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Fair enough. What about interpolation?


How many frames of delay do we get then. About 8 to 9. Not really useful with realtime games.


Where does most of the delay come from? Is there a way to take a "cockroach" nervous system approach where certain sensors have as direct a connection as possible to the code that updates the view of the user?


You might be interested in the articles Carmack[1] and Michael Abrash[2] have written about VR.

[1] http://www.altdevblogaday.com/2013/02/22/latency-mitigation-...

[2] http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-n...




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