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New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

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Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#441

Earlier quoted context omitted.

But at the end of the day, the battery can still die. If your car battery dies, the car doesn't seize up and the brakes don't stop working. The power steering goes away and the power braking, so they're harder to press, but you can still get the job done. Having a curtain come over your eyes is an unacceptable solution.

Again, you can simply take them off. Perhaps scarier to contemplate is a future humanity that just couldn't cope with real, unfiltered pixels.

You’re driving 60 miles per hour. In traffic. You suddenly can’t see. How long can you be blind before a crash happens?

You’re in an in-danger state. That’s why I said “fail deadly”

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#442

Earlier quoted context omitted.

I wouldn't say terrible, just like I wouldn't say the gameboy advance had terrible resolution. Sure, it does now , but it'll certainly get better with time and it's hard for me to think that it's the primary issue with VR. I suppose it's the issue if your expectation of VR is resolution-sensitive. But good VR apps will just treat that as a limitation and factor it in. GBA apps of the time were pixel-art, and resoluti…

Perhaps it’s because I play games I expect to be more realistic in nature. When I complain about resolution I’m not talking about beat saber. I never really feel fully submerged in VR. I blame that on a few things: 1. Resolution. This is the big one for me. 2. Headset. The weight, fogging up (like you mentioned), the fact that I can still tell it’s there. 3. Sound (you mentioned part of this). Sound is important for…

Hm, I guess I'm just not looking for immersion. Like, sure, it'd be super cool to be fully immersed but it's not really my priority. And advance after advance probably won't actually get me there, short of a holodeck.

PS to help with fogging up, if it bothers you as much as it did me, i found that lightly heating the lenses with a blow dryer for like five seconds lets me play without fog for nearly an hour.

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#443
post #440

Earlier quoted context omitted.

Agreed. I am actually working on making an app that effectively does all of this natively, that is extremely customizable, for both Oculus and SteamVR systems. You may want to check out SeeingVRToolkit, which was made by Microsoft to make VR accessible to the visually impaired. Retinopsy Look VR utilizes this. See: https://github.com/microsoft/SeeingVRtoolkit With Retinopsy VR, reading dense and long material in VR i…

This was amazing to read thank you for taking the time to discuss all of these VR tools and how they are used. I have a friend in a similar situation who is getting an Oculus Quest 2 soon and this information will be very useful to them. Best of luck with the app development it sounds fantastic m

You are so welcome!

You have to read this article, which was written by somebody who is visually impaired. He explains why the experience of VR is so much better for people with visual impairments, in so many ways, compared to any other assistive technologies. He states why it is so much more helpful: https://www.alphr.com/virtual-reality/1008932/vr-vision-loss...

There is a visually impaired user who uses the Oculus Quest and Oculus Rift. It is the first person on this thread. You may want to investigate their posts: https://forums.oculusvr.com/community/discussion/86303/low-v...

Here are all of the big accessibility groups that I know of, for VR: https://udl.berkeley.edu/accessibility/xr-accessibility

There is also a very large (500+ person) VR accessibility group: https://www.meetup.com/a11yvr/

This is an accessibility design podcast for VR: https://xrforlearning.io/podcast/designing-accessibility-int...

This is the Microsoft SeeingVR website, with the open source code and YouTube video: https://www.microsoft.com/en-us/research/project/seeingvr/

I hope this helps. I have been looking into this recently, and I will need all of these resources for my project.

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#444
post #95

Bear in mind that the iPad was rumored to cost >$1000 but then launched at $499. On the other hand it might sense to launch this as a pro-workstation for the usual kinds of task: architects, designers and engineers being able to visualize and interact with models directly in space. If they can make that affordable and usable for pro designers at every level, (which $3500 clearly would be), they will have a hit. A con…

Having done a fair bit of AR/VR work in medical and industrial settings, I've always thought the 'killer app' of VR is not in gaming. It's this very weekend: The Super Bowl. Well, not the Super Bowl precisely, but in experiences like sports or other time/space limited events. Sitting ring-side for the next big match. Or at the 50-yard line at the Super Bowl. Or at the finish line of the 100-m dash. All for, I dunno,…

I wonder if the killer feature for AR/VR is as simple and unsexy as replacing my ridiculous array of massive monitors.

