When it’s low enough, for VR, they’re effectively the same problem.
Comment on Apple’s engineers carefully designing the last 60 Hz OLED screens on the planet
marcos@lemmy.world 2 days agoVR has a lag problem, not a frame rate problem.
Basically every argument against low frame rate displays you can find have the form of “we linked responsibility to the display frame rate and now we have a lag problem! low frame hates are the Devil!”
kayohtie@pawb.social 2 days ago
Snazz@lemmy.world 2 days ago
You might be talking about the same thing.
If you are talking about how much time it takes to render an image, that is frame lag. It’s the hard limiting factor of frame rate. A computer can’t display images faster than it can draw them.
If you are talking about time between a change in the world state, and the display showing that change, that is latency. Latency is affected by a few factors including frame rate. A frame rate of 24 adds an average latency of 21ms, and a frame rate of 60 adds an average latency of 8ms. This is because as frames linger for longer, they become increasingly outdated from the actual world state.
marcos@lemmy.world 2 days ago
Latency and lag mean exactly the same thing.
I’m not talking about frame lag. I’m talking about people synchronizing their entire system with the display clock and then complaining that they need a faster display because it takes 5 clock cycles to update their world model.
FishFace@piefed.social 2 days ago
That’s nothing to do with the problems in vr.