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by mrwoggle 1933 days ago
> Anything below 60Hz in VR has a significantly increased chance of giving motion sickness due to latency.

I think there is a subtle difference between fps (avg) and latency. I would say that a 'stable' latency is always better than a high fps.

> Try Guitar Hero / Rock Band with various audio / video latency settings. 10ms is obviously impactful, anything higher borderlines on unplayable, and even 5ms has a subtle impact increasing missing notes.

Do you mean that you set an additional latency for both video and audio? Or you delay only the audio by 10ms?

1 comments

> I think there is a subtle difference between fps (avg) and latency

Yup, I only mentioned 60Hz, because 16.667 ms is more obvious WRT latency but less known.

> Do you mean that you set an additional latency for both video and audio? Or you delay only the audio by 10ms?

No, RB allows you to set up the audio and video latencies, and since the track is fully known, it’s able to apply negative latency to everything but the input (which, being physical user input, is the only thing that can’t be altered).

So you set up input->audio latency and input->video latency values and the game will internally play them ahead, so that they appear exactly in sync in the physical world.