Meta Quest: New algorithm makes VR games smoother

Meta is introducing FrameSync, an improved image synchronization technology for Meta Quest. It can eliminate stuttering and thus curb motion sickness.

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View of the inside of the Meta Quest 3S with lenses and face padding.

View of the lenses of the Meta Quest 3S.

(Image: Meta)

2 min. read

Meta has introduced a new frame timing algorithm for Horizon OS: FrameSync is intended to provide a smoother gaming experience with often higher frame rates and reduced latency between a head movement and its visible realization in virtual reality. Stuttering, low frame rates, and high latency are among the most common, but by no means the only triggers for VR-related discomfort, commonly known as motion sickness.

FrameSync replaces PhaseSync, the previous frame timing algorithm, which was introduced over five years ago for the Meta Quest 2. Developers can already try out the new algorithm with their apps; with the next operating system update, it will be automatically applied to all apps in the Horizon Store. Users should benefit from the innovation immediately.

A potential disadvantage of FrameSync is slightly higher CPU and GPU utilization, Meta writes. Depending on the application and duration of play, this could have a minor impact on battery life and temperature-related performance throttling of the device. For this reason, developers can manually disable FrameSync for their apps. However, according to Meta, most applications should benefit from the new technology overall.

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Frame timing algorithms like FrameSync and PhaseSync ensure that rendering, tracking, and image output are synchronized as precisely as possible in terms of time.

If the calculation of an image starts too early, it may be completed and output before the system can take the latest tracking data into account. This, in turn, can lead to a visible latency between a head movement and its display in the image. The function of FrameSync and PhaseSync is therefore to predict the right time for calculating an image and to delay it accordingly.

According to Meta, the old and new synchronization techniques differ in that FrameSync can predict the correct render timing of an image more robustly statistically.

This is also intended to prevent so-called “stale frames.” These are images that the system displays more than once because the next frame could not be calculated in time. For the player, this manifests as jerky movement. More accurate prediction is intended to make this phenomenon occur less frequently and increase the system's overall responsiveness.

(mho)

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This article was originally published in German. It was translated with technical assistance and editorially reviewed before publication.