In a new blog post Oculus For Developers detailing the addition of a Phase Sync control technology sync frames in the Oculus Mobile SDK. Implementation can lead to a significant reduction in latency for some applications Quest 2.
Phase Sync technology was originally submitted for the Oculus PC SDK, but now available for mobile VR devices Facebook. It provides developers an alternative method of synchronization control frames, which can significantly reduce the delay time. According to Facebook, due to the increase in GPU computing and CPU in Quest 2 a apps “can complete the rendering of their staff earlier than planned”, which leads to the so-called “early nomination”. Facebook used the following illustration to demonstrate the difference between the phase synchronization and the current regime with a fixed delay:
Facebook explains how they have already included the phase synchronization in some applications, Oculus and achieved excellent results:
We have included the phase synchronization in many applications, Oculus, for which the reduction in latency was quite impressive. For example, we managed to reduce latency to 10 milliseconds in Oculus Home on a Quest 2 and 8 milliseconds on a Quest.
We recommend that all applications under development to include it, especially if your application is sensitive to latency (for example, if it uses the hand tracking).
Because the developers include phase synchronization, it is possible that some applications Quest 2 can see an equally significant reduction in delay. This, in turn, should lead to a significant improvement in user experience.
Developers can access the Sync Phase as additional features in version 23 Mobile SDK. It has also been integrated into the latest version of the Unreal Engine 4 and Unity.
A more detailed description of Phase Sync can be found in the blog post Oculus for developers.
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