Proposed: A Wired-First Strategy for PCVR
The Context
Constant problems with WiFi video streaming for vr in the stupid summer heat.
The Problem Statement
Implementing a wired-first strategy for PCVR headsets to mitigate connectivity issues.
Describe How Your Proposal Will Work with Code, Pseudo-Code, Mock-Ups, or Diagrams
- Check if the VR headset is connected via a wired connection.
- If wired, establish a wired connection.
- If not wired, fall back to a wireless connection.
The Benefits
- Stability: Wired connections are generally more stable than wireless ones.
- Performance: Reduced latency and higher data transfer rates.
- Reliability: Less interference compared to WiFi.
- Developer Iteration Times: Faster and more reliable connections can significantly reduce iteration times during development.
The Downsides
- Mobility: Limited movement due to the physical cable.
- Setup Complexity: Additional setup required for wiring.
- Cost: Potentially higher costs for longer or specialized cables.
The Road Not Taken
We’re unable to implement this strategy for motion trackers. However, some tracking technologies out of our price range can do passive marker ball tracking.
The Infrequent Use Case
In scenarios where mobility is crucial, such as large-scale VR experiences, a wireless connection might still be preferred despite its downsides.
In Core and Done by Us
This proposal will be implemented and maintained by the V-Sekai development team.
Status
Status: Proposed
Decision Makers
- V-Sekai development team
Further Reading
- V-Sekai · GitHub - Official GitHub account for the V-Sekai development community focusing on social VR functionality for the Godot Engine.
- V-Sekai/v-sekai-game - GitHub page for the V-Sekai open-source project, which brings social VR/VRSNS/metaverse components to the Godot Engine.
AI assistant Aria assisted with this article.