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The saga of Apple’s troubled mixed reality headset

arstechnica.com

161–170 of 201 posts

Re: The saga of Apple’s troubled mixed reality headset

#161
> an outward-facing screen on the front of the headset that showed images of the wearer's facial expressions and eyes to people around them

Quite a juicy tidbit, this is not something I had even contemplated as a possibility. I struggle to imagine how this will work without looking bizarre. And the effect on battery life of doubling the screens would have to be significant.

Re: The saga of Apple’s troubled mixed reality headset

#162

Earlier quoted context omitted.

But…why? Why would you persist with something that makes you sick even when the enthusiasts admit they use it once or twice a month?

Puking doesn't stop some people from drinking!

Unlike drinking, using a VR set won’t help you get laid.

Re: The saga of Apple’s troubled mixed reality headset

#163
post #92

I am eternally surprised that Boeing has not developed augmented reality headsets for its maintenance crew. Overlaying specs and instructions onto the components being serviced would be a godsend for productivity, compliance, and personal safety. Edit: ditto for automotive assembly/repair. Power plant maintenance. Basically all complicated engineering fields could make excellent use of AR.

I'll never be able to find a reference to it, but I distinctly remember AR goggles being used for aircraft maintenance 10-15 years ago, if not farther back than that. It's a very obvious application, and not a new one at all.

It cheers me to hear that. It’s such a natural high-value application. I’m surprised I haven’t seen articles about it in my geekspace.

Re: The saga of Apple’s troubled mixed reality headset

#164
post #30

Productivity is correlated with display size, and VR should be the next step in productivity, because it allows your whole space to become a display and an interface. When paired with powerful hardware and innovative software it should be the next step in computing. Therefore, VR should be a replacement for large displays in productive work, not a device that everyone is wearing outside or casually watching videos wi…

> Productivity is correlated with display size Where do you get this from? It seems to me if there was even a correlation, which I'm not sure, it would have more to do with resolution, since same resolution but bigger display doesn't actually show more information.

Seems like an intuitive correlation, but some of the most productive people I know use just a laptop with a small screen.

Re: The saga of Apple’s troubled mixed reality headset

#165
post #18

Earlier quoted context omitted.

What? A wearable display with a basic liquid crystal as well to control opacity can trivially do a normal rectangle too, anywhere you want. It's a complete superset of all current displays, that's the most basic use of it. Doing 3D stuff or whatever if anything strikes me as by far the least important, at least for quite a while after intro most of its use would be simple HUD or just using what we've got except where…

Wearable displays can do that but they were not designed to do that. Its called „augmented“ or „virtual“ REALITY for a reason. Focus is an issue in regard to legibility even if you dont use the 3d space. If you do you get even more issues with tracking, stabilizing, more focus issues as you generate defocus, filtering, occlusion limited fov and more. These devices are designed for rendering believable dinosaurs into…

I have no problem using the desktop display mode on my Oculus Quest 1, it's sharp enough that I can comfortably browse the web or use other apps. It's not as clear as my main physical display so I don't use it exclusively. The displays on the Quest 2 are better and many people use Virtual Desktop with their Quest. I'm expecting Cambria to be yet another notch above that and if it's good enough and if they've really nailed the comfort and weight I'm going to ditch my monitor and switch over to Cambria + Airlink to my desktop. My point is, we're already there and companies like Meta are already targeting these devices as display killers and the next iteration of productivity platforms.

Re: The saga of Apple’s troubled mixed reality headset

#166
post #132

Earlier quoted context omitted.

I've owned three VR headsets over the years, and used all of them wearing my glasses.

The working assumption with AR wearables however is that, for a variety of reasons, they're going to have to look and feel a lot more like a pair of eyeglasses or sunglasses than a VR headset.

You can get prescription lenses for VR headsets, I see no reason why you wouldn't be able to do the same for AR headsets. AR is most likely going to be done via passthrough anyways so it's not like the lenses have to be some kind of special integrated device, just a lens that can be whatever prescription you need.

