Any lag from the position of your head/body and the eye display is going to mess with your proprioception. The worse that lag the more likely you are to get motion sickness.
Any lag from the position of your head/body and the eye display is going to mess with your proprioception. The worse that lag the more likely you are to get motion sickness.
imo the illusion was rock solid, extremely challenging given that the display was transparent so you had to keep up with the real backdrop moving - vision pro and all passthrough devices get to fake it but at the cost of proprioception as you said
I have four of them at work. I have thousands of hours on them. They’re amazing.
That's why I assume the R1 is trying to provide the render pipeline with "current" positional state and then tries to finish the drawing in the remaining 4ms (for 60fps) then the display is only going to lag the wearer's perception by 16ms which is less likely to cause discomfort.
This could be mitigated more if the objects in the VR scene are tagged with motion vectors. If the R1 state update doesn't land in time the renderer can interpolate the "current" position by applying those motion vectors to objects in the scene.
Not even the most expensive high-end gaming setups can finish the entire input-to-screen processing within just one frame, and yet they can easily render some games at 500Hz or more.
I think it would actually make more sense for the M1 to treat the R1 as a display that it writes final composited frames to, then the R1 integrates the output from the M1 into the rest of the scene it’s rendering from the other sensors. IE, the output of the M1 is essentially another camera input to the R1 (well, camera plus multi-channel audio).