Basemark’s solution is the VRTrek library. Combined with a hardware sensor, their VRTrek Library SDK is coded in to the developer’s software pipeline so that an accurate latency reading is available for both the left and right eye perspective in virtual reality. It currently works with OLED displays running on VR HMDs and applicable smartphones. LCD testing is available upon request.
Coding a virtual reality game or software solution is complex enough, and getting the performance right is another can of worms that all developers need to contend with. A key performance factor for having a successful virtual reality experience is achieving a very low level of latency to help avoid motion sickness in VR. Complicating things further is the different VR hardware solutions and supportive performance equipment like graphics cards and CPUs can behave differently.