Forum Discussion
mgopshtein
10 years agoHonored Guest
Reducing delays: AR use case
I've seen number of posts related to using the Rift for Augmented Reality projects, and I have an issue in this area as well. I'm concerned about the end-to-end latency: from the moment a "photon" hit...
Vrally
10 years agoProtege
Hi,
I measured the latency in the DK1 and DK2 using method described by Jacobs et al.
In principle I ran a very slim OpenGL 4 application which just displayed a full screen quad alternating between full white and full black. Then I recorded the timing values from when the the command is sent until the corresponding change could be recorded by the screen. Note that the Oculus units were used as pure screens, i.e. no lens distortion shaders. For DK2 this means running the unit in extended mode. The values I got were as below (in milliseconds):
Oculus Rift DK1 + Vsync Off Min: 16.8 Max: 60.0 Avg: 37.6
Oculus Rift DK1 + Vsync On Min: 34.0 Max: 79.1 Avg: 48.1
Oculus Rift DK2 + Vsync Off Min: 17.0 Max: 65.0 Avg: 39.6
Oculus Rift DK2 + Vsync On Min: 24.0 Max: 70.1 Avg: 43.6
I do not have any measurements for running with DirectMode.
(Jacobs, M. C., Livingston, M. A., & State, A. (1997). Managing
latency in complex augmented reality systems. In A. van Dam (Ed.),
Proceedings of the 1997 symposium on Interactive 3D graphics.
ACM Press. doi:10.1145/253284.253306)
My experience is the same as yours. A full AR solution ending up around 80-100 ms in total latency.
I measured the latency in the DK1 and DK2 using method described by Jacobs et al.
In principle I ran a very slim OpenGL 4 application which just displayed a full screen quad alternating between full white and full black. Then I recorded the timing values from when the the command is sent until the corresponding change could be recorded by the screen. Note that the Oculus units were used as pure screens, i.e. no lens distortion shaders. For DK2 this means running the unit in extended mode. The values I got were as below (in milliseconds):
Oculus Rift DK1 + Vsync Off Min: 16.8 Max: 60.0 Avg: 37.6
Oculus Rift DK1 + Vsync On Min: 34.0 Max: 79.1 Avg: 48.1
Oculus Rift DK2 + Vsync Off Min: 17.0 Max: 65.0 Avg: 39.6
Oculus Rift DK2 + Vsync On Min: 24.0 Max: 70.1 Avg: 43.6
I do not have any measurements for running with DirectMode.
(Jacobs, M. C., Livingston, M. A., & State, A. (1997). Managing
latency in complex augmented reality systems. In A. van Dam (Ed.),
Proceedings of the 1997 symposium on Interactive 3D graphics.
ACM Press. doi:10.1145/253284.253306)
My experience is the same as yours. A full AR solution ending up around 80-100 ms in total latency.
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