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Balancing performance and comfort in virtual reality : a study of FPS, latency, and batch values

Geris, Ali LU orcid ; Cukurbasi, Baris ; Kilinc, Murat and Teke, Orkun (2024) In Software - Practice and Experience 54(12). p.2336-2348
Abstract

This manuscript investigates the relationships among various performance metrics in a virtual reality (VR), namely frames per second (FPS), latency, batches, and the number of triangles (tris) and vertices (verts). The study aims to uncover correlations and directional associations between these metrics, shedding light on their impact on VR performance. The findings reveal a significant correlation between FPS and latency, albeit in opposite directions. Higher FPS values are associated with reduced latency, indicating that a smoother visual experience is accompanied by shorter delays in the VR. Conversely, lower FPS values are linked to increased latency, suggesting a potential degradation in overall system responsiveness. Additionally,... (More)

This manuscript investigates the relationships among various performance metrics in a virtual reality (VR), namely frames per second (FPS), latency, batches, and the number of triangles (tris) and vertices (verts). The study aims to uncover correlations and directional associations between these metrics, shedding light on their impact on VR performance. The findings reveal a significant correlation between FPS and latency, albeit in opposite directions. Higher FPS values are associated with reduced latency, indicating that a smoother visual experience is accompanied by shorter delays in the VR. Conversely, lower FPS values are linked to increased latency, suggesting a potential degradation in overall system responsiveness. Additionally, a strong correlation is observed between latency and batches processed. This finding implies that latency has a direct impact on the system's ability to efficiently process and render objects within VR. Furthermore, a positive correlation is identified between the number of batches and the values of tris and verts. This relationship suggests that higher batch counts are associated with larger quantities of triangles and vertices, reflecting a more complex scene rendering process. Consequently, the performance of VR may be influenced by the density and intricacy of the virtual environments, as indicated by these metrics.

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author
; ; and
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Batches, Frames per second, Latency, Virtual Reality, VR
in
Software - Practice and Experience
volume
54
issue
12
pages
13 pages
publisher
John Wiley & Sons Inc.
external identifiers
  • scopus:85195611443
ISSN
0038-0644
DOI
10.1002/spe.3356
language
English
LU publication?
no
id
eee54cf0-98af-4b8b-97df-2f91148d1d7b
date added to LUP
2025-06-05 21:19:19
date last changed
2025-06-12 10:44:47
@article{eee54cf0-98af-4b8b-97df-2f91148d1d7b,
  abstract     = {{<p>This manuscript investigates the relationships among various performance metrics in a virtual reality (VR), namely frames per second (FPS), latency, batches, and the number of triangles (tris) and vertices (verts). The study aims to uncover correlations and directional associations between these metrics, shedding light on their impact on VR performance. The findings reveal a significant correlation between FPS and latency, albeit in opposite directions. Higher FPS values are associated with reduced latency, indicating that a smoother visual experience is accompanied by shorter delays in the VR. Conversely, lower FPS values are linked to increased latency, suggesting a potential degradation in overall system responsiveness. Additionally, a strong correlation is observed between latency and batches processed. This finding implies that latency has a direct impact on the system's ability to efficiently process and render objects within VR. Furthermore, a positive correlation is identified between the number of batches and the values of tris and verts. This relationship suggests that higher batch counts are associated with larger quantities of triangles and vertices, reflecting a more complex scene rendering process. Consequently, the performance of VR may be influenced by the density and intricacy of the virtual environments, as indicated by these metrics.</p>}},
  author       = {{Geris, Ali and Cukurbasi, Baris and Kilinc, Murat and Teke, Orkun}},
  issn         = {{0038-0644}},
  keywords     = {{Batches; Frames per second; Latency; Virtual Reality; VR}},
  language     = {{eng}},
  month        = {{06}},
  number       = {{12}},
  pages        = {{2336--2348}},
  publisher    = {{John Wiley & Sons Inc.}},
  series       = {{Software - Practice and Experience}},
  title        = {{Balancing performance and comfort in virtual reality : a study of FPS, latency, and batch values}},
  url          = {{http://dx.doi.org/10.1002/spe.3356}},
  doi          = {{10.1002/spe.3356}},
  volume       = {{54}},
  year         = {{2024}},
}