Quoted from HighVoltage:Whenever I try these VR setups at shows, there's noticeable lag in flipper response. Even the new ones being sold by vendors have this problem. Has this been overcome on any platforms? Is it because these are using second-rate hardware? Is this still a problem with custom high-end systems?
They could install better GPUs and better 4k monitors with higher refresh rates (144hz), but they're very expensive. That could get the screen refresh a lot higher and make the game visually appear smoother. However, depending on the software there might be hard limits to how often the game can update the screen per second. Many video games tend to lock to 30 or 60 frames per second for performance and visual reasons. Some games do have higher caps like 90 or 120 FPS or even unlimited. No frame cap would then be able to get input lag down to 1/144 of a second (the software is running at the same rate that the monitor refreshes), which is a hair under 7 milliseconds. I think someone did some tests here before and found flipper input lag on a WPC to be around 2-4.5 ms