Virtual reality changes the rules of rendering.
What feels acceptable on a monitor can become uncomfortable
or unusable inside a headset.

VR simulators operate under real-time constraints
that leave very little room for error.


Short answer

VR headsets require strict real-time rendering.
Frames must be delivered on time, every time.
In simulation, consistency and timing matter more than raw frame rate.


What “real-time” actually means in VR

Real-time rendering means the system must respond
within a fixed time window for every frame.

If a frame arrives late, it cannot be used.
It must be dropped, reprojected, or replaced.

In VR, missed deadlines are immediately noticeable.


Frame deadlines and refresh rates

VR headsets operate at fixed refresh rates.
Each refresh rate defines a strict frame deadline.

For example:

  • 90 Hz allows about 11 milliseconds per frame
  • 120 Hz allows about 8 milliseconds per frame

Every stage of the pipeline must fit within that window.


Why VR is less forgiving than displays

On a monitor, a late frame causes stutter.
In VR, a late frame causes discomfort.

VR is sensitive to:

  • Frame timing variation
  • Input-to-photon latency
  • Synchronization errors

The human vestibular system notices inconsistencies immediately.


Stereo rendering and doubled workload

VR requires rendering two views simultaneously,
one for each eye.

This doubles:

  • Rendering workload
  • Geometry processing
  • Memory bandwidth usage

Even powerful GPUs can struggle
if frame delivery is not carefully managed.


The CPU’s role in VR simulation

VR simulators place heavy demands on the CPU.
Physics, tracking data, and synchronization
must be processed before each frame is rendered.

CPU delays directly affect:

  • Frame timing
  • Tracking accuracy
  • Overall comfort

High GPU performance cannot compensate for CPU timing issues.


Reprojection and its limits

Many VR systems use reprojection techniques
to mask missed frames.

While useful, reprojection:

  • Does not replace true frame delivery
  • Introduces artifacts
  • Can reduce realism in simulation

Stable real-time rendering remains the goal.


The VR latency chain

VR latency accumulates across multiple stages.

A simplified chain includes:

  • Head and controller tracking
  • CPU simulation and physics
  • GPU rendering
  • Display scan-out

Every delay reduces responsiveness and comfort.


Thermal behavior under VR load

VR workloads are sustained and demanding.
As temperatures rise, clocks may fluctuate.

In VR, even small clock changes
can cause missed frame deadlines.

Thermal stability is critical.


Why gaming performance metrics don’t apply

Average FPS and peak FPS
do not describe VR performance accurately.

VR performance is defined by:

  • Missed frame rate
  • Frame-time variance
  • Latency consistency

These metrics are rarely highlighted in gaming benchmarks.


What VR simulator systems should optimize for

VR simulator PCs must prioritize timing above all else.

Key priorities include:

  • Stable frame delivery within fixed deadlines
  • Low and consistent input latency
  • Balanced CPU and GPU performance
  • Thermal equilibrium under sustained load

Final thought

VR does not reward peak performance.
It rewards precision.

In simulation, the best VR experience
comes from systems that meet every deadline,
not just the fast ones.

Simulator Platforms We Support

RBS systems are designed for the most common simulator platforms used today.

Golf simulators

TrackMan · Uneekor · Foresight

Racing simulators

iRacing · Assetto Corsa · rFactor

Flight simulators

MSFS · X-Plane · Prepar3D