Meta is replacing its legacy PhaseSync timing with a new "FrameSync" algorithm in the latest Horizon OS builds. Unlike mode-based PhaseSync, FrameSync uses a statistical prediction model to analyze historical frame data, resulting in significantly more consistent frame pacing.
The trade-off is a slight increase in thermal load, but the payoff is a measurable drop in motion-to-photon latency for high-intensity spatial applications—critical for reducing VR sickness in enterprise and gaming use cases.
FrameSync likely ingests frame GPU/CPU render times, submission timestamps, and display refresh data into a lightweight LSTM or Kalman filter running at kernel level. The model predicts the optimal frame submission deadline to minimize late frames. This is similar to what Valve does with SteamVR's timing optimization, but now baked into Horizon OS at the OS level.
Watch for this rolling out to Quest 3, Quest 3S, and Pro in the coming weeks. Enterprise customers will see the most immediate impact—industrial training apps will report lower sickness rates and faster user adaptation.