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#445
post #299

Earlier quoted context omitted.

> Humans are social creatures Yes, humans evolved to live in groups. However, we did not evolve to live in huge cities, surrounded by millions of people and tall concrete boxes. That would scare the soul out of our ancestors. My point is that we can't always judge the technology by what's "natural" to us. Brain is extremely flexible, and children who grew up with VR might just want to live in it, instead of the "real…

> Yes, humans evolved to live in groups. However, we did not evolve to live in huge cities, surrounded by millions of people and tall concrete boxes. That would scare the soul out of our ancestors. Well, it gets us to stress, depression, suicides, the loneliness epidemic, and other such day-to-day suffering today too (plus obesity, poor physique, etc). Living in a better environment, without the "huge cities, surroun…

Just curious - have you ever lived in a rural area? There's quite a lot of desperation, obesity, addiction, linking, etc. in rural areas too.

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#446
post #327

Earlier quoted context omitted.

Yeah, they should just put the cameras on the players' helmets.. (not sure if serious).

They could have tens or hundreds of cameras, and reconstruct what a virtual cameraman moving on the field with the action would record. I think such a virtual camera technically almost is possible. Getting a smoothly moving camera image that doesn’t get distracted by ball-like objects (e.g. a bald referee, as happened in soccer recently) and tunes zoom levels to show just enough action probably is the hardest part.

Intel did this for American Football but it looks like it needed some serious processing so maybe not possible LIVE yet.

Would probably also need some kind of remote GPU too like Google Stadia if you’re going to get any kind of real-life picture quality.

https://www.intel.co.uk/content/www/uk/en/sports/technology/...

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#447
post #225

Earlier quoted context omitted.

Isn't hololens2 significantly lower resolution? You can't really have a virtual workspace unless the resolution is incredibly high.

Hololens 2 is not a virtual reality headset. It's a wearable HUD and UI (since you can control it with hand gestures). It's an industrial inspections and automation tool - and for those use cases the users love it. For offerings in this space built around Hololens 2 see for example https://fieldtech.trimble.com/en/products/mixed-reality/trim... The virtual workspace for hololens is the physical world. The view area i…

Even better, IMHO based on anecdotal personal experience

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#448
post #9

I could see this as a virtual office, as some of the comments speculate. If I had a set of AR glasses that projected what appeared to be an 8K monitor on top of my dining room table, and integrated with my MacBook Pro for input / output, and that had batteries to last a workday, I’d pay $2K/$3K. Even more if it worked well at brightness levels I’d have in my backyard. Never mind gaming, mobile high-quality virtual of…

This is indeed the concept behind Lenovo’s forthcoming glasses: https://www.lenovo.com/us/en/thinkrealitya3

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#449

Earlier quoted context omitted.

Nobody does that and it's not possible due to GPU latency. Eyeballs rotate very fast, up to 1000°/s. Fovea has just under 1° of high resolution. You gonna need to render 1000 FPS with 1 frame of latency to catch up. GPUs can't do that. They evolved for decades optimizing for throughput at 60Hz, not latency at 1000Hz.

IIRC snappy eye movement makes us essentialy blind not only during the movement itself, but for a brief time after the eye settles also. Foveated rendering (where IR cameras look where pupils are looking, passing this info to PC and the frames rendering with high detail only in that spot) was already demonstrated to be working well and fast enough to not be noticable. It is not present in any consumer VR headset, and…

Would this enable me to look off to the edge of my headset and not have it be blurry? It's been rough training myself to turn my head and made me realize how much I rely on that ability for vision in general.

Re: New report on Apple’s VR headset: 8K in each eye, potential $3k price tag

#450
post #440

Earlier quoted context omitted.

This was amazing to read thank you for taking the time to discuss all of these VR tools and how they are used. I have a friend in a similar situation who is getting an Oculus Quest 2 soon and this information will be very useful to them. Best of luck with the app development it sounds fantastic m

You are so welcome! You have to read this article, which was written by somebody who is visually impaired. He explains why the experience of VR is so much better for people with visual impairments, in so many ways, compared to any other assistive technologies. He states why it is so much more helpful: https://www.alphr.com/virtual-reality/1008932/vr-vision-loss... There is a visually impaired user who uses the Oculus…

Those are terrific resources, thank you!
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