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.
Meta Quest Pro – Bad AR Passthrough
41–50 of 216 posts
Re: Meta Quest Pro – Bad AR Passthrough
#42A new VR arcade opened up in my area and I visited with my son. They were using HTC Vive headsets, which retail for $1,000+. It’s the first time I really used VR, especially in a couch coop mode setup. The following struck me: (1) There is no killer, must have game for VR. Beat Saber seems to be the most popular and mainstream game but not nearly engaging enough to convince the mass market to buy one or more VR heads…
I can't really speak to what Meta's doing, but as somebody who pre-ordered a Vive at launch and has had some of my most compelling gaming experiences ever in VR, I think you should recognize that you aren't really in the target market for higher-end VR gaming. The absolute size of that market is certainly a concern for the continued development of VR tech, but so far it seems to be doing alright as a relatively niche gaming sector (see: the Valve Index).
> somehow bring down the cost so two headsets cost about as much as a current generation console
You can get an Oculus Quest 2 for $400 + tax.
Re: Meta Quest Pro – Bad AR Passthrough
#43A new VR arcade opened up in my area and I visited with my son. They were using HTC Vive headsets, which retail for $1,000+. It’s the first time I really used VR, especially in a couch coop mode setup. The following struck me: (1) There is no killer, must have game for VR. Beat Saber seems to be the most popular and mainstream game but not nearly engaging enough to convince the mass market to buy one or more VR heads…
It's so good that it ruined VR for me entirely. I can't play any other VR games, they all just feel like tech demos or shoddy old Unity asset flips.
It's scary good and immersive. Try it, it will blow you away.
Re: Meta Quest Pro – Bad AR Passthrough
#44The tear and color lag on this picture of a moving chart is damning: https://i0.wp.com/kguttag.com/wp-content/uploads/2023/01/MQP...
As is this quote:
> I also ran a small experiment where I sent a camera flash off in a dimly lit room and measured the delay with light sensors using one sensor to trigger an oscilloscope’s capture and the second light sensor to capture the display response. It typically took a little over four 90Hz frame times (~40 to 50ms) for the flash to show up on the image.Re: Meta Quest Pro – Bad AR Passthrough
#45I am fairly confused by the low res cameras used in the QPro. I have to assume Meta were just heavily constrained by the need for them to do double duty as tracking cameras and pass through cameras, so higher quality cameras just weren't available. But why only a single color pass through camera? This really doesn't make much sense other than if you allow that the processor on the Quest Pro is so limited that even if it had both feeds it probably couldn't process them.
I think it's actually great news that there is so much optimization left to do. Seems like they should be able to improve it a lot over time, and in the meantime it's pretty adequate to enable exploration of some unique experiences.
edit: VR => MR
Re: Meta Quest Pro – Bad AR Passthrough
#46On 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…
Not sure where you heard that, the Quest Pro absolutely offers a massive upgrade in the viewing experience, specifically for the case of virtual monitors. It's mostly in the lenses but it's an absolutely huge difference.
Re: Meta Quest Pro – Bad AR Passthrough
#47A new VR arcade opened up in my area and I visited with my son. They were using HTC Vive headsets, which retail for $1,000+. It’s the first time I really used VR, especially in a couch coop mode setup. The following struck me: (1) There is no killer, must have game for VR. Beat Saber seems to be the most popular and mainstream game but not nearly engaging enough to convince the mass market to buy one or more VR heads…
Re: Meta Quest Pro – Bad AR Passthrough
#48Re: Meta Quest Pro – Bad AR Passthrough
#49A new VR arcade opened up in my area and I visited with my son. They were using HTC Vive headsets, which retail for $1,000+. It’s the first time I really used VR, especially in a couch coop mode setup. The following struck me: (1) There is no killer, must have game for VR. Beat Saber seems to be the most popular and mainstream game but not nearly engaging enough to convince the mass market to buy one or more VR heads…
Re: Meta Quest Pro – Bad AR Passthrough
#50If we take 60 pixels per degree as the Apple "Retina" standard, and if we assume that the field of view of the Apple VR device is ideal (120 degrees), then we would need a horizontal resolution of ~7k to match my setup at the "Retina" standard. If you compromise a bit on FOV, you can squeeze it down to 6k, which is within the reach of "today's" current display technology [2].
The Apple VR device is rumored to be powered by some custom silicon with foveated rendering optimizations (render only what you are looking at with the highest resolution) and is maxing out an M2 class GPU with unknown # of GPU cores on the device per The Information article. A doubling of GPU performance may get us to the 6K display per eye, optimistically the v2 of the Apple VR device?
[1] https://www.theinformation.com/articles/inside-the-tech-powe... [2] https://www.roadtovr.com/pimax-reality-12k-qled-announcement...