Home › Per Carmack 'Latency Mitigation' + Oculus white …
Per Carmack 'Latency Mitigation' + Oculus white papers, LOW-PERSISTENCE display panels reduce which artifact?
AHeat dissipation from the GPU under load
BVertical scanline tearing on the display
CSubpixel aliasing of text under the lens
DMotion blur / smear during fast head turns
Answer & Solution
Correct answer: D. Motion blur / smear during fast head turns
Carmack 2013 + Abrash GDC: a full-persistence LCD smears pixels for the whole refresh. OLED low-persistence pulses for a few ms per frame to suppress smear.
Related questions
Per OpenXR + Apple visionOS docs, HAND TRACKING in modern XR systems typically outputs whiPer Oculus + Microsoft HoloLens docs, the difference between VR, AR, and MR per Milgram's Per OpenXR docs, ROOM-SCALE tracking with INSIDE-OUT vs OUTSIDE-IN cameras differs in whicPer OpenXR's COMPOSITION LAYER spec, UI elements rendered as a quad layer (vs blended intoPer Oculus docs (locomotion), TELEPORT vs SMOOTH locomotion in VR differ primarily in whicPer OpenXR docs, the standard VR rendering produces TWO images per frame for which reason?Per Oculus + Valve docs, FOVEATED rendering reduces GPU cost by which strategy?Per Khronos OpenXR + Oculus docs, ASYNCHRONOUS TIMEWARP (ATW) re-projects the latest rende