Virtual reality presents an interactive simulated environment whose sensory output responds to a user's actions and viewpoint. A head-mounted display commonly renders a separate view for each eye and tracks head pose. For a rigid world point , the current view transform maps into eye coordinates before perspective projection; updating that transform as the head moves makes stationary simulated objects appear fixed in the surrounding space.
The latency between movement and the corresponding displayed view matters: stale head pose makes the scene appear to lag behind the observer. Tracking, rendering, display timing and input handling therefore form one feedback loop. A simple experiment is to turn the head while viewing a virtual grid: incorrect orientation updates make the grid move with the head instead of remaining anchored. WebXR exposes per-frame viewer poses and eye views through explicit reference spaces, illustrating how a graphics application connects simulated geometry to tracked physical motion.[ref]
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