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by modderation 1576 days ago
That sounds like you're still streaming in traditional 2D with a static viewpoint being rendered somewhere in the cloud.

Full pre-rendered VR streaming would need to ship video of the entire environment for both eyes (or a reasonably large subset), and the client would be responsible for rendering your point of view. There'd be no latency that way, but the bandwidth needs would be significant given 4K per eye and a 90-degree FOV. That's on the order of 16K per eye, or 32K @ 120Hz video for static location. Add on some extra bandwidth for volumetric video to support position tracking, and you're looking at some even sillier numbers. Granted, a headset might spontaneously combust with that kind of data rate.

1 comments

You can only accelerate your head so fast. Whatever resolution you pick for your headset, expanding the area by 50% is probably more than enough to let the client compensate for movement.