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Getting the lowest possible latency in VR requires an end-to-end understanding of everything that’s going to happen in the system -- if latency in the pipeline causes the virtual world to lag behind the player, the result is a bad experience. If, however, latency can be anticipated, the VR experience doesn’t have to lag at all -- instead, the VR Runtime can compensate, mitigating specific artifacts that make such small amounts of latency so obvious to our senses.
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Oculus Link
Goal: How can we optimize the Oculus Link so that the latency of does not impact the user experience of the product
Participants: Confidential due to NDA
Time frame: Confidential due to NDA
Methodology: In anticipation of the potential latency from Oculus Link, we ran a controlled test with varying amounts of latency at different intervals to see what was perceptible to the users.
Skills utilized: Usability testing, 1:1 interviews, note-taking
My role: I ran 1:1 usability interviews on participants while taking observational notes and probing participants for insight on their experience with the controlled latency.