Thank you, I remember where I read it... Yoshida was recalling their problems back when morpheus had 40ms latency and wasn't doing reprojection yet, just interpolation, they were testing driveclub or something. So it makes sense that the pipeline was way too long, and that would have been exacerbated by the display persistence. So the driving speed exposed the issue.
Everyone was agreeing recently that motion to photon has to be below 20ms to avoid nausea. Did that change? This isn't at all possible with 60hz. Didn't sony and oculus say 60hz is causing "discomfort", and 90hz is the new minimum?
I am wondering if the the blur from lower frame rate is impacting proprioception when moving your head really fast. That would explain the term "twitchy games" from the unity presentation. Predictive sensor fusion have limits.
Everyone was agreeing recently that motion to photon has to be below 20ms to avoid nausea. Did that change? This isn't at all possible with 60hz. Didn't sony and oculus say 60hz is causing "discomfort", and 90hz is the new minimum?
I am wondering if the the blur from lower frame rate is impacting proprioception when moving your head really fast. That would explain the term "twitchy games" from the unity presentation. Predictive sensor fusion have limits.