13.3 Latency reduction and motion-to-photon time

3 min readaugust 7, 2024

reduction is crucial for immersive AR/VR experiences. , the delay between movement and display updates, can cause discomfort and break immersion. Techniques like and help minimize this issue.

Display optimization further enhances performance. reduce motion blur, while ensures smooth visuals. focuses high-quality rendering on the user's central vision, improving efficiency and reducing computational load in mobile and standalone AR/VR systems.

Latency Reduction Techniques

Understanding Motion-to-Photon Latency

Top images from around the web for Understanding Motion-to-Photon Latency
Top images from around the web for Understanding Motion-to-Photon Latency
  • Motion-to-photon latency refers to the time delay between a user's physical movement and the corresponding update in the virtual environment displayed to the user
  • Consists of multiple stages including sensor input, processing, rendering, and display output
  • High motion-to-photon latency can cause discomfort, motion sickness, and break the sense of immersion in VR/AR experiences
  • Reducing motion-to-photon latency is crucial for providing a seamless and responsive user experience (VR gaming, virtual simulations)

Asynchronous Timewarp and Predictive Tracking

  • Asynchronous timewarp is a technique used to reduce perceived latency by warping the rendered frame based on the latest head tracking data
  • Allows the rendered frame to be updated just before display, compensating for head movement that occurred after the frame was rendered
  • Predictive tracking involves estimating the user's future head position and orientation based on their movement history and velocity
  • Enables the system to render frames based on predicted head pose, reducing the impact of latency (VR headsets, AR applications)

Reprojection Techniques for Latency Compensation

  • Reprojection techniques aim to maintain a smooth and consistent frame rate even when the rendering pipeline cannot keep up with the desired frame rate
  • Includes methods such as and
  • Asynchronous reprojection generates intermediate frames by warping the previously rendered frame based on updated head tracking data
  • Interleaved reprojection alternates between rendering new frames and reprojecting previous frames to maintain a consistent frame rate (VR video playback, graphically intensive VR games)

Display Optimization

Low Persistence Displays and Frame Pacing

  • Low persistence displays reduce motion blur and judder by illuminating each pixel for a short duration within a frame
  • Helps to mitigate the "smearing" effect caused by the human eye's persistence of vision
  • Frame pacing involves synchronizing the rendering and display of frames to maintain a consistent and stable frame rate
  • Ensures that frames are displayed at regular intervals, preventing judder and improving the overall visual experience (VR headsets, AR displays)

Foveated Rendering for Performance Optimization

  • Foveated rendering is a technique that reduces the rendering workload by focusing high-quality rendering on the user's central vision (fovea) while gradually reducing the quality in the peripheral vision
  • Exploits the human eye's higher visual acuity in the foveal region compared to the peripheral vision
  • Enables more efficient utilization of rendering resources by prioritizing the quality where the user's gaze is focused
  • Can significantly improve rendering performance and reduce the computational burden in VR and AR systems (eye-tracking VR headsets, mobile AR devices with limited processing power)

Key Terms to Review (21)

