This document discusses measuring latency from physical events to display in virtual reality software. It defines the problem as latency from events to the display being noticeable in VR. It outlines challenges in measuring this precisely with equipment and variability in workloads. The solution embeds timestamps at each processing stage that are read out at the end to calculate individual and end-to-end latencies. Preliminary results show latency breakdown graphs for a camera pass-through pipeline.
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