Sensor-to-Image Latency

So, it's occurred to me that there's not much discussion going on here about the rift's latency in Elite, which strikes - me at least - as being pretty poor in comparison to many of the other demos out there right now. I'm curious if anyone has had more or less success with particular set-ups and hardware. I assumed for a while that this would be fixed once the Direct-to-HMD mode would be fixed, but after experimenting around a bit with various configurations (SLI on, SLI off, x0.25 overall resolution, extended mode versus direct access etc.), it seems like the problem is systemic. At least across my system.

Now this is a little difficult to talk about, since we don't really have a proper latency tester in Elite. I'm aware that many people won't even notice latency this subtle, at least not consciously, and some won't even care. And I'll prepend this by saying that I'm not talking about any sort of latency here that's bad enough to make me feel dizzy or sick - I'm pretty happy to play for a few hours at a time. Yet, I do tend to remain aware of it and certain motions make it more noticeable than others.

Note that if you do start paying closer attention to this without having had any issues earlier, it might spoil the experience for you :p It's very hard to unnotice this once you have noticed it.

In lieu of a latency tester, I suggest head-shaking as a method to verify latency. Basically, the objective is just to look at how the image responds to sharp motions of the head while you're looking at a fixed point in space. For instance a sharp and vigorous down-up nod or a side-to-side headshake. If you're listening to metal and headbanging a lot or even just nodding to the music while on the Rift in Elite, this lag I find can become noticeable and quite discomforting.

What I find happens is there's a very, very slight delay when you do that sharp nod, which gives the impression of the image in front of you floating downwards for a split-second before before it begins to mostly stay in place. If you shake your head side to side repeatedly (and I'm talking here, like, smaller vibrations, like you're motorboating someone, not doing like sweeping ninety-degree arcs) then the image begins bouncing around haphazardly - it's impossible to keep any particular point in space fixed, you lose any sense of the three-dimensional space and it's a good way to make yourself very sick, very quickly :)

Instead what I would expect to happen is for the image to remain relatively stable, with only a slight 'wobble' around the corners due to the headset itself shifting against my face. If you try it and find yourself going 'Well, yeah, of course it wobbles, the latency on these things is good but not that good,' then I'd like to point out that a lot of other Rift demos actually pull this off without any issues. Try playing something like Titans of Space or that TNG Engineering demo in Direct HMD Access mode and do the same test: you'll probably find that, actually, the image remains (surprisingly) stable and you can look at a point in front of you with really pretty minor distortion, even as you're shaking your head quite fast.

Now that we've got that out of the way, I'm curious if everyone else has the same experience as me, or if anyone has better latency than others? Obviously, we're going for pretty rough, subjective markers, but I reckon a can I or can I not maintain my vision focused on a point ahead of me while shaking my head really quickly benchmark is good enough for now.

I'm running SLI GTX 770s, so as I mentioned above, I'd assumed for a while that the added latency was a combination of running SLI cards and Extended Mode at the same time (Direct Access has flicker for me when SLI is enabled). Having tested it out a little more thoroughly, the lag remains even if I: disable SLI, switch to Direct Access Mode, turn to the lowest graphics settings and set both the Oculus Image Quality and SuperSampling to their lowest value all at once. Whether it's Direct Access or not, SLI or not, lowest graphics settings or not seems to make no difference.

So is the situation the same for everyone? And if anyone does find they're getting better performance than what I'm describing, what sort of configuration are you using to run the game?
 
Nope. I'm also running SLI and very susceptible to the slightest lag - no complaints here. I suspect there is no discussion as its not a widespread issue.

Are you sure you are running at 75fps?
 
Hmm, interesting!

Yes, it's definitely at 75Hz - the experience itself is very smooth, there's no stutter or microstutter to speak of. I presume you're running it in extended mode yourself? And which cards?

I should also add that at least as far as Unity-based demos go, I don't think I've ever had things be entirely latency-free in Extended Mode. The best responsiveness has only ever tended to be when doing Direct Access, hence I've been figuring that this is something that won't be resolved until Direct Access is fixed, but I figured I should at least be able to get single-GPU latency-free rendering on Direct Access as is, which is not the case.
 
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Come on guys, chip in for science :) Either you're getting subtle latency or not, either result is interesting and would help me track down the cause!

