
Neither WiFi nor USB have sufficient bandwidth to transfer the raw image to a VR headset, so compression is used.

Contrary to popular belief, this isn’t caused by the wireless transmission itself (in fact, Trinus even supports wired over USB)- it’s actually the compression. Of course, the problem with Trinus and all apps like it is that image quality and latency still don’t match using a real PC VR headset. While this increases battery life, it’s generally effective at smoothening out the experience and bringing it much close to a real PC VR headset. To keep perceived latency low and compensate for dropped frames in the transmission, Trinus incorporates its own asynchronous reprojection on the headset itself.

Trinus recommends using a direct connection to the PC
