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VR Motion-to-Photon Latency & Simulator Sickness

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.