I've been messing around with Nvidia's CloudXR lately, hosted on Google Cloud Platform. The theory of it is pretty simple: suppose you already have a VR headset, but your PC may not be up to task of actually playing VR titles for whatever reason. In that case, you could leverage the power of "Cloud computing;" therefore, rather than relying on your weaker PC, you could stream gameplay from a more powerful computer somewhere else.
All told, I was expecting the latency to be pretty terrible, especially after seeing the fumbled launch of Google's game streaming platform Stadia. Much to my surprise, however, the latency was near imperceptible. It's honestly pretty much realtime with the only real contributing factor to latency being the ping time itself. In my case, the server I'm connecting to has a ping of about 40ms. Considering the streaming is realtime, I would have to assume that the overhead in streaming latency is very minimal, probably meaning the total latency is less than or around 100ms.
Also, it bears mentioning, however, that CloudXR is still in development, but for a project still in development it certainly shows remarkable potential. To that end, however, some things have been a little quirky. I tried connecting via the Windows CloudXR client while using an Oculus Quest 2, which SteamVR on my PC correctly identified as being an Oculus Quest 2 and served the appropriate controllers. On server end, however, for some reason it didn't detect that I was using Oculus controllers and instead served me the default Vive controllers which are not fully mapped. The only control that was mapped were the triggers, which is less than optimal to say the least. While connecting via the same method, I also tried two games. The first I tried was VRChat. SteamVR would launch as would VRChat, however, something strange would happen: SteamVR would run into a "Critical Error" and then suddenly crash before VRChat had fully launched. Despite SteamVR crashing (which would subsequently disconnect the CloudXR client, since CloudXR uses SteamVR for operation), VRChat would continue launching just fine when viewed from VNC... I'm not really sure if that means that there's some sort of bug with SteamVR itself or CloudXR or perhaps if there's some issue with VRChat that makes all this happen. At any rate, I also tried launching Museum of Other Realities, which did in fact launch correctly, however, the aforementioned problem of having Vive controllers prePost too long. Click here to view the full text.