Isn't the reason why this is typically not done that VR giving a good experience is very low-latency-dependent, and it's very hard to make wireless connections have an ultra-low latency?
Yeah, pretty much. I think you can mitigate it a bit with clever tricks, but it's a lot of extra effort we'd rather not deal with this early on.
Also, bandwidth is the big blocker. Compression adds latency and reduces quality, and the amount of data we're pushing is really high (27Gbps uncompressed)
Also, bandwidth is the big blocker. Compression adds latency and reduces quality, and the amount of data we're pushing is really high (27Gbps uncompressed)