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Oculus Chief Scientist Predicts the Next 5 Years of VR Technology

Road to VR

Next, he moved briefly to audio; personalised head-related transfer functions (HRTFs) will enhance the realism of positional audio. The Rift’s current 3D audio solution generates a real-time HRTF based on head tracking, but this is general across all users. Most significantly, at the high end, VR headsets will become wireless.

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VR Takes Center Stage at Dubai’s DEAL 2023 Expo: Highlights and Takeaways

ARPost

The HTC Vive Pros were tethered, so there was no latency but the game did have a peculiar dense, dreamlike aspect to it, which often stems from lower refresh rates. I would gladly play a slightly stripped-down version of the game if it meant running it at 120hz native. I have strong VR legs, but still felt queasy.

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Jeremy Bailenson talks about 1,000,000 Walmart employees training with VR, presence, and the VR “empathy machine”

The Ghost Howls

Or how does resolution or latency affect simulator sickness? That was hard coding work and getting packets to arrive at the same time and making sure the latency wasn’t too horrible to cause synchrony to break down. The latency, I think, was about a quarter second. I didn’t want to take that step.

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OSVR - a Look Ahead

VRGuy

For example, head tracking can come from optical trackers or inertial ones. Reducing Latency is Becoming Complex Trends Presence in VR requires low latency, and reducing latency is not easy. Low latency is also not the result of one single technique. A key OSVR goal is to create abstract device interfaces.

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