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How fast does “virtual reality” have to be to look like “actual reality”?

Low latency is important to an effective VR display but might not be everything.

by Kyle Orland – Jan 3 2013, 5:55pm EST

For decades now, virtual reality has been a pipe dream concept, well ahead of the technology needed to realize it. Generating a convincing 3D world that precisely and instantly matches the head-tracked position of a player’s gaze was well beyond the headsets that proliferated in research centers and on the market up through the ’90s. It has only been recently that products like Sony’s prototype gaming headset and the upcoming Oculus Rift have seriously attempted to create believable virtual reality headsets using modern head-tracking and display technology.

But there are some who think the technology in these systems still hasn’t been developed far enough to create a truly believable, head-tracked virtual reality. Valve’s Michael Abrash laid out this case in a detailed blog post last weekend, suggesting that VR headsets need a “Kobayashi Maru moment” to solve the inherent problem of display latency that plagues current and upcoming headsets.

Read more: How fast does “virtual reality” have to be to look like “actual reality”? | Ars Technica.

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