Earlier quoted context omitted.
AR will never be able to mix depth to objects with the real world due to the physics of image planes. MR could do that, so it might be one key difference.
Full lightfield AR displays would have no issue with this. Even some hypothetical giga-sandwich of waveguide planes like a Magic Leap 1 on steroids could do an effective approximation of this. (Assuming by "mix depth to objects with the real world" you mean "having virtual objects alongside real objects with convincing depth alignment")
Meta Quest Pro – Bad AR Passthrough
191–200 of 216 posts
Re: Meta Quest Pro – Bad AR Passthrough
#192How good is the resolution? Can you already use the device as a monitor-replacement? (I.e., coding behind a virtual monitor on an exotic location, while you're just at home behind the desk)
Resolution is roughly around 1800x1920 over 100° FOV. That means you get around 19 pixel-per-degree. Retina resolution is 60 pixel-per-degree. Acceptable text readability starts at around 30 pixel-per-degree. So no, for most common uses this is nowhere near good enough. It's like having an old 720p LCD TV on your desk. It works for casual web browsing and movies, but far away from the image quality of a modern 4k mon…
Re: Meta Quest Pro – Bad AR Passthrough
#193Earlier quoted context omitted.
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…
> They’re no replacement for a high quality 34” curved monitor but come kinda close to a nice 25” 1080p monitor IME. So, this is something I think I'm pretty much missing here. Acceptable 25" 1080p monitors are pretty cheap these days; why would a potential user not just get some of those? VR might or might not be useful for some things (I'm pretty much unconvinced so far) but the "virtual monitor" use case is just b…
Re: Meta Quest Pro – Bad AR Passthrough
#194Re: Meta Quest Pro – Bad AR Passthrough
#195On 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…
>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 and viewing experience from the Quest 2 That's not really a fair assessment of the Quest 2. The Quest 2 is just a budget (400 Euros) gaming console, and for th…
Re: Meta Quest Pro – Bad AR Passthrough
#196Earlier quoted context omitted.
>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 and viewing experience from the Quest 2 That's not really a fair assessment of the Quest 2. The Quest 2 is just a budget (400 Euros) gaming console, and for th…
Isn't the Quest 2 the newest headset they offer? Why wouldn't it be fair to try that out and see if it worked, and come to the conclusion that it was underwhelming?
Re: Meta Quest Pro – Bad AR Passthrough
#197A 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's a VR place near me called Sandbox VR that gets good reviews on Yelp and Google. My family went and it was... okay. We played together for about 45 minutes and we all came away with the same opinion - it was kind of fun, but none of us really wanted to play it again. I don't know which headset they used but I do know we each had an entire PC in a backpack strapped to us.
Re: Meta Quest Pro – Bad AR Passthrough
#198Earlier quoted context omitted.
> I think it’s also very premature for Meta to go after the business market. I strongly disagree here. The enterprise market is relatively cost-insensitive, and so it's a great vertical to target. The partnership with Microsoft is strategically very sound; if you can get Teams inside the Quest headset, then you can plausibly replace every lightweight Windows laptop with a Quest Pro (i.e. for road warriors doing sprea…
What are advantages of a VR headset over an affordable Windows laptop? This sounds like a really odd suggestion.
Re: Meta Quest Pro – Bad AR Passthrough
#199Earlier quoted context omitted.
Isn't the Quest 2 the newest headset they offer? Why wouldn't it be fair to try that out and see if it worked, and come to the conclusion that it was underwhelming?
Quest pro
Re: Meta Quest Pro – Bad AR Passthrough
#200Earlier quoted context omitted.
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?