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
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.
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.