Balancing performance and comfort in virtual reality: A study of FPS, latency, and batch values

Ali Geriş, Baris Cukurbasi, Murat Kilinc, Orkun Teke
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Abstract

This manuscript investigates the relationships among various performance metrics in a virtual reality (VR), namely frames per second (FPS), latency, batches, and the number of triangles (tris) and vertices (verts). The study aims to uncover correlations and directional associations between these metrics, shedding light on their impact on VR performance. The findings reveal a significant correlation between FPS and latency, albeit in opposite directions. Higher FPS values are associated with reduced latency, indicating that a smoother visual experience is accompanied by shorter delays in the VR. Conversely, lower FPS values are linked to increased latency, suggesting a potential degradation in overall system responsiveness. Additionally, a strong correlation is observed between latency and batches processed. This finding implies that latency has a direct impact on the system's ability to efficiently process and render objects within VR. Furthermore, a positive correlation is identified between the number of batches and the values of tris and verts. This relationship suggests that higher batch counts are associated with larger quantities of triangles and vertices, reflecting a more complex scene rendering process. Consequently, the performance of VR may be influenced by the density and intricacy of the virtual environments, as indicated by these metrics.
平衡虚拟现实的性能和舒适度:对 FPS、延迟和批次值的研究
本手稿研究了虚拟现实(VR)中各种性能指标之间的关系,即每秒帧数(FPS)、延迟、批次以及三角形(tris)和顶点(verts)的数量。研究旨在揭示这些指标之间的相关性和方向性关联,从而揭示它们对 VR 性能的影响。研究结果表明,FPS 和延迟之间存在明显的相关性,尽管方向相反。较高的 FPS 值与较短的延迟时间相关,这表明在 VR 中,较流畅的视觉体验伴随着较短的延迟时间。相反,FPS 值越低,延迟越长,这表明整体系统响应速度可能会下降。此外,我们还观察到延迟与处理批次之间存在很强的相关性。这一发现意味着,延迟会直接影响系统在 VR 中高效处理和渲染对象的能力。此外,批次数量与 tris 和 verts 值之间也存在正相关关系。这种关系表明,批次数越多,三角形和顶点的数量就越大,反映出场景渲染过程越复杂。因此,虚拟现实的性能可能会受到虚拟环境密度和复杂程度的影响,正如这些指标所显示的那样。
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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