VR and spatial-computing videos are easier to compare when you distinguish tracking, display geometry and interaction. A convincing sense of presence depends on a chain of measurements and updates, not only on a headset specification.
A simple viewpoint demo and a systems discussion
Lee’s Wii-remote head-tracking demonstration makes the relation between viewpoint and a displayed scene visible with a modest setup. Carmack’s technical talk moves toward the timing and integration problems of VR systems. Choose the demonstration for intuition; choose the talk if you already understand the basic display-and-tracking loop. Follow where time is spent between movement and the updated image.
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