Discussion in 'Article Discussion' started by bit-tech, 17 Oct 2018.
Qualcomm's press guff mentions "AR and VR streaming " as an application but fails to mention latency, the ultimate arbiter for suitability for VR. Datasheets are not live yet, but EETimes quotes "a sustained latency as low as 3 ms", which isn't exactly wonderful. Even if you assume that 3ms best case is achievable in practice, every ms of transmission latency eats directly into your render budget (the only part of the motion-photons chain you can directly modify the duration of), which for SteamVR (with it's 11ms render budget, 17ms for OVR) means an instant hit of more than 1/4 performance.
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