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==Simulations== In simulation applications, latency refers to the time delay, often measured in [[millisecond]]s, between initial input and output clearly discernible to the simulator trainee or simulator subject. Latency is sometimes also called ''transport delay''. Some authorities{{who|date=February 2020}} distinguish between latency and transport delay by using the term ''latency'' in the sense of the extra time delay of a system over and above the reaction time of the vehicle being simulated, but this requires detailed knowledge of the [[vehicle dynamics]] and can be controversial. In simulators with both visual and motion systems, it is particularly important that the latency of the motion system not be greater than of the visual system, or symptoms of [[simulator sickness]] may result. This is because, in the real world, motion cues are those of acceleration and are quickly transmitted to the brain, typically in less than 50 milliseconds; this is followed some milliseconds later by a perception of change in the visual scene. The visual scene change is essentially one of change of perspective or displacement of objects such as the horizon, which takes some time to build up to discernible amounts after the initial acceleration which caused the displacement. A simulator should, therefore, reflect the real-world situation by ensuring that the motion latency is equal to or less than that of the visual system and not the other way round.
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