HomeEducation & Learning ToolsVR Motion-to-Photon Latency & Simulator Sickness

VR Motion-to-Photon Latency & Simulator Sickness

Interactive VR classroom simulator: dial in motion-to-photon latency and head-turn rate, watch the rendered view lag behind true head orientation, and track a live sensory-conflict discomfort score.

Education & Learning Tools3DModerate60 FPS📱 Mobile-adapted⇄ 2D version
vr-education ↗ Open standalone

Step into a virtual classroom rendered 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 scene's camera is driven not by your head directly but by 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 live compass compares true head yaw against the rendered yaw, and a sensory-conflict discomfort meter integrates the resulting mismatch and angular velocity into a running score, modelling why fast head turns under high latency are what actually make VR learners queasy, not slow ones.

⚙ Under the hood

Turn a virtual classroom's motion-to-photon latency, head-turn rate and field of view, watch the rendered headset view lag behind true head orientation via a real delayed ring buffer, and track a live sensory-conflict discomfort score.

virtual realitymotion-to-photon latencysimulator sicknessvestibulareducationthree.js

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

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