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Meta Quest Pro – Bad AR Passthrough

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Re: Meta Quest Pro – Bad AR Passthrough

#31

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 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 spreadsheet/doc/email/collaboration work, not developers).

The question is, how far away are they from replacing monitors with VR displays? I suspect this generation is not the one that wins that battle (though Immersed was making this work on Quest 2, so maybe), but it plausibly could be next generation, in which case this is the correct time to be building the MS partnership.

On gaming -- we are multiple generations away from VR being more than tech demos, IMO. Beat Saber was fun, but pretty much everything else feels boring after 30 mins. I agree with your assessment that VR gaming is quite underwhelming, but I disagree that they need to win over geeks to crack the enterprise market; they just need to get Nadella on stage to provide a compelling use-case to enterprise users, talking in the enterprise language.

Re: Meta Quest Pro – Bad AR Passthrough

#32

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…

Self promote: https://primitive.io is a VR enabled collaborative immersive development environment where we have optimized code readability in every respect

Re: Meta Quest Pro – Bad AR Passthrough

#33

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…

Half Life: Alyx is extremely realistic and immersive and is the game I most commonly use to show people VR for the first time. I have a nice PC gaming rig however - I'm not sure what it's like otherwise.

Re: Meta Quest Pro – Bad AR Passthrough

#34
post #26

How 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)

The angular resolution is much worse than typical monitors, and the comfort is not really there. You'll want to wait a couple more generations.

Re: Meta Quest Pro – Bad AR Passthrough

#35

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.

Hi-def when compared to their previous product only.

Re: Meta Quest Pro – Bad AR Passthrough

#36
post #31

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 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

#37
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…

Source? Other “Pro” models like HoloLens are explicitly AR-only. What Pro use cases are there for VR?

Re: Meta Quest Pro – Bad AR Passthrough

#38
post #25

I've heard that some of the AR stuff got nerfed because of the ability of IR cameras to see through some fabrics and Facebook not wanting to have those headlines in the newspapers. I just heard it as a rumour though, perhaps an insider with a throwaway account can "shed some light".

While I don't have insider info, I highly doubt this. The Quest 2 (which I own) uses monochrome cameras without IR cut filters, and they do passthrough with those. So any problems with privacy would have been found already with the current device.

Re: Meta Quest Pro – Bad AR Passthrough

#39
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…

Source? Other “Pro” models like HoloLens are explicitly AR-only. What Pro use cases are there for VR?

I’m interested in it for a hybrid VR-AR for flight sim cockpits. The Varjo Aero is used for this, allowing you to build a cockpit replica and interact with it via pass thru but still using VR for outside the cockpit.

Re: Meta Quest Pro – Bad AR Passthrough

#40
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…

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.

For an example of this on Quest Pro, check out Wooorld. It's a fun hangout app and is arguably a much better experience in passthrough.

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