Reprojection Ratio

Reprojected frames as a percentage of all displayed frames.

Description

Reprojected frames as a percentage of all displayed frames.

Reprojection Ratio is a focused tool for the following task. Reprojected frames as a percentage of all displayed frames. It reports Reprojection Percent from the values you provide rather than inventing measurements, coefficients, or professional judgment that are not part of the input.

When to use Reprojection Ratio

Use this virtual-reality calculation for a first-order display, optics, tracking, rendering, or latency estimate when all stages and units are explicitly defined.

Reprojected Frames
Required number.
Displayed Frames
Required integer.

The cited overview of Virtual reality sickness supplies background for the terminology and domain context used by this tool.1

How Reprojection Ratio works

Reprojected frames as a percentage of all displayed frames. Inputs are interpreted exactly in the displayed units and the calculation returns the following fields without presentation rounding.

Reprojection Percent (percent)
Returned number in percent.

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.
  • Reprojected Frames must be at least 0.
  • Displayed Frames must be at least 1.
  • 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

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