It's incumbent upon you to show your work first, before demanding somebody else do it first. And if really helps if your math and understanding of bandwidth and latency isn't wrong, and even more if you can show you have some actual first hand experience in the field, like developing and shipping a working product.

I don't think your numbers add up either, and you're wildly underestimating the difficulty and complexity of the problem. Which real time multi player VR simulations have you shipped?

I'm happy to show you my work, an application called "Pantomime" that I developed and shipped 7 years ago, which runs smoothly over local WiFi, but terribly over long haul internet. My work that I'm showing you taught me that merely 2mm translational resolution and 1/6 degree rotational resolution would totally ruin the physics simulation and sense of immersion and realism:

https://www.youtube.com/watch?v=NEeFdDluEJ8

https://apps.apple.com/nl/app/pantomime-bug-farm/id969738938

https://apps.apple.com/nl/app/reality-construction-kit/id151...

Representing user input and object rotations and positions as precise floating point numbers is absolutely necessary when there is a physics simulation involved (see "good VR" prerequisite #3 below, "graphically and physically realistic worlds").

The "Butterfly Effect" explains why slight differences in initial conditions (and especially the high frame and precision with which the iPad can measure real time human input gestures, which can be meaningfully gentle and nuanced, like carefully balancing a spinning coin on an iPad, or gently pushing over a stone monolith -- see 2:00 in the video I linked to above) will cascade into enormous differences in later state.

https://en.wikipedia.org/wiki/Butterfly_effect

The person giving the Pantomime demo is my colleague David Levitt, who used to work with Chuck Blanchard, Thomas Zimmerman, and Jaron Lanier at VPL, and whose definition of the three goals of "good" VR I've written about on HN before, over 8 years ago:

https://news.ycombinator.com/item?id=8023893

DonHopkins on July 12, 2014 | parent | context | favorite | on: What I mean when I say "I think VR is bad news"

Here are three goals for "good VR" from David Levitt, with whom I work at Pantomime Corporation, and who used to work on VR at VPL:

http://pantomimecorp.com/pantomime-technology/virtual-realit...

When Pantomime co-founder Levitt was a research scientist and product manager with VPL Research, the inventors of virtual reality, they had three prerequisites for a VR system:

1) a way to reach in, in 3D

2) shared reality — support for multiple users and viewpoints

3) graphically and physically realistic worlds

VPL offered a DataGlove to provide 3D input, while its flagship Reality Built for Two VR product offered networked multi-person worlds. Expensive graphics computers and custom hardware brought the full 1992 price to $500,000, which only a few huge corporations could afford.

When Dr. Levitt joined VPL, thanks to an amazing infrastructure by lead VPL engineer Chuck Blanchard, he added realistic gravity, collisions, and throwing a ball into the VR system for physical realism.

But two decades later, the public and technologists have become so impatient that the new systems calling themselves VR have punted even on the core original criteria.

Head-mounted systems like the Oculus Rift offer no way to reach in. In demos, visitors twiddle a 1980s style game joystick. And users don’t natively network — in an Oculus demonstration you don’t see the other users in the VR world — not even the other players sitting alongside you in the demo.

http://pantomimecorp.com/2014/06/10/facebook-vp-to-pantomime...

David Levitt: "I work in Virtual Reality, and everyone’s wondering what you can say about your acquisition of Oculus VR. In particular, I’ve had demos of it: I could look around but I couldn’t reach in. Do you have solutions for that that you can talk about?"

Jay Parikh: “You can’t interact with anything. These are big, hard problems … what you do with your hands, because you can’t do anything with your hands — or it’s hard to be using a controller when you can’t see your hands and you have the goggles on — these are problems we have to solve in a good and seamless way.”

More on the VPL DataGlove:

http://www.britannica.com/EBchecked/topic/630181/virtual-rea...

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