I've had another bright idea to create a custom resolution for my main display that runs at 75Hz which I briefly tested out in Extended and Direct modes, but it seems to make no difference. I've never had issues with the Rift not being able to run at 60Hz. Oddly enough, if anything, I've observed that doing Direct Access (without SLI) is even laggier than Extended mode, which is just really odd. I've tried a few different monitor configurations since, having everything set to 75Hz, getting the Rift to work as a primary screen etc. but I'm getting the same result at best, regardless.
 
yes im experiencing a similar problem. latency seems to be just a tiny bit behind still notticeable if i pay attention. If i shake my head back and forth the latency seems to be exaggerated and quite noticeable not even like a crazy shake just like a normal "no" head shake. Also im having a problem with a tiny bit of tracking drift i can be looking straight forward and it drifts around just tiny bit. First few hours using it where uncomfortable but im adjusting.

Shiny new pc only 2 months old
i5 3.5ghz processor
16gb ram
nvidia gtx 980
all on an ssd
windows 7
not at home so don't have exact specs.
 
I have spent some time (minutes?) testing this. I don't have a lot of things to compare it to, as I only have a couple small games and demos, but I can't detect any immersion breaking latency between head movement, and what the screen is doing, in elite. It feels exactly like I am moving my head around in a spaceship. However, I don't ZIP my head around as fast as I can either... so maybe you could introduce some noticable lag if you do some non-natural synthetic movements... but I don't play that way, so the test would be irrelevant. The sense of presence the rift offers for Elite is mind blowing IMO. Still amazed even after running it a month now.
 
Everybody is getting it, it's an unavoidable part of the VR pipeline - the question is simply "how much". Adding a second card unavoidably makes it quite a bit worse - probably twice as bad as a single card.

Carmack says 20 ms is the lowest acceptable latency which is probably one of the main reasons why we still don't have CV1.

AMD just released their LiquidVR SDK which basically solves the latency issue on their end - <10ms - and makes multi-card setups even better instead of worse. The problem? It's only gonna work on AMD hardware.

Nvidia is lagging behind with claims of ~25ms at best based on a bunch of promises they made about VR Direct 6 months ago and have yet to deliver.
 
Thanks guys, I had a feeling it would be something that affects everyone to some extent.

I agree, in principle - depending on the way you play - it tends to be hard to notice. If you're not doing sharper, unnatural movements with your head it's really not obvious and subtle enough to not even be very sickening over long periods of play. But, in comparison to other demos I do find it noticeable and I was curious if anyone does have lower latency on different set-ups. Obviously, turning off SLI and running on a single GPU should give some advantage - which I've tried - but it seems like it's the lack of a better Direct HMD Access implementation which is the problem. I wasn't sure how borked it is, because it's screwed up by both SLI and the thing where your primary monitor has a different refresh rate to your HMD at the moment, but after trying (and succeeding) to get rid of both of those, I can see it's borked even if those are turned off.

For comparison (and to try and put some vague numbers to all of this) I've had a go at the standalone Tuscany demo that comes with the SDK, which gives you a latency measurement. IIRC in extended mode the best I've gotten is about 40ms, which came down to about 30ms with timewarp enabled. This is also with SLI turned on, but I suspect Tuscany doesn't really use SLI, so I don't think it makes a difference. With latency between 30 and 40, that seems to be around the kind of lag I see in Elite: start shaking your head and the whole world bounces up and down with you. Eyeballing it, I'd say Elite's latency with SLI enabled is somewhere around 40ms.

In Direct Access mode, the Tuscany demo offers a whopping 5ms (14ms without timewarp) and this is where you get to the point that you can look at something and shake your head vigorously and still be able to keep your eyes fixed on a point. This is what it'd be really nice to get to in Elite, but I suspect at this point it's just not possible until they figure out how to fix the Direct HMD Access. With the 4.4 SDK, it seems like most demos in Unity and in UE4 seem to get these numbers fairly easily, so it's not a crazy goal at this point, as long as the framerate is up to scratch it looks like it's all down to the implementation, so I really hope they get that sorted out soon.
 
I know the exact effect you're talking about. It looks like the image is shaking when it shouldn't be.
I see this in various demos to various degrees.

BUT...I only started noticing this in Elite recently (can't say when) so whether an update or perhaps a setting I have changed has increased the "motion to photon" latency, I can't be sure.

My solution...don't shake head! Although it would be nice to point a finger at what makes it worse in Elite than in some other demos.
 
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