I've tried many 3D augmented reality games animations vs. all of them were based on this concept: your head is on one reference point, standing still, they only allow you to turn your head and look around, maybe arms and legs are included but you are not allowed to walk around or change your position. Right?
Is this because of the graphic processor has enough competing power to look around but not enough power to calculate depth perception when you also move? Because when you calculated, at least 120hz*1080*1080px*3(RGB)*8bits =3359232000 bits data transfer per second is required for monitoring in 1080p resolution with 120 Hz. When you are standing still, 3+ Giga ram may be enough to store calculated datas of other direction of views to cache but when you are moving it may not be enough right? Because your processor will has more like 3 Ghz clk speed and even in most RISC processors calculating new depth perception will require minimum 2-3 assembly instruction step so the processor chip would not be able to support such calculation because even if it achieves to calculate new perception per pixel in 2 steps it will decrease the speed of construction for whole pix lower to 1.5 GHz and the monitor will require minimum 3.3 GHz(I am not counting the dimming information of BLU or RGBs). So, is this the main issue for this or am I wrong and other concerns are included? If so, what are those?