You want to know something about how bullshit insane our brains are? OK, so there's a physical problem with our eyes: We move them in short fast bursts called "saccades", right? very quick, synchronized movements. The only problem is: they go all blurry and useless during this
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I'm not sure! VR isn't really my thing, but it's gotta be pretty low latency to start with just to keep the VR from getting dizzy, I think.
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There's a company doing a simple version of this right now, without the eye tracking. It's two screens blended together. The center of each eye view is high pixel density, the outer second screen is lower pixel density. Super cool
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That's got to be comparably nauseating to low-abbe eyeglasses.
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Why's that?
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Because whether something is clear or blurred/fringed is a function of whether your eyeballs are pointed at the center of the lens/display or at the edges.
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Oh I see. Yeah it's a little weird and subpar. But it's what we've got for now. Foveated rendering would require *ridiculously* low latency times. It'll be fun watching people try.
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I would guess 20ms or lower latency.
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That's very likely several times too high if ppl are reporting need for 90fps. But it could be even worse if eye movement is faster.
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It’s easier than you’d think, because all saccades take exactly the same time (~80ms iirc) to complete, no matter how much distance they travel. So if you have a fast eye-cam you ‘know’ where the eye will land before it gets there, and 80ms is a long time to render a frame.
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I imagine similar latency for head tracking to not be nauseating
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Overall you've got a latency budget of ~ 20 milliseconds. But since there are many points in a VR or AR system where latency is introduced, anything that adds it needs to aim for low single digits.
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Motion to photon latency is <20ms, this could be applied to foveated rendering. Just a hypothesis, though.
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