Render Latency

Serial render latency from CPU preparation plus GPU rendering; does not model pipelined overlap.

Description

Serial render latency from CPU preparation plus GPU rendering; does not model pipelined overlap.

Render Latency is a focused tool for the following task. Serial render latency from CPU preparation plus GPU rendering; does not model pipelined overlap. It reports Render Milliseconds from the values you provide rather than inventing measurements, coefficients, or professional judgment that are not part of the input.

When to use Render 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.

Cpu Milliseconds (ms)
Required number in ms.
Gpu 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 Render Latency works

Serial render latency from CPU preparation plus GPU rendering; does not model pipelined overlap. Inputs are interpreted exactly in the displayed units and the calculation returns the following fields without presentation rounding.

Render 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.
  • Cpu Milliseconds must be at least 0.
  • Gpu 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

  1. Virtual reality sickness — Wikipedia contributors

Similar or alternative tools

  • Total System Latency

    Serial latency estimate from tracking, rendering and display stages; excludes unmodelled parallel overlap.

  • Motion To Photon Latency

    Serial motion-to-photon estimate from sensing, pose processing, rendering, compositing, scanout and pixel response.

  • Controller Latency

    Serial controller input latency from scan, transport, and processing stages.

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