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  2. YouTube VR - Wikipedia

    en.wikipedia.org/wiki/YouTube_VR

    YouTube VR allows for access to all YouTube-hosted videos, but particularly supports headset access for 360° and 180°-degree video (both in 2D and stereoscopic 3D). The interface shows videos behind two floating panels, with the video description and comments showing on the left panel and related videos or playlists showing on the right panel.

  3. Vergence-accommodation conflict - Wikipedia

    en.wikipedia.org/wiki/Vergence-accommodation...

    VAC is often encountered when viewing stereograms, 3D movies, or virtual reality (VR). It can cause visual fatigue and headaches after a short period of time; It is one of the main contributors to virtual reality sickness. The phenomenon can make it impossible to focus on objects close to the eye in VR, limiting the development of VR software. [5]

  4. Asynchronous reprojection - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_reprojection

    Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate. [1]

  5. Say Goodbye to Input Lag With These Tried-and-True Xbox ... - AOL

    www.aol.com/goodbye-input-lag-tried-true...

    With so many third-party companies manufacturing licensed Xbox peripherals, the right controller can be hard to pin down. ... design, and price, keeping a close eye on comfort, lag, and battery ...

  6. Virtual reality sickness - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_sickness

    Virtual reality sickness (VR sickness) occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. [1] The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea , vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. [ 2 ]

  7. Lag (video games) - Wikipedia

    en.wikipedia.org/wiki/Lag_(video_games)

    Input-lag is the lag produced by the input device, such as a mouse, keyboard or other controller, and its connection. Wireless devices are particularly affected by this kind of lag. [ 6 ] The refresh rate is a type or part of input-lag that is the rate of a display to produce distinct picture, measured in Hz (e.g. 60, 240 or 360, that is 16.7 ...

  8. Virtual reality game - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_game

    For VR to be felt as an immersive experience, the latency needs to be as small as possible so that the player sees feedback in real-time soon following their actions. Technology bottlenecks had been from two major components of VR systems. One area was the rendering speed of computer hardware to update the 3D displays at a fast-enough frame rate.

  9. Kinect - Wikipedia

    en.wikipedia.org/wiki/Kinect

    Kinect is a discontinued line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities.