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Meta Quest Pro – Bad AR Passthrough

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Re: Meta Quest Pro – Bad AR Passthrough

#142
post #68

Earlier quoted context omitted.

As someone close to this in the industry, I definitely agree. I also really don't know why he decided to deemphasize the perspective and depth correctness so much. He mentions it here: > In this case, they were willing to sacrifice image quality to try to make the position of things in the real world agree with where virtual objects appear. To some degree, they have accomplished this goal. But the image quality and l…

In a regular Quest 2 (not the pro as discussed here) you can use pass-through and actually reach out and grab a glass of water and drink it. It's super impressive and actually makes the pass-through useful for the things that you use pass-through for. Would it be nice to be able to actually read text and not have distortion when objects get too close? Yes, of course. But it's not necessary.

We are actively using passthrough in VRWorkout (to be aware of your surroundings while jumping and knee high running) and I have to say that even the low quality Quest 2 passthrough feels magical for that [1]. If you do look at 0:20 you can see that it really shines when the virtual hands interact with real objects

[1] https://youtu.be/DDwmXsvD-NI

Re: Meta Quest Pro – Bad AR Passthrough

#143
The eye test is hilarious - the true test of AR!

But I love my Meta Quest Pro because I love the Oculus 2 for fitness VR and the Pro is incrementally noticeably better

And the humble AR is fantastic for minimal interactions like physically orienting or real world communication in a pinch (ironically!)

it vaguely resembles being there ... because I am?

I have yet to run a Meta social VR or AR app. Too scared I will run into a creepy Zuckertar!!!

Re: Meta Quest Pro – Bad AR Passthrough

#144

Earlier quoted context omitted.

aren't these all reliant on scientific breakthroughs? they're scifi features that we're unsure we'll achieve. promising direction to pursue though edit: minus IR/thermal

All of these are possible, individually, with current technology (e.g. "being able to see in extremely wide spectrum bands compared to human eyesight" means IR/nightvision cameras), but it's currently cost-prohibitive to combine them all into one device

A lot of camera technology that was cost prohibitive a few years ago is now in every smartphone. Remember 4k video cameras costing >$100k?

Re: Meta Quest Pro – Bad AR Passthrough

#145
I really, really hope that whatever Apple ends up releasing completely wipes the floor with Meta's headsets. They need some real competition to force them to really push the limits.

It's going to be interesting to see what happens if the rumors about Apple's being extremely lightweight are true - it wouldn't be surprising if it is given their tiny but efficient SOC design. This is what will kill Meta if they arent careful. They're about to get a competitor who's able to deliver performance levels significantly higher, and at lower power consumption and weight.

Re: Meta Quest Pro – Bad AR Passthrough

#146
post #68
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…

As someone close to this in the industry, I definitely agree. I also really don't know why he decided to deemphasize the perspective and depth correctness so much. He mentions it here: > In this case, they were willing to sacrifice image quality to try to make the position of things in the real world agree with where virtual objects appear. To some degree, they have accomplished this goal. But the image quality and l…

Just so I understand correctly - the fact that the cameras are places a couple of inches in front of where you're actual eyeballs are causes a lot of discomfort? And so you need to warp the camera feed to look like it should from your eyeball's perspective?

Re: Meta Quest Pro – Bad AR Passthrough

#148

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…

> There is no killer, must have game for VR.

This is the main issue with it right now, and part of the problem has been that to get AAA quality games on it you need to teather because none of the existing headsets have anything close to the power needed to run a decent game, not to mention they get very uncomfortable, very quickly.

I mentioned elsewhere about Apples apparent headset thats possibly coming out this year. This _could_ be where Apple can shine. Whilst they've not exactly got a great rep as a gaming power house, if their headset does indeed end up using their M2 architecture it means its going to be extremely power efficient and very light weight - solving two of the biggest issues. But it also means its got graphics capabilities for most modern AAA titles.

Obviously they'd need to work with a few studios to incentivise them to develop for their OS, but given their history of entering and significantly disrupting markets I'm sure they'd have no problem bringing along a few decent studios and getting them to work with their headset.

Combine that with their existing App Store and Arcade+ services and you've got thousdands of developers itching to get their games released on the platform.

If they can successfully replicate the popularity of their iOS developer ecosystem it would completely destroy Meta and their quite frankly crap little selection of apps.

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For what it's worth I found initially I felt pretty awful using it, it does take time to adjust and you're best using it in short bursts for the first few weeks.

Recently I decided to do something stupid and try out the F1 2022 game on it (via cable plugged into pc), expecting it to make me feel extremely sick. I was pleasently surprised at how amazingly good it felt. I was able to complete a couple of races without feeling sick at all - its definitely an acclimatization process that the manufacturers need to make a lot clearer is needed.

Re: Meta Quest Pro – Bad AR Passthrough

#150
post #40

Earlier quoted context omitted.

That's an extremely limited view of passthrough. Passthrough will be most useful for spatial applications like telepresence, in-situ learning, modeling and creation, and visualization, where remaining present and aware of your surroundings is preferable to the undesirable immersion of VR. The bet here is that useful interactions with virtual objects and interfaces don't benefit from disorienting virtual environments.…

Actually I think opposite is true. The camera is far off from the eye, so in any case you wouldn't feel the immersion, and I think making the camera better would make you more disoriented, rather than less.

I had the same experience with other headsets such as the Varjo XR-3, which feels like you’re looking at a camera feed.

However, the Quest 2 and Pro apply some smart reprojection to correct this, and it feels like everything is almost exactly in the right place.

You do notice the artifacts of this reprojection when you’re holding objects close to your face, when you’re moving objects around, or when you’re looking at thin objects such as wires.

I also recall John Carmack talking about this topic in one of his unscripted talks at Meta Connect, but I’ll have to dig that up.

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