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Meta Quest Pro – Bad AR Passthrough

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Re: Meta Quest Pro – Bad AR Passthrough

#11
post #6

The passthrough isn't supposed to be able to read an eye chart. The actual displayed screens look very good though.

You're not supposed to be able to see well through the device?

I thought the purpose was to maintain awareness of surroundings while using the headset which it accomplishes. Not pass an eye test.

It's bad at doing a thing that's window dressing.

Re: Meta Quest Pro – Bad AR Passthrough

#12
I don’t think people fully grasp how much power and compute it takes to record and process video (me included). let me know how long that canon r5 can record for continuously, and how many batteries it’ll go through for that recording time. It wasn’t that long ago that it was taxing for desktop computers to play a 4k video file.

Re: Meta Quest Pro – Bad AR Passthrough

#13
post #6

Earlier quoted context omitted.

You're not supposed to be able to see well through the device?

Well, I'm sure in future versions it will be a lot better. But my experience with my Meta Quest Pro is that it's more for getting a vague idea of your surroundings than just interacting with them. For me, the only time I've seen it pop up is when I step out of my "zone". Rather than just flashing red, I get a vague understanding of where I'm standing and who's nearby. I've never had a problem with it at all, even tho…

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Re: Meta Quest Pro – Bad AR Passthrough

#14

The passthrough isn't supposed to be able to read an eye chart. The actual displayed screens look very good though.

Do you have a citation for Meta saying something like that?

The article implies they’ve been hyping up AR (which matches my tiny knowledge of the product) and that seems useless if the Reality part of AR is blurry.

Re: Meta Quest Pro – Bad AR Passthrough

#15

The passthrough isn't supposed to be able to read an eye chart. The actual displayed screens look very good though.

Right under the price on this page https://www.meta.com/quest/quest-pro/ the first feature is AR / passthrough. In fact, most of the page is dedicated to things other than gaming.

> With breakthrough high resolution mixed reality you can engage effortlessly with the virtual world while maintaining presence in your physical space in hi-def color.

Re: Meta Quest Pro – Bad AR Passthrough

#16
The primary use case for passthrough is not AR, it was not intended to be projecting stuff over room interior, and as such, it's crap at a thing that it is explicitely not optimized for.

The primary use case for passthrough is bringing stuff into VR, specifically your hands (when used in hand tracking mode), and your keyboard. Your monitor is projected into VR by being hooked to your headset. Any other function's utility has been traded off for these purposes.

Re: Meta Quest Pro – Bad AR Passthrough

#17
post #12

I don’t think people fully grasp how much power and compute it takes to record and process video (me included). let me know how long that canon r5 can record for continuously, and how many batteries it’ll go through for that recording time. It wasn’t that long ago that it was taxing for desktop computers to play a 4k video file.

Still doesn't make it good.

Re: Meta Quest Pro – Bad AR Passthrough

#18

On mobile, so I can’t properly view/appreciate the detail-shots, but this is exactly the kind of post I’ve been waiting to see written covering the Quest Pro. I tried the Quest 2 last year mostly out of curiosity for the use cases that Meta themselves would go on to push as the primary focuses of the Quest Pro; VR productivity and virtual monitors. I was left drastically underwhelmed at the time with the resolution a…

If you’re interested in virtual monitors, and willing to be a bit ahem bleeding edge, try the NReal Air. They’re no replacement for a high quality 34” curved monitor but come kinda close to a nice 25” 1080p monitor IME. They suffer the same issues as other VR solutions (focusing on fine text can be hard, it shakes on your head, etc). But unlike the Quest, you can set it to “Aircast” mode which basically replaces an V…

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Re: Meta Quest Pro – Bad AR Passthrough

#19
post #16

The primary use case for passthrough is not AR, it was not intended to be projecting stuff over room interior, and as such, it's crap at a thing that it is explicitely not optimized for. The primary use case for passthrough is bringing stuff into VR, specifically your hands (when used in hand tracking mode), and your keyboard. Your monitor is projected into VR by being hooked to your headset. Any other function's uti…

The author's point is that it's crap at a thing it's explicitly marketed as being good at.

Re: Meta Quest Pro – Bad AR Passthrough

#20
As a Quest2 user the passthrough view is only usable to find back the controllers and clear my surroundings, so I genuinely wondered how much better it got on the Pro with all the “project a secondary display” push.

From these results, it looks like you’ll still be SOL if you forgot which key on your keyboard has the backtick, or try to quickly glance at your phone, or check your room’s air quality or temperature to adjust as needed.

From the pictures it still looks twice nicer than the Quest2, but we’re so far away from something actually workable.

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