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by future1979 3137 days ago
I thought your 15ms comment was correct. It is 16ms motion to photon latency. Why microseconds?
1 comments

15ms is correct (or even wildly optimistic) for VR on account of hardware buffering for GPU throughput / input filtering for stability, etc., LCD reaction times, and other local software and hardware stuff.

The part that's not correct is 15ms ~ 15,000 feet @ c:

  15ns ~ 15 ft
  15us ~ 15,000 ft
  15ms ~ 15,000,000 ft
1ns ~ 0.9836 ft per https://www.wolframalpha.com/input/?i=speed+of+light+*+1+nan...

Some other fun figures: https://www.wolframalpha.com/input/?i=earth+circumference

  Light travel time t in vacuum from t = x/c: | 134 ms (milliseconds)
  Light travel time t in an optical fiber t = 1.48x/c: | 198 ms (milliseconds)
You wouldn't want to wait for a camera to turn in response to head movement at these distances, but we're already warping buffers in VR to reduce apparent latency - to hide it better for head rotations. You wouldn't want to try and directly control twitchy aircraft or race cars with this kind of latency, but this is still under e.g. throttle response times on a modern car, and you've probably dealt with worse round trip ping times for online gaming.