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spiralk | 1 year ago

There's several problems with that. 1. The latency - even if fine for slower games its enough to cause slight vestibular-ocular mismatch and discomfort. 2. Compression and visual quality - not only is the quality worse but its also cost using more GPU resources for the lower quality compared to a DisplayPort signal. 3. the Wifi 6E RF bands and protocols are not suited for lossless, low latency video transmission. Especially as we approach 4K per eye resolutions, the bandwidth is not there and relying on additional encode/decode hardware adds more latency and artifacts. We also need a solution that would allow for multiple users in a single building to use wireless VR, which I don't believe will be possible with the RF bands available.

There was new Wigig standard that may have solved this, but I believe its not being used anywhere.

discuss

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jdashg|1 year ago

Crooked-v is not hypothesizing: People already use this setup, myself included! (Actually I am even only using 5ghz not 6ghz)

On-device reprojection/ATW lowers the bar for bandwidth and latency considerably, and many of us spend hours and hours with VR streaming wirelessly.

Separate in-room WAPs would be the only real recommended modification for multiple vr users in the same building.

spiralk|1 year ago

I am aware people use it, but its only a partial solution that introduces new issues. For certain users it may be sufficient but even if you ignore the latency and compression issues, being unable to have multiple headsets adjacent makes it an incomplete solution if the goal is spreading the technology to new users. Even multiple WAPs won't get around the bandwidth congestion.