Futuremarks VRMark utility is being developed for release in 2016, but not all of it will be released to the public. You can break VRMark down into several different parts, and your access to the various levels will depend very much on what you do for a living. The reason for this is that much of the testing for VR is actually done with extra equipment.
Take latency for example. In a virtual reality situation, there are a number of different actions that would have latency. Futuremark said VRMark is able to measure four different latency events:
Time from physical event to API event (Step 1 to Step 2)
Time from API event to draw call (Step 2 to Step 3)
Time from draw call to image on display (Step 3 to Step 4)
Total latency (time from Step 1 to Step 4)
The first step, the physical movement, cant be measured accurately without a device that can consistently perform the same action and do it on command. This sort of test will therefore be limited to hardware manufacturers and other groups that have access to this kind of specialized equipment and a laboratory environment. Step 2, the time from API event to draw call, is measured by software as part of the latency test. It does not require extra hardware.
The test that Toms Hardware has been privy to is the third step: time from draw call to image on display. Futuremark said this test wont be available to the general public either, because it also requires some specialized equipment to perform. It will be accessible to members of the press for VR headset reviews, though.
Weve been asked to not show the hardware that was sent to us and to avoid describing it in detail because it is still subject to changes, but what I can tell you is that it involves an external sensor that takes tens of thousands of samples per second to detect when the display draws the image. It then compares that result against when the benchmark initiated the draw call. This test gives us three results measured in milliseconds: Photon Latency, Photon Persistence and Total Latency.
Photon Latency is the time it takes for the screen to react to a draw call. Photon Persistence, also known as ghosting, is the time it takes for the screen to transition from light to dark. VRMark also measures the total latency, which is the time from the physical event to when the image displays on screen.
Although Futuremark supplied the experimental hardware and early VRMark build, we were on our own to get a headset for testing. For this reason, we are currently limited to one headset for the benchmark: an Oculus Rift DK2.