NoMachine for Cloud VR

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    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.


    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.


    In the same way as a gaming specialized client such as [removed] but with the client machine connected to a VR headset.

    I never tested [removed] since so far I’m satisfied with NoMachine, reading [removed] declare 7ms latency added that for VR needs is too much, since what [removed] 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.


    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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