Latency depends on the number of devices using that radio spectrum. This includes your own devices but also your neighbours devices if their router is on the same channel as yours.
Wi-Fi 6 increases the number of devices that can talk simultaneously in addition to reducing the wait time for other devices.
Wi-Fi 6 improves latency in a more crowded environment.
The problem is to truly the benefits of this, everything needs to be on Wi-Fi6. Having Wi-Fi5 devices on the network can hamper the improvements 6 brings to some extent.
Which is the reason every device coming out now should really be on 6. Especially if this device has a lifespan of the next 7-10 years. This is the reason I think the Xbox should have come with Wi-Fi6.
I don’t think Wi-Fi6 will be used for VR. As you mentioned the bandwidth isn’t there. It needed to be WiGig for that which isn’t in the PS5.
VR will most likely use that USBC port.
Oculus Quest 2 doesn't support streaming. It's doing on-device processing. In order to connect it to the computer you need Oculus Link, an optic fiber cable that allows you to play at 5 meters at most.
There's also the non-official virtual desktop and ALVR apps but those exhibit a lot of compression artifacts when playing something fast like beat saber.
The VIVE wireless adapter uses WiGig which works on the 60GHz band which is fastest and less congested than the 5GHz wifi 6 band. It has a real world performance of about 5Gbps which is more than double the expected 2Gbps Wifi 6.
If PSVR2 is wireless it will use WiGig, not Wifi6
Yes, it's understood that all speeds listed are maximum speeds and real world usage tends to be at most half the speed and lower.
Wi-Fi 6 (802.11ax) (2019) supports 600 to 2401 Mbps (or 75 MB/sec to 300 MB/sec)
USB 3.1 (Rev 2 or Gen 2) supports 10 Gbps (or 1.25 GB/sec)
Yes, the USC-C port on the front, and the two USB ports on the back, support max speeds that are at least 4 times faster than Wi-Fi 6.
WiGig supports up to 8 Gbps (or 1 GB/sec)
Note, that even if they go the route of [VR headset] <-wireless-> [WiGig] <-wire-> [USB-C], some form of compression would still need to be used, if they are beaming(?) (as opposed to video codec streaming) a game at or above 2560x1440x90fps, as the bandwidth of that resolution exceeds even the maximum speed of the USB-C port.
(2560 x 1440 x 32 bits per pixel (RGBA) / 8 (bits per byte) x 90 frames per second: 1,327,104,000 bytes per second or ~1.3 GB/sec.
(3840x 2160 x 32 bits per pixel (RGBA) / 8 (bits per byte) x 90 frames per second: 2,985,984,000 bytes per second or ~3 GB/sec.
And the above does not even account for HDR, which would be higher by calculating at 40 bits per pixel.
I expect a resolution similar to the Oculus Quest 2. Nearer to 4K than 1440p.
Sony has the technology to stream games, as they do now with PS Now, and by doing it locally, they remove internet latency issues, the main problem with that tech.
My guess they will offer a
hybrid option, with the choice of plugging the headset into the USB-C port, which also supports power delivery, so everything can be done via one wire and a Wi-Fi 6 option allowing wireless VR play with probably 3 to 4 hours of gaming. It would allow plugging in the headset, when the battery gets low, and continue playing.
I think they can offer really good quality using H.264, and with the PS5 being able to encode the desktop/game at 4K at 90 fps 8/10 bits per pixel in real-time regardless of what the PS5 is doing is amazing compared to the PS4's lowly AVC1080p30. They can provide a much higher quality H.264 encode, as internet bandwidth issues do not have to be taken into account.
Sony will come out with something that should be very impressive. It will make VR more of an option for many people, and many games will have a VR option built in, as opposed to a specific VR edition being sold.
Interesting discussion.