Method for estimating display lag in the Oculus Rift S and CV1

Jason Feng, Juno Kim, Wilson Luu, S. Palmisano
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引用次数: 16

Abstract

We validated an optical method for measuring the display lag of modern head-mounted displays (HMDs). The method used a high-speed digital camera to track landmarks rendered on a display panel of the Oculus Rift CV1 and S models. We used an Nvidia GeForce RTX 2080 graphics adapter and found that the minimum estimated baseline latency of both the Oculus CV1 and S was extremely short (∼2 ms). Variability in lag was low, even when the lag was systematically inflated. Cybersickness was induced with the small baseline lag and increased as this lag was inflated. These findings indicate the Oculus Rift CV1 and S are capable of extremely low baseline display lag latencies for angular head rotation, which appears to account for their low levels of reported cybersickness.
估计Oculus Rift S和CV1显示延迟的方法
我们验证了一种测量现代头戴式显示器(hmd)显示延迟的光学方法。该方法使用高速数码相机跟踪呈现在Oculus Rift CV1和S模型显示面板上的地标。我们使用Nvidia GeForce RTX 2080图形适配器,发现Oculus CV1和S的最小估计基线延迟非常短(约2毫秒)。滞后的可变性很低,即使滞后被系统性地夸大了。晕屏是由小的基线滞后引起的,随着滞后的增大而加剧。这些发现表明,Oculus Rift CV1和S能够在极低的基线显示延迟下进行头部角度旋转,这似乎解释了它们报告的低晕屏水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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