109/3DUI.2017.7893344 |url=https://vr.rwth-aachen.de/media/papers/185/Pape_SEARIS_Calibratio.pdf}}</ref>
<ref name="Pape2017">{{cite web |url=https://vr.rwth-aachen.de/media/papers/185/Pape_SEARIS_Calibratio.pdf |title=Concept of a Low-Cost Device for the Automated Measurement of Motion-to-Photon Latency in Virtual Reality Environments |author=Pape, Sascha; Strothmann, Tobias; Wienrich, Carolin; Latochek, Marc Erich |publisher=2017 IEEE Symposium on 3D User Interfaces (3DUI) |date=2017-03-18}}</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="Steed2020">{{cite web |url=https://www.microsoft.com/en-us/research/wp-content/uploads/2020/01/ieee_vr_2020___latency.pdf |title=On the Plausibility of a Pass-Through Video See-Through Display |author=Steed, Anthony; Frisoli, Antonio; Giachritsis, Christos; Krog, Sue; Padrao, Daniela; Pan, Yuan |publisher=2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) |date=2020-03-22}}</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>
Line 286: Line 286:
<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">{{cite web |url=https://www.optofidelity.com/insights/blogs/apple-vision-pro-bencmark-test-2.-angular-motion-to-photon-latency-in-vr |title=Apple Vision Pro Benchmark Test 2: Angular Motion-to-Photon Latency in VR |publisher=OptoFidelity}}</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">{{cite web |url=https://support.varjo.com/hc/en-us/articles/4403442941201-Latency-in-virtual-and-mixed-reality-explained |title=Latency in virtual and mixed reality explained |publisher=Varjo |date=2025}}</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">{{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=Wagner, D. |publisher=DAQRI Blog (Medium) |date=2018-08-20}}</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">{{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 |publisher=DAQRI (Medium)}}</ref>
<ref name="carmack2013">Carmack, John. "Latency mitigation strategies". https://danluu.com/latency-mitigation/</ref>
<ref name="carmack2013">{{cite web |url=https://danluu.com/latency-mitigation/ |title=Latency mitigation strategies |author=Carmack, John}}</ref>
<ref name="oledinfo2014">OLED-Info. "Oculus VR shows a new HMD prototype with a low-persistence OLED". https://www.oled-info.com/oculus-vr-shows-new-hmd-prototype-low-persistance-oled</ref>
<ref name="oledinfo2014">{{cite web |url=https://www.oled-info.com/oculus-vr-shows-new-hmd-prototype-low-persistance-oled |title=Oculus VR shows a new HMD prototype with a low-persistence OLED |publisher=OLED-Info}}</ref>
<ref name="jerald2009">Jerald, J. (2009). "Scene-motion- and latency-perception thresholds for head-mounted displays". University of North Carolina. https://www.semanticscholar.org/paper/Scene-motion-and-latency-perception-thresholds-for-Jerald/42a432706ce172498080b7d879bd6a6059bdcaa5</ref>
<ref name="jerald2009">{{cite web |url=https://www.semanticscholar.org/paper/Scene-motion-and-latency-perception-thresholds-for-Jerald/42a432706ce172498080b7d879bd6a6059bdcaa5 |title=Scene-motion- and latency-perception thresholds for head-mounted displays |author=Jerald, J. |publisher=University of North Carolina |date=2009}}</ref>
<ref name="mania2004">Mania, K., Adelstein, B. D., Ellis, S. R., & Hill, M. I. (2004). "Perceptual sensitivity to head tracking latency in virtual environments with varying degrees of scene complexity". ACM Applied Perception. https://dl.acm.org/doi/10.1145/1012551.1012559</ref>
<ref name="mania2004">{{cite web |url=https://dl.acm.org/doi/10.1145/1012551.1012559 |title=Perceptual sensitivity to head tracking latency in virtual environments with varying degrees of scene complexity |author=Mania, K.; Adelstein, B. D.; Ellis, S. R.; Hill, M. I. |publisher=ACM Applied Perception |date=2004}}</ref>
<ref name="ieee2021">IEEE Standards Association. "IEEE 3079.1 - Motion to Photon (MTP) Latency in Virtual Environments". https://standards.ieee.org/ieee/3079.1/10383/</ref>
<ref name="ieee2021">{{cite web |url=https://standards.ieee.org/ieee/3079.1/10383/ |title=IEEE 3079.1 - Motion to Photon (MTP) Latency in Virtual Environments |publisher=IEEE Standards Association}}</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="warburton2022">{{cite web |url=https://link.springer.com/article/10.3758/s13428-022-01983-5 |title=Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems |author=Warburton, M.; Mon-Williams, M.; Mushtaq, F.; Morehead, J. R. |publisher=Behavior Research Methods |date=2022}}</ref>
<ref name="optofidelity2023">OptoFidelity. "Comparing VR headsets' tracking performance". https://www.optofidelity.com/blog/comparing-vr-headsets-tracking-performance</ref>
<ref name="optofidelity2023">{{cite web |url=https://www.optofidelity.com/blog/comparing-vr-headsets-tracking-performance |title=Comparing VR headsets' tracking performance |publisher=OptoFidelity}}</ref>
<ref name="blurbusters2018">Blur Busters. "Why Do Some OLEDs Have Motion Blur?". https://blurbusters.com/faq/oled-motion-blur/</ref>
<ref name="blurbusters2018">{{cite web |url=https://blurbusters.com/faq/oled-motion-blur/ |title=Why Do Some OLEDs Have Motion Blur? |publisher=Blur Busters}}</ref>
<ref name="oculus2016asw">Oculus. "Asynchronous Spacewarp". https://developer.oculus.com/blog/asynchronous-spacewarp/</ref>
<ref name="oculus2016asw">{{cite web |url=https://developer.oculus.com/blog/asynchronous-spacewarp/ |title=Asynchronous Spacewarp |publisher=Oculus}}</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">{{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="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">{{cite web |url=https://www.uploadvr.com/latest-steam-vr-update-brings-direct-mode-to-vive-pre/ |title=Latest Steam VR Update Brings Direct Mode To Vive Pre |publisher=UploadVR}}</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="arxiv">{{cite web |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>