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Meta Quest Pro – Bad AR Passthrough

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Re: Meta Quest Pro – Bad AR Passthrough

#81
post #79

I’m not a AR/VR bull but I think Apple’s position is extremely underestimated. It’s almost like every Apple product has been developed and refined for the future AR/VR moment. Custom silicon. Fast camera HDR. LiDAR. People/scene/room/boundary detection. AirPod Max fit and finish. Spatial audio. 50 other things… All in the service of AR/VR.

I personally think Apple is very capable. The issue is they'll build a good enough VR then put it within their walled garden.

Re: Meta Quest Pro – Bad AR Passthrough

#82
post #45

The author persistently conflates AR and MR throughout the posting, evaluating the Quest Pro as an AR device but the concluding at the end it's a terrible "MR" device because it failed at their AR tests. It seems to suggest they really think these terms are synonymous but they aren't. While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the…

> While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the real world and allow you to interact with those.

Would you mind giving user-facing examples to illustrate the difference? As in something you consider AR but not MR and vice-versa.

I've googled a bit but I don't understand the distinction between "enable display and interaction with the real world but with [virtual] augmentations" and "bring virtual objects into the real world and allow you to interact with them". As someone with little AR/VR/MR experience these sound like two ways of phrasing the same thing. Thanks!

Re: Meta Quest Pro – Bad AR Passthrough

#83
post #79

I’m not a AR/VR bull but I think Apple’s position is extremely underestimated. It’s almost like every Apple product has been developed and refined for the future AR/VR moment. Custom silicon. Fast camera HDR. LiDAR. People/scene/room/boundary detection. AirPod Max fit and finish. Spatial audio. 50 other things… All in the service of AR/VR.

Yeah, when I look at the processing stuff they're doing on passthrough on AirPods, they are 100% much deeper on AR than most people think.

Re: Meta Quest Pro – Bad AR Passthrough

#84
post #79

I’m not a AR/VR bull but I think Apple’s position is extremely underestimated. It’s almost like every Apple product has been developed and refined for the future AR/VR moment. Custom silicon. Fast camera HDR. LiDAR. People/scene/room/boundary detection. AirPod Max fit and finish. Spatial audio. 50 other things… All in the service of AR/VR.

Dedicated Neural Processors on iPhones. Constant focus on improving battery life with awesome performance. Wearables that work best when using the iPhone as the main hub.

Apple is absolutely gearing up to dominate AR by having a sleek set of glasses that use your iPhone for the graphics rendering. And they'll succeed.

Re: Meta Quest Pro – Bad AR Passthrough

#85
post #79

I’m not a AR/VR bull but I think Apple’s position is extremely underestimated. It’s almost like every Apple product has been developed and refined for the future AR/VR moment. Custom silicon. Fast camera HDR. LiDAR. People/scene/room/boundary detection. AirPod Max fit and finish. Spatial audio. 50 other things… All in the service of AR/VR.

[deleted]

Re: Meta Quest Pro – Bad AR Passthrough

#86

A 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…

> And note I’ve had this “wow” experience playing PS4 games on a higher end TV that supports HDR.

I recently installed Skyrim SE and played it a bit on my new 4k HDR OLED. Then I wandered off and installed the Skyrim VR on my gaming PC.

As you say - The 4k HDR remaster is "WOW!". The VR version is more, "Neat."

And this is a game where people - rightfully - talk about wanting to live in the game.

Re: Meta Quest Pro – Bad AR Passthrough

#87

Earlier quoted context omitted.

a) 10 million Quest 2 devices have been sold. There is already a market. b) Business market is already a large adopter of VR devices e.g. for training, warehouses, architecture/car etc demos etc. Meta is big enough to tackle both markets at once. And Quest Pro helps to validate newer technologies that will trickle down into their cheaper models. c) Motion sickness is better on newer devices and from research videos M…

My employer could send me one. I wouldn't use it. I don't want to be virtually present in meetings. I've left the office and can multitask now (eg do household chores, go for walks). I'm not going back to an office, physical or virtual.

> My employer could send me one. I wouldn't use it.

I would, if it was high quality enough to be comfortable for long term use, and there was decent enough virtual desktop software to have many floating windows of all the software you use.

Re: Meta Quest Pro – Bad AR Passthrough

#88
post #49

A 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 had to laugh because you typify so much the average commenter about VR ... "I tried it once for an hour and here is my essay writing off the whole field".

Well, it's consumer hardware, how many hours do you expect people to log before they "get it?"

It's useful to hear the experience of casual testers, enthusiasts will praise the technical achievements, but that doesn't mean it's a good product.

Re: Meta Quest Pro – Bad AR Passthrough

#89
post #82
post #45

The author persistently conflates AR and MR throughout the posting, evaluating the Quest Pro as an AR device but the concluding at the end it's a terrible "MR" device because it failed at their AR tests. It seems to suggest they really think these terms are synonymous but they aren't. While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the…

> While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the real world and allow you to interact with those. Would you mind giving user-facing examples to illustrate the difference? As in something you consider AR but not MR and vice-versa. I've googled a bit but I don't understand the distinction between "enable display and interaction with…

[deleted]

Re: Meta Quest Pro – Bad AR Passthrough

#90
post #87

Earlier quoted context omitted.

My employer could send me one. I wouldn't use it. I don't want to be virtually present in meetings. I've left the office and can multitask now (eg do household chores, go for walks). I'm not going back to an office, physical or virtual.

> My employer could send me one. I wouldn't use it. I would, if it was high quality enough to be comfortable for long term use, and there was decent enough virtual desktop software to have many floating windows of all the software you use.

would you use it to let your employer monitor your attention, physical behavior and activity? beyond what an audio call provides them with
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