Motion To Photon Latency
Serial motion-to-photon estimate from sensing, pose processing, rendering, compositing, scanout and pixel response.
Description
Serial motion-to-photon estimate from sensing, pose processing, rendering, compositing, scanout and pixel response.
Motion To Photon Latency is a focused tool for the following task. Serial motion-to-photon estimate from sensing, pose processing, rendering, compositing, scanout and pixel response. It reports Latency Milliseconds from the values you provide rather than inventing measurements, coefficients, or professional judgment that are not part of the input.
When to use Motion To Photon Latency
Use this virtual-reality calculation for a first-order display, optics, tracking, rendering, or latency estimate when all stages and units are explicitly defined.
- Sensor Milliseconds (ms)
- Required number in ms.
- Pose Milliseconds (ms)
- Required number in ms.
- Render Milliseconds (ms)
- Required number in ms.
- Compositor Milliseconds (ms)
- Required number in ms.
- Scanout Milliseconds (ms)
- Required number in ms.
- Pixel Response Milliseconds (ms)
- Required number in ms.
The cited overview of Virtual reality sickness supplies background for the terminology and domain context used by this tool.1
How Motion To Photon Latency works
Serial motion-to-photon estimate from sensing, pose processing, rendering, compositing, scanout and pixel response. Inputs are interpreted exactly in the displayed units and the calculation returns the following fields without presentation rounding.
- Latency Milliseconds (ms)
- Returned number in ms.
Limitations and assumptions
- Lens calibration, per-eye geometry, display scanout, asynchronous pipelines, tracking filters, workload variation, user anatomy, and device firmware can make measured VR behavior differ from a serial model.
- Sensor Milliseconds must be at least 0.
- Pose Milliseconds must be at least 0.
- Render Milliseconds must be at least 0.
- Compositor Milliseconds must be at least 0.
- Use finite inputs in the displayed units, preserve source measurements and assumptions, and independently verify consequential decisions.
Alternative or Complementary approaches
Validate the estimate on the target headset with calibrated motion, optical, frame-timing, and latency measurements under a representative workload.
References
-
Virtual reality sickness — Wikipedia contributors
Similar or alternative tools
- Display Latency
Display latency estimate from scanout delay and pixel response time.
- Total System Latency
Serial latency estimate from tracking, rendering and display stages; excludes unmodelled parallel overlap.
- Controller Latency
Serial controller input latency from scan, transport, and processing stages.