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Orion, our first true augmented reality glasses

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Re: Orion, our first true augmented reality glasses

#381

Earlier quoted context omitted.

The first iphones and ipods were stunning for their time; they changed the industry and people would wait for hours on end in line at stores. It seems like a reach to compare these glasses to that.

I'm not comparing actual devices. I'm comparing how large they were when they were first released. The original iPod and iPhones were bricks compared to what the latest/last versions and it didn't have a touch screen and cameras. The point is, the size of new technology tend to shrink fast.

The first iphone famously had a touch screen, and it was smaller than the current iphone 16.

Re: Orion, our first true augmented reality glasses

#382
post #365

While still pretty clunky, I think I'd rather wear these for extended periods of time than Vision Pro glasses (100g vs 600g). This is the type of v1 minimalist design I was hoping Apple would go for. I assume Apple investigated this path but realized they would be cost prohibitive? (although when has that ever stopped Apple before?)

At $10K per pair in the first dev batch and the consumer version price still unknown, it's not surprising that this was not a reasonable option for Apple. It's going to be interesting to see the actual price and the specs once these glasses are launched.

Re: Orion, our first true augmented reality glasses

#383
post #164

Decent hands on article from the verge with more info https://www.theverge.com/24253908/meta-orion-ar-glasses-demo... Wireless compute puck. 70 degree FOV. Resolution high enough to read text. Wrist band detects hand gestures and will be used in another product.

From using various VR systems, a hololens, and reading reviews of the vision pro I really feel like hand gestures are a bad way to interact with AR systems. They might work in a pinch (heh) but some sort of small controller that can act as a pointer and has a button or two is superior in every way. It's interesting that meta went through the effort of bundling an accessory but stuck with hand gestures anyway.

Kind of a pointless comment to make if you haven't actually tried the Vision Pro.

Its interface is unlike anything else and really can only be experienced in person. The ability to simply glance at UI controls and slightly move your head whilst resting on your leg really does feel like magic.

And the UI is built around it so if you are looking for example at a sidebar it will lock you into choosing the options unless you substantially look away. This makes using it much easier and faster than a controller.

Re: Orion, our first true augmented reality glasses

#384
post #339

I know meta (ha) discussions are frowned upon on HN, but I never really understood why, so here it goes: This link weights in 115MB. It loads a 30MB GIF for its hero image. That's from a company that was born on and from the Web. The people that brought you React.

The "GIF" is a video. You are watching a bunch of advertising videos. 115 MB isn't really very much in that regard.

No, it's a GIF, in the file format sense.

Se for yourself: https://about.fb.com/wp-content/uploads/2024/09/01_Why-AR-Gl...

They have since optimized it and it now weights 23.5MB. Yey.

I just converted it to MP4 and it's 1.7MB. Hire me Meta, I can make your videos load 10X faster with a single ffmpeg command.

Re: Orion, our first true augmented reality glasses

#385
post #250
post #164

Earlier quoted context omitted.

From using various VR systems, a hololens, and reading reviews of the vision pro I really feel like hand gestures are a bad way to interact with AR systems. They might work in a pinch (heh) but some sort of small controller that can act as a pointer and has a button or two is superior in every way. It's interesting that meta went through the effort of bundling an accessory but stuck with hand gestures anyway.

Imho hand gestures are the best way to interact with XR. If your only experience is the HoloLens, you’re roughly a decade out of date with how well it can work today. There’s also not been much until the Vision Pro that combines eye tracking with hand tracking which is what’s really needed. You should really try the Vision Pro, because it really does move hand tracking to the point where it’s the best primary interac…

If the state of the art is the Vision Pro, then all the GP'S complaints are valid. It's not anywhere near good enough to replace a controller.

Re: Orion, our first true augmented reality glasses

#386

I think where these products fall flat is the fact that people don't want a computer strapped to their faces.

I agree with you, but to play devils advocate: beyond the physicality of the device (whether it’s uncomfortable or ugly), how does this change the relationship between you and your information in a way that phones and smartwatches don’t? If information is already instantly accessible, how does a pair of glasses with the same capabilities change the acceptability of the concept?

Re: Orion, our first true augmented reality glasses

#387
post #365

While still pretty clunky, I think I'd rather wear these for extended periods of time than Vision Pro glasses (100g vs 600g). This is the type of v1 minimalist design I was hoping Apple would go for. I assume Apple investigated this path but realized they would be cost prohibitive? (although when has that ever stopped Apple before?)

These are entirely different tech skill trees. Meta has been acquiring research companies and empowering researchers to invent cutting edge solutions like micro-led projects and Waveguides whereas the Vision Pro is a traditional VR headset architecture.

Similarly Google has invested in 3D displays that use lightfield displays, with Project Starline.

One would assume Apple has many lines of research towards AR glasses, but nothing is publicly known.

Meta plays the asymmetry game. Apple and OpenAI are secret shops. Meta Orion and Llama can benefit from being more open.

Re: Orion, our first true augmented reality glasses

#388
post #306
post #164

Earlier quoted context omitted.

From using various VR systems, a hololens, and reading reviews of the vision pro I really feel like hand gestures are a bad way to interact with AR systems. They might work in a pinch (heh) but some sort of small controller that can act as a pointer and has a button or two is superior in every way. It's interesting that meta went through the effort of bundling an accessory but stuck with hand gestures anyway.

6dof input from hand gestures is a killer feature but it has to be rock solid. So far only controllers can do it but it's getting much better every year. Haptic feedback, discrete buttons and precise analog input from controllers are also very important. The downside of controllers is that your hands are full and it's just not feasible for an all day wearable. Hopefully someone figures out a good compromise be it rin…

The haptic feedback you get from touching your thumb and forefinger to simulate a click is actually better than a button because it feels more organic and natural.

Where it falls apart is not being able to feel yourself touching objects which nothing other than a full glove is going to be able to simulate. Controllers and rings provide no benefit over Apple's approach.

Re: Orion, our first true augmented reality glasses

#389
post #334

Imo this "mobile AR" is a stupid product category. This category is like Apple Watch on your face. You get to look at notifications, AR popups, messages and so on. It's mostly for consuming light-weight content on the go. First product in this category was the Google Glass. This category focuses on mobility, instead of pushing computing capability. In another category, we have PCVR and Vision Pro, which are optimized…

The light weight nature of these is interesting for an application like electronics repair: an app which could live-search chip serials and pinouts as you look over a board (or pull a digital microscope feed up onto your vision in one eye while you work) could be quite the productivity booster.

Re: Orion, our first true augmented reality glasses

#390
post #164

Earlier quoted context omitted.

From using various VR systems, a hololens, and reading reviews of the vision pro I really feel like hand gestures are a bad way to interact with AR systems. They might work in a pinch (heh) but some sort of small controller that can act as a pointer and has a button or two is superior in every way. It's interesting that meta went through the effort of bundling an accessory but stuck with hand gestures anyway.

Kind of a pointless comment to make if you haven't actually tried the Vision Pro. Its interface is unlike anything else and really can only be experienced in person. The ability to simply glance at UI controls and slightly move your head whilst resting on your leg really does feel like magic. And the UI is built around it so if you are looking for example at a sidebar it will lock you into choosing the options unless…

For clicking buttons on virtual screens, maybe. For 6DOF interaction with the virtual world, it is absolutely horrid.
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