Asynchronous Reprojection: Asynchronous reprojection is a technique used in augmented and virtual reality to reduce perceived latency by dynamically adjusting the rendered frames to match the user's head position and orientation in real-time. This process allows for smoother visuals and enhances the user's experience, especially during rapid movements, by predicting where the user's gaze will be and rendering frames accordingly. It helps bridge the gap between motion-to-photon time and the actual latency experienced by users.
Asynchronous timewarp: Asynchronous timewarp is a technique used in virtual reality systems to minimize perceived latency by adjusting the rendered images based on head movements while the actual computation of frames continues. This approach allows the system to predict and display where a user will be looking in the near future, making experiences smoother and more immersive. By rendering frames at different times without waiting for the latest data, it effectively reduces the gap between user actions and visual feedback, which is critical for maintaining a sense of presence in virtual environments.
Bandwidth: Bandwidth refers to the maximum amount of data that can be transmitted over a network connection in a given time period, typically measured in bits per second (bps). This concept is crucial for understanding how effectively augmented and virtual reality systems transmit data, affecting the quality of experience through graphics, audio, and interactivity. High bandwidth allows for smoother visuals and faster response times, while low bandwidth can lead to lag and degraded performance.
Display refresh rate: Display refresh rate refers to the number of times per second a display updates its image, measured in hertz (Hz). A higher refresh rate can lead to smoother motion and reduced motion blur, which is crucial for enhancing visual clarity and responsiveness, especially in augmented and virtual reality experiences where latency reduction and motion-to-photon time are vital for user comfort and immersion.
Foveated Rendering: Foveated rendering is a graphics rendering technique that prioritizes rendering quality in the area of the visual field where the user is looking, known as the fovea, while reducing the quality in the peripheral areas. This approach optimizes performance and efficiency in augmented and virtual reality experiences by decreasing the workload on the graphics processing unit (GPU) while maintaining visual fidelity where it matters most.
Frame Pacing: Frame pacing refers to the timing and distribution of rendered frames in a virtual or augmented reality environment. Consistent frame pacing is essential for creating a smooth visual experience, as it minimizes stuttering and ensures that each frame is displayed at regular intervals, reducing perceived latency and enhancing user comfort. Good frame pacing is particularly important when considering latency reduction and motion-to-photon time, as it impacts the overall responsiveness of the system during interaction.
Frames per second: Frames per second (FPS) is a measure of how many individual frames or images are displayed on a screen each second. It is crucial for the smoothness and responsiveness of visual experiences, especially in augmented and virtual reality, where high FPS contributes to a more immersive experience and reduces the perception of motion blur.
Graphics processing unit (gpu): A graphics processing unit (GPU) is a specialized electronic circuit designed to accelerate the processing of images and graphics, primarily for rendering visuals in computer systems. GPUs are essential in reducing latency and enhancing the motion-to-photon time in applications such as gaming, augmented reality, and virtual reality, where real-time rendering and responsiveness are crucial.
Interleaved reprojection: Interleaved reprojection is a technique used in virtual reality systems to reduce latency by dynamically updating and rendering frames based on head movement and user input. This method allows for more fluid visual experiences by blending the newly rendered content with previous frames, effectively minimizing the delay between the user's actions and the displayed output. The approach aims to enhance the motion-to-photon time, which is critical for maintaining immersion and reducing motion sickness.
Latency: Latency refers to the time delay between an action and the corresponding response in a system, which is especially critical in augmented and virtual reality applications. High latency can lead to noticeable delays between user input and system output, causing a disconnect that may disrupt the immersive experience.
Latency compensation techniques: Latency compensation techniques are methods used to minimize the perceived delay between a user's action and the corresponding response in a virtual or augmented reality environment. These techniques are crucial for creating immersive experiences, as they address issues related to motion-to-photon time, which is the total time it takes for a user’s movement to be reflected in the visual output of a system. By effectively reducing latency, these techniques enhance user engagement and satisfaction, ensuring smoother interactions within the virtual space.
Latency Measurement: Latency measurement refers to the process of quantifying the delay between a user's action and the system's response in virtual environments. Understanding latency is crucial for optimizing user experience, as it directly impacts immersion and interaction fluidity, especially in applications like augmented and virtual reality where real-time feedback is essential.
Low persistence displays: Low persistence displays are a type of screen technology designed to reduce motion blur and provide a clearer visual experience during fast-moving scenes. By minimizing the time each pixel is illuminated, these displays help to decrease the motion-to-photon latency, which is crucial in applications like virtual and augmented reality where real-time responsiveness is essential.
Milliseconds: Milliseconds are a unit of time measurement equal to one thousandth of a second, commonly abbreviated as ms. In the context of latency reduction and motion-to-photon time, milliseconds are crucial for understanding how quickly a virtual or augmented reality system can respond to user inputs and deliver visual feedback, directly impacting user experience and immersion.
Motion-to-photon latency: Motion-to-photon latency refers to the delay between a user's physical movement and the corresponding visual update displayed in a virtual or augmented reality environment. This latency is critical for providing a seamless and immersive experience, as any lag can lead to motion sickness or disorientation. It is influenced by various factors, including field of view, resolution, and refresh rates, as well as the methods employed for latency reduction.
Network jitter: Network jitter refers to the variability in packet delay during data transmission over a network. It can significantly affect the performance of real-time applications, such as augmented and virtual reality experiences, where consistent and timely data delivery is crucial for a smooth user experience. High levels of jitter can lead to noticeable disruptions in audio and video quality, creating a disjointed experience that detracts from immersion.
Predictive tracking: Predictive tracking is a technology used in augmented and virtual reality systems that anticipates user movements based on their past actions, enabling smoother interactions and minimizing latency. By predicting where a user is likely to look or move, systems can render scenes more efficiently, enhancing the overall experience by reducing the time it takes for visual updates to occur. This method is crucial in creating a seamless connection between user intentions and system responses, especially when it comes to improving motion-to-photon time and optimizing rendering processes.
Rendering Optimizations: Rendering optimizations refer to techniques and methods used to enhance the efficiency of the rendering process in graphics, particularly in real-time applications like augmented and virtual reality. These optimizations aim to reduce the load on hardware and improve frame rates, ultimately lowering latency and motion-to-photon time, which are critical for creating immersive experiences. By streamlining the rendering pipeline, these optimizations contribute to smoother visuals and a more responsive user experience.
Response Time: Response time refers to the duration it takes for a system to react after an input or stimulus is received. In augmented and virtual reality, this concept is crucial as it impacts user experience, immersion, and overall system performance. A shorter response time leads to smoother interactions and can reduce the potential for motion sickness caused by latency issues.
User testing: User testing is a critical process in which real users evaluate a product or system to identify issues, enhance usability, and ensure it meets their needs. This method helps developers understand how users interact with technology, providing insights that can influence design decisions and improve user experiences. Effective user testing can significantly impact various aspects of a product, from motion perception dynamics to accessibility features, healthcare applications, and latency optimization.
Visual Stability: Visual stability refers to the perception of a stable and consistent visual environment while interacting with augmented and virtual reality experiences. It plays a crucial role in maintaining immersion and reducing discomfort by ensuring that users perceive their surroundings as coherent, despite movements and changes in the virtual or augmented scene. Achieving visual stability is essential for minimizing motion sickness, which often occurs due to discrepancies between visual input and physical sensations.
© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.