NoMachine for Cloud VR

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  • #24855
    Avatardavide445
    Participant

    Using NoMachine working remotely on my workstation for 3D realtime work, and is working fine for my needs. It’s not always fluid but reasonable for working on a screen.

    Now thinking about VR usage, I was wondering how much does NoMachine add in term of extra latency on the client side.

    #24882
    AvatarBritgirl
    Keymaster

    Now thinking about VR usage

    Can you tell us a bit more how you are thinking of using it? It’s not clear to me how NoMachine could be a fit if I understand correctly what you are referring to.

    #24884
    Avatardavide445
    Participant

    In the same way as a gaming specialized client such as Parsec, but with the client machine connected to a VR headset.

    I never tested Parsec since so far I’m satisfied with NoMachine, reading Parsec declare 7ms latency added that for VR needs is too much, since what Parsec is declaring seems to me is all also available in NoMachine (efficient hw video encoding and decoding, UDP slim protocol, etc), I want to understand more about NoMachine before searching for alternatives.

    To be honest I’m not sure will be really feasible in term of latency (a VR headset does refresh every 11ms in the most slow case, a optic fiber connection we have in the office will add by himself a 4ms latency, before all the other latency sources), but the potential advantages worth a bit of analysis.

    #24931
    Avatarfra81
    Moderator

    Hi davide445,

    it’s hard to provide any exact figure without a specific investigation. I can confirm that latency generally is in the order of few milliseconds, but as you can imagine it can depend on many factors, like the hardware, the availability of a hardware decoder, the frame resolution, etc. I think the best way is trying it out…

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