drag to steer

VR Motion-to-Photon Latency & Simulator Sickness (2D Panorama)

Step through a 2D cylindrical-panorama reprojection of a virtual classroom, seen from a simulated VR headset's point of view, and turn the exact knob that classroom-VR designers argue about most: motion-to-photon latency. The panorama is centred not on your head directly but on a delayed copy of it, read back from a real ring buffer at the millisecond offset you choose — the same mechanism a real headset's display pipeline introduces between sensor read and photon output. A draggable top-down compass lets you steer the true head yaw by hand, a scrolling strip chart plots true yaw, rendered yaw, mismatch and discomfort over time, and a sensory-conflict discomfort meter integrates the mismatch and angular velocity (scaled by field of view) into a running score — modelling why fast head turns under high latency and wide FOV are what actually make VR learners queasy, not slow ones.