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VR GLOSSARY
Definition

Latency

Response delay

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Latency

Explanation

The time elapsed between an action and the corresponding system response.

Real-world example

The delay between moving your head and seeing the image follow — critical in VR.

Practical applications

  • VR comfort: latency below 20 ms is necessary to avoid nausea
  • Responsiveness: interactions must feel instantaneous
  • Presence: delay breaks the illusion of "being there"
  • Competition: pro gamers optimize every millisecond

Sources of latency in VR

Tracking latency

  • Sensor read time (IMU, cameras)
  • Generally 1–5 ms on good headsets
  • Sensor fusion can add delay
  • Motion prediction partially compensates

Example: Fast IMUs in VR headsets provide rotation data in under 1 ms

Rendering latency

  • Time to draw a frame
  • Depends on scene complexity
  • Powerful GPU = reduced latency
  • Target: 11 ms for 90 FPS

Example: A simple scene renders in 5 ms; a complex one in 15 ms

Display latency

  • Screen refresh time
  • Rolling update adds variable delay
  • Scanout time depends on position on the screen
  • OLED is generally faster than LCD

Example: The bottom of the screen displays roughly 5 ms after the top

VR scenario

You quickly turn your head to the right. If total latency is 50 ms, you will see the world "follow" with a visible lag — as if the universe were made of jelly. At 20 ms, the motion feels natural. At 11 ms (the target for high-end headsets), it is indistinguishable from reality. Every millisecond saved improves comfort and presence.

Why it matters in professional VR

  • Physiological threshold: above 20 ms, the brain detects the delay
  • Nausea: latency is the primary cause of VR sickness
  • Continuous optimization: engineers chase every millisecond
  • Quality/latency trade-off: less beautiful graphics but more responsive