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Valve on VR Latency

A lengthy post on the Valve Blog written by software engineer Michael Abrash discusses his work on creating a viable virtual reality headset for gaming. He goes into detail on the issues involved in reducing the latency in such devices to practical levels, saying: "If you ever thought that AR/VR was just a simple matter of showing an image on the inside of glasses or goggles, I hope that by this point in the blog itís become clear just how complex and subtle it is to present convincing virtual images..." He discusses some of the breakthroughs they have made so far, but admits "we've only scratched the surface," saying they are now in need of "a true Kobayashi Maru moment" to break through the final physical barriers preventing practical VR. Thanks Polygon/VG247.

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25. Re: Valve on VR Latency Jan 3, 2013, 15:49 eRe4s3r
 
There is a indeed not a huge leap but camera view finders literally run the image through 1:1 you see, what the sensor sees. Unless you want to make fancy see through glasses this technology doesn't really get you anywhere.. apart from having a really good looking display that can do 240hz... obviously OLEDS would be the displays of choice .. but that is not their problem, the source is problem. You need 2x 240fps outputs and it needs to get to the display (meaning, full frame) in less than 4ms

Think for a second how many games you ever seen that ran at 240 fps? Now imagine you need to render 2 at 240fps at the same time. Because you have 2 views (stereo). But physics, particles, all random effects need to be in perfect sync.

Sure there are games that can render stereo but they can't output the 2 streams separately because it's just a camera trick.
 
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