Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems
This research studied how virtual reality (VR) systems work when people use them for various activities. VR systems can be used for research, but we need to make sure they are reliable for scientific experiments. One important thing to check is the delay between when a person moves in the real world and when that movement is shown in the virtual world on the VR headset screen. This delay can affect how well people can use VR.
In the past, scientists used special software and equipment to measure this delay, but it only gave them one number for the delay and didn't consider how the VR system predicts movements. This made it hard to trust the results for different VR systems.
The researchers created a novel method to measure this delay that works with any VR system. They used high-speed cameras to compare the real movements with what the VR system showed. They tested popular VR systems like HTC Vive, Oculus Rift, Oculus Rift S, and Valve Index, while using a game engine called Unity and SteamVR.
When a user starts moving suddenly in VR, all the headsets had delays ranging from 21 to 42 milliseconds. However, once the VR system learned how the person moves, the delay was reduced to 2–13 milliseconds. This reduction happened within about 25 to 58 milliseconds of starting to move.
The study found that when there are sudden and fast movements in VR, like starting to move, hitting something, or changing direction quickly, it can increase the delay and make the VR less accurate. The new measurement technique helps researchers understand these factors and how they affect their experiments before they collect data using VR systems.
These delays can matter for some research and tasks in VR. Some experiments may not be affected by these delays, while others might be. So, it's essential for researchers to understand and report these delays to ensure they don't affect their results.
The program used to interface with the VR systems was run on a desktop PC with the Windows 10 operating system. The computer specifications were an AMD Ryzen 2600X CPU, 32 GB DDR4 RAM, and Nvidia GTX 1060 GPU (driver version 457.09), meeting at least the minimum specification for all HMDs tested.
The latency of four VR systems was assessed: HTC Vive (1080 x 1200px per eye, 90 Hz), Oculus Rift CV1 (1080 x 1200px per eye, 90-Hz refresh rate), Oculus Rift S (1280 x 1440px per eye, 80 Hz), and Valve Index (1440 × 1600px per eye, 80 Hz/90 Hz/120 Hz/144 Hz). As the Valve Index features four different frame rates, in total seven VR setups were tested. These headsets were chosen as they are flagship systems from the most popular manufacturers of VR HMDs and dominate the share of devices used for gaming (Lang, 2020).