Re: The saga of Apple’s troubled mixed reality headset

#167
post #134

Earlier quoted context omitted.

Sorry, those people aren't enthusiasts. There are people that spend 8 hours a day in VR. Hell, there are a lot of people that fall asleep in VR.

Man, if it really was that amazing, you'd see it in the numbers. Facebook acquired Oculus in 2014. Its still a rounding error in terms of revenue in their annual reports. Personally, I just felt it was gimmicky - try it once or twice for curiosity's sake, then forget about it. Nothing on VR enthusiasts - I'm sure you have reasons to love it. But as a piece of tech, unless there are drastic improvements, I just don't…

There have been steady improvements but it is still very early on in the development of the technology. Michael Abrash gave a talk at OC6[0] that centered around the idea that we are currently somewhere around the 1980s level when compared to the development of the PC. This is very much the beginning of the next major platform, comparatively few people have these systems and fewer still use them for more than just fun or basic utility. There is a fledgling social scene but it is still very underground to the point where most people have never heard of it. I'll fully admit there's a long way to go before it really breaks out but it's not going away. I'm diving into it now because it feels like this is the next wave and I'd rather ride it than just wait for it to wash over me.

[0] https://www.youtube.com/watch?v=7YIGT13bdXw

Re: The saga of Apple’s troubled mixed reality headset

#168
post #134

Earlier quoted context omitted.

Sorry, those people aren't enthusiasts. There are people that spend 8 hours a day in VR. Hell, there are a lot of people that fall asleep in VR.

Huh? I only know one person who used bis VR set extensively like for 2-3 month and then falled back to play egoshooters. 'a lot of people' != Not market relevant

That's cool but try jumping in to Pavlov or VRChat on a Friday night and then tell me there isn't a thriving community. It's not mainstream but it definitely isn't dead.

Re: The saga of Apple’s troubled mixed reality headset

#169
post #143
post #114

Earlier quoted context omitted.

As someone who has been getting into CAD lately and has several years of experience working on 3D models in Blender, I would very much prefer to be able to walk around the model and make adjustments here and there rather than using keyboard shortcuts and the mouse. More display space in VR should have an emphasis on "space" rather than "display". If we're talking about programming instead, an intuitive way to switch…

>I'd also invest in learning how to use a one handed, portable chording keyboard, it'll probably be useful. We might end up with a phone as the go-to XR keyboard. Would be pretty funny if that evolves into everyone wearing AR glasses with a 90s Nokia sized blackberry keyboard in their pocket.

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Re: The saga of Apple’s troubled mixed reality headset

#170
post #94
post #85

Earlier quoted context omitted.

You sit with your eyes closer than half the width of your screen? That is either a HUGE screen and/or you sit with eyes less than 14" away, which is at least novel? Of course you need two of those screens to fill your field of view, unless you have a square screen that goes below your desk, but I'm sure that's available somewhere.

I’m near-sighted, and checking now it’s really more like 90-100° horizontally, but moving my eyes outside of that range without moving my head is actually not comfortable. My subjective impression is that the nonperipheral visual field isn’t square. I would find 3:2 displays optimal, or maybe rather 16:11. While a 16:9 or 16:10 display could be extended vertically to fill more of the visual field, that extended porti…

Eyes (lenses/retina) are spherical with roughly (slightly more than) 100deg field of view each and a little more than 20deg left/right overlap at the nose. That gives a total range of almost 180deg horizontal-yaw and 100deg vertical-pitch. You don't even notice most eye motion... if you did then every time you moved 2.5deg you'ld think about it. Apparent field of view is made up of many saccades that allow your much higher high resolution fovea to cover the interesting parts as it moves/scans/jumps around. By the time you're +/- 10deg from center, you've lost 5x in resolution.

If you're like most people and the horizontal field is close to max, you'll do better stacking monitors than putting them side/side. Inter pupillary distance is a bit over 2in (~65mm), but that's usually small compared to screen distance, which is why I say roughly square (~16:14).

https://en.wikipedia.org/wiki/Fovea_centralis

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