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...
mgopshtein
10 years agoHonored Guest
pixelminer said:
...
My experience is the same as yours. A full AR solution ending up around 80-100 ms in total latency.
Thanks a lot for your response! My measuring method is similar to that described in the paper - light source directed into a camera (laser in our case) and photo-electric sensor pointing at Oculus screen, both connected to oscilloscope. In addition, I'm generating a special serial signal (over FTDI) when I submit a "lighted" frame to Oculus, which also goes to same oscilloscope. As result, I can measure the exact time from "ovr_SubmitFrame" to the moment the image appears on the Rift, and it's around 50-60 msec. BTW, I'm working with the consumer version of Rift, SDK version 1.6.
These numbers are not acceptable for a natural AR experience. So, any hope here? Or we can just conclude that Oculus is not an appropriate device for AR use cases?
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