What is one reason a fast frame rate is important in virtual reality?

  1. Virtual reality definition
  2. What is one reason a fast frame rate is important in virtual reality?
  3. What is Virtual Reality?
  4. What is FPS (frames per second)?
  5. Reddit
  6. Frame Rate vs Frame Time
  7. What Does the Frame Rate of a Virtual Reality Headset Indicate? ( Answer )
  8. Reddit
  9. Frame Rate vs Frame Time
  10. What is Virtual Reality?


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Virtual reality definition

Even though virtual reality has been around for more than 20 years in high-tech organizations such as space agencies , only recently did it really take off among the general public. While not being exactly mainstream yet, it appears that its applications are becoming more and more accessible. We can now ask ourselves what is the added value of VR and how it can impact our lives. What is virtual reality? In their book, Understanding Virtual Reality, Interface, Application, and Design, William R. Sherman, and Alan B. Craig, define 4 key elements of virtual reality experience: Virtual world An imaginary space that independently exist from the real world. The medium used to create this space is of course a simulation made of visual elements rendered with computer graphics. Relations and interactions between these elements are defined by rules set by the creator. Immersion The users are placed in a virtual space, cut from the real world on a sensory level. VR headsets allow this by occupying their whole field of vision, while headphones achieve the same results with sounds, thus fully immersing the users in another world. Sensory feedback Vr headsets track the position of the users within a given space so that the computer renders the changes of positions. Users moving their heads or bodies will be given the illusion that they are moving in the virtual world. The input here is as close to reality as possible, to move around users don’t press a button, they actually move around....

What is one reason a fast frame rate is important in virtual reality?

Studies have shown that in practice, any VR setup that generates frame rates below 90 frames per second (FPS) is likely to induce disorientation, nausea, and other negative user effects. The lower the frame rate, the worse the effects. Thus, the goal for VR developers is to target 90 FPS at all times in their software.

What is Virtual Reality?

Virtual reality (VR) is the experience where users feel immersed in a simulated world, via hardware—e.g., headsets—and software. Designers create VR experiences—e.g., virtual museums—transporting users to 3D environments where they freely move and interact to perform predetermined tasks and attain goals—e.g., learning. To create great VR experiences, it ’ s vital to design with a first-person perspective in mind. VR—Entering New Worlds Through Equipment In VR design, your goal is for users to experience an alternative existence through whichever senses your design can access. The more your design reaches your users through—particularly—sight, hearing and touch, the more immersed they will be in virtual reality. You therefore want to isolate users as far as possible from the real world. VR’s history began with the View-Master (a stereoscopic visual simulator) in 1939 and Morton Heilig’s 1950s’ Sensorama multi-experience theatre. The development of the first head-mounted display (HMD) followed in 1968. Then, designers focused on professionally geared applications in the 1970s and 1980s. With more sophisticated technology, they could tailor computerized VR experiences to the fields of military training, medicine and flight simulation. After 1990, just after “Virtual Reality” became popularly known, VR entered the wider consumer world through video-games. VR has since become progressively more affordable and sophisticated. Virtual Reality vs Augmented Reality vs Mixed Reality ...

What is FPS (frames per second)?

If you’re new to gaming or videography, you might have stumbled into strange terms like FPS, frame rate, and refresh rate. In this article, we define FPS, we compare FPS to the refresh rate and see why it’s important to have a high FPS. Ever wondered how many FPS the human eye can see? Or if there is such a thing as FPS in real life? You can find answers to all these questions in this article: Skip to chapter • Defining FPS • FPS vs. refresh rate • FPS in games vs. FPS in videos • Why is FPS important • How do I see my FPS? • Do you game at high FPS? Skip to chapter • Defining FPS • FPS vs. refresh rate • FPS in games vs. FPS in videos • Why is FPS important • How do I see my FPS? • Do you game at high FPS? Movement, as displayed on a screen, is actually a series of still images, presented in quick succession. Our eyes and brains are able to discern between individual images (also called frames) only at up to a frequency of about 12 images per second. Any higher than that, and our brains start to perceive them as being connected, and all the differences between them (let’s say a character moves between shots) as movement. So, what does FPS mean? FPS stands for Frames Per Second and is, as its name suggests, the number of frames that are recorded or drawn per second in a video, game, or animation. FPS is the unit of measuring frame rate. The frame rate is measured in frames per second For example, early video recordings (made on film) were shot and displayed at 24 frames pe...

Reddit

Reddit and its partners use cookies and similar technologies to provide you with a better experience. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. For more information, please see our I am wanting some discussion on which is more important overall for VR. My uncle, who got me in to VR, and I am in the process of purchasing my first set (G2 or Index), says that to him FPS is more important than the resolution. States that higher FPS will be better to help make the game look smoother than a higher resolution. His argument was that in a lot of the Through the Eyes videos comparing the two yes the resolution on the G2 looks better and has better since, he 1) thinks the are limiting or lowering the quality on the Index some 2) a lot of the videos are looking toward one direction a lot where he said when he is in VR he will be moving his head around looking around more or things will be moving quicker in the game than the videos show and he believes the FPS will be needed more than the higher resolution. I also feel he is really biased toward the Index because it has been out longer, has the knuckle controllers already and by the time you buy them and the g2 and the lighthouses ...

Frame Rate vs Frame Time

When measuring the performance of your application it is very easy to just look at 60 FPS The reason why to measure the FPS is to indicate that the speed at which your application produces frames is enough to give a good illusion of smooth motion. There actually isn’t a 3D teapot moving on your screen. Rather we show the teapot at different locations sufficiently fast and our brain’s visual system interprets that as motion. If we want to say that our application produces frames fast enough for a visually smooth motion, then stating the frame rate seems a fine way of doing it. For movies 24 FPS is enough to create the illusion because of the way our cameras record the images [ Platform Target FPS Cinema 24 Game 60 VR 90 Seems like a good idea then to look at the output from Fraps and say that your application runs at 60 FPS and thus has good performance. Or log some FPS values at different times and if they average out to be above 60 FPS then you have a graphically smooth application, right? Average FPS Not so fast. If you just measure the instantaneous frame rate value, then you might just happen to pick some fast frames. In that case saying 60 FPS means nothing if 80% of your frames actually run at 30 FPS and you happened to pick frames from the other 20%. If you average the results together, then this may also produce a misleading value. For example when a large number of your frames run at 90 FPS, but then there are some frames that drop to 20 FPS. If the seldom low fra...

What Does the Frame Rate of a Virtual Reality Headset Indicate? ( Answer )

Page Contents • • • • • • • • • • • • • • • • • • • • • • • What is Frame Rate? The number of frames shown in a video or animation each second is referred to as the frame rate. In other words, it refers to the speed at which a succession of still images are shown quickly one after the other to give the impression of motion. The smoother the motion appears to the viewer, the higher the frame rate. Why is Frame Rate Important in Virtual Reality? In virtual reality, the user is completely immersed in a digital environment, and any lag or stutter can break the illusion of reality. In other words, a low frame rate can cause motion sickness, eye strain, and other unpleasant symptoms that can ruin the VR experience. To avoid these issues, VR headsets must display a high frame rate that can keep up with the user’s movements. Comparison of recommended frame rates for several popular VR headsets VR Headset Recommended Frame Rate Oculus Rift 90 FPS HTC Vive 90 FPS PlayStation VR 60 FPS Valve Index 120 FPS Samsung Odyssey 90 FPS How is Frame Rate Measured in VR Headsets? Frame rate is measured in frames per second (FPS). The FPS rate in a VR headset depends on the hardware specifications, including the processing power of the graphics card and the refresh rate of the display. The higher the FPS rate, the smoother the VR experience will be. What is the Recommended Frame Rate for VR Headsets? The recommended frame rate for VR headsets is 90 FPS or higher. This is because VR requires a h...

Reddit

Reddit and its partners use cookies and similar technologies to provide you with a better experience. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. For more information, please see our • Animals and Pets • Anime • Art • Cars and Motor Vehicles • Crafts and DIY • Culture, Race, and Ethnicity • Ethics and Philosophy • Fashion • Food and Drink • History • Hobbies • Law • Learning and Education • Military • Movies • Music • Place • Podcasts and Streamers • Politics • Programming • Reading, Writing, and Literature • Religion and Spirituality • Science • Tabletop Games • Technology • Travel • I am wanting some discussion on which is more important overall for VR. My uncle, who got me in to VR, and I am in the process of purchasing my first set (G2 or Index), says that to him FPS is more important than the resolution. States that higher FPS will be better to help make the game look smoother than a higher resolution. His argument was that in a lot of the Through the Eyes videos comparing the two yes the resolution on the G2 looks better and has better since, he 1) thinks the are limiting or lowering the quality on the Index some 2) a lot of the videos are looking toward one directi...

Frame Rate vs Frame Time

When measuring the performance of your application it is very easy to just look at 60 FPS The reason why to measure the FPS is to indicate that the speed at which your application produces frames is enough to give a good illusion of smooth motion. There actually isn’t a 3D teapot moving on your screen. Rather we show the teapot at different locations sufficiently fast and our brain’s visual system interprets that as motion. If we want to say that our application produces frames fast enough for a visually smooth motion, then stating the frame rate seems a fine way of doing it. For movies 24 FPS is enough to create the illusion because of the way our cameras record the images [ Platform Target FPS Cinema 24 Game 60 VR 90 Seems like a good idea then to look at the output from Fraps and say that your application runs at 60 FPS and thus has good performance. Or log some FPS values at different times and if they average out to be above 60 FPS then you have a graphically smooth application, right? Average FPS Not so fast. If you just measure the instantaneous frame rate value, then you might just happen to pick some fast frames. In that case saying 60 FPS means nothing if 80% of your frames actually run at 30 FPS and you happened to pick frames from the other 20%. If you average the results together, then this may also produce a misleading value. For example when a large number of your frames run at 90 FPS, but then there are some frames that drop to 20 FPS. If the seldom low fra...

What is Virtual Reality?

Virtual reality (VR) is the experience where users feel immersed in a simulated world, via hardware—e.g., headsets—and software. Designers create VR experiences—e.g., virtual museums—transporting users to 3D environments where they freely move and interact to perform predetermined tasks and attain goals—e.g., learning. To create great VR experiences, it ’ s vital to design with a first-person perspective in mind. VR—Entering New Worlds Through Equipment In VR design, your goal is for users to experience an alternative existence through whichever senses your design can access. The more your design reaches your users through—particularly—sight, hearing and touch, the more immersed they will be in virtual reality. You therefore want to isolate users as far as possible from the real world. VR’s history began with the View-Master (a stereoscopic visual simulator) in 1939 and Morton Heilig’s 1950s’ Sensorama multi-experience theatre. The development of the first head-mounted display (HMD) followed in 1968. Then, designers focused on professionally geared applications in the 1970s and 1980s. With more sophisticated technology, they could tailor computerized VR experiences to the fields of military training, medicine and flight simulation. After 1990, just after “Virtual Reality” became popularly known, VR entered the wider consumer world through video-games. VR has since become progressively more affordable and sophisticated. Virtual Reality vs Augmented Reality vs Mixed Reality ...

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