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Why does a dropped frame matter far more in VR than in a flat-screen game, and what does the compositor do to hide it?

6 min readUpdated 2026-08-15

Answer

Short answer

A headset draws to eyes that are still moving, so a late frame is presented in the wrong place for where the head now is; the world appears to slip, the vestibular and visual senses disagree, and the result is discomfort rather than a visual blemish.

Keep frame timing explicit in the answer because that is the concept the interviewer is actually trying to test.

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Likely follow-ups

  • How would you decide whether to render at half rate and let reprojection fill in, versus cutting resolution to hit full rate?
  • What visual artefacts appear when reprojection has to account for translation as well as rotation, and why?
  • How does late latching of the head pose reduce motion-to-photon latency without changing the render cost?
  • If your app hits its frame budget on average but misses one frame in fifty, what do you instrument to find the cause?

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