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Meta Quest Pro – Bad AR Passthrough

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Re: Meta Quest Pro – Bad AR Passthrough

#52

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.

It literally never says AR. It says "mixed reality". In mixed reality, the pass through (real world) quality is secondary to the virtual objects that are rendered within it. These virtual are rendered at high resolution, hence we have "high resolution" mixed reality.

People seem to just not understand that mixed reality is different to augmented reality?

Re: Meta Quest Pro – Bad AR Passthrough

#53

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.

Of course not 100% of people would use it. That doesn't mean that it isn't a giant profitable market. Video conferencing has the additional problem that you can't be on camera while you're wearing a VR headset, so I think it isn't even a major use case.

Re: Meta Quest Pro – Bad AR Passthrough

#54
post #14

The passthrough isn't supposed to be able to read an eye chart. The actual displayed screens look very good though.

Do you have a citation for Meta saying something like that? The article implies they’ve been hyping up AR (which matches my tiny knowledge of the product) and that seems useless if the Reality part of AR is blurry.

> The article implies they’ve been hyping up AR

The article is effectively lying. Try searching their page [0] for augmented reality. It's not there. They refer to "mixed reality" specifically because that is actually different to AR, specifically in the sense that "reality" is not the primary focus of the experience.

[0] https://www.meta.com/au/quest/quest-pro/

Re: Meta Quest Pro – Bad AR Passthrough

#55
In spite of all the negativity, I'm super excited about the future of AR.

- being able to see in extremely wide spectrum bands compared to human eyesight

- being able to see in higher dynamic ranges than the human eye

- being able to magnify little details and thus see with a higher spatial resolution than the human eye

- all of this while enhancing your field of view with lots of other interesting information

Re: Meta Quest Pro – Bad AR Passthrough

#56
post #12

I don’t think people fully grasp how much power and compute it takes to record and process video (me included). let me know how long that canon r5 can record for continuously, and how many batteries it’ll go through for that recording time. It wasn’t that long ago that it was taxing for desktop computers to play a 4k video file.

With cameras the problem isn't the power or compute. It's the heat dissipation. Cameras like the Sigma FP are built around the heat sink and have vents all around to dissipate the heat during long recording sessions. Most typical DSLRs simply have recording limits e.g. Canon R6 = 30 mins. Pretty big issue for a device