The original Oculus Rift prototypes used a sensor that was readily available on the market, but ultimately we decided to develop our own sensor hardware to achieve an optimal experience. With the new Oculus VR sensor, we support sampling rates up to 1000hz, which minimizes the time between the player’s head movement and the game engine receiving the sensor data to roughly 2 milliseconds. The increased sampling rates also reduce orientation error by providing a denser dataset to integrate over, making the player’s real-world movements more in-sync with the game.
9-axis motion detect with low latency (1 ms), wireless communication
9-axis motion detect, with low latency (1 ms) wireless communication
The article mentions nothing of 1ms latency head tracking... it does mention the wireless communication latency being 1ms, however. This is a very important distinction as the latency of head tracking is what the Occulus Rift has appeared to have put the most effort into via their custom 3-way merged sensor chip.
Oh and I do love the saying "correlation is not causation" often said here, which is where crackpot anti-logic spills over into the
The actual saying goes "Correlation does not denote causation", which I hope you agree, makes more sense.
"All the people are so happy now, their heads are caving in. I'm glad they are a snowman with protective rubber skin" -- They Might Be Giants