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Cassellyesterday at 11:15 PM1 replyview on HN

This is how most consumer vr used to be before the (oculus) quest, and it worked fine. The data path was massive with base stations etc. A lot of people did get motion sick, but its probably more to do with framerate, one would have thought


Replies

numpad0today at 4:47 AM

Not really, most were wired with zero latency. Wireless adapters existed but didn't do local "reprojection" aka rudimentary warping to absorb pose differences between when the sensor data was captured and new frames is being rendered.

Current Wi-Fi based streaming pipe mp4 frames and swing it around. That's slightly different from static raw frame wireless solutions before Oculus Quest.