Analysis of latency reduction and performance improvement methods in selected VR applications
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Issue Vol. 38 (2026)
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Analysis of latency reduction and performance improvement methods in selected VR applications
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Abstract
The aim of the work was to study the impact of two chosen optimization methods on the performance of selected VR applications. Four versions of two Unity applications have been tested, differing by the rendering mode used and the use of multithreaded rendering, and their performance metrics have been compared. Testing was performed using the Meta Quest Pro VR headset. The best overall metrics have been observed for the configuration combining multithreaded rendering with multipass rendering, which achieved a frame rate higher by over 5 frames per second compared to other configurations for one of the applications, and the lowest application GPU time for both applications. However, the use of multiview rendering led to a reduction in average CPU utilization of 6.83 to 9.32 percentage points.
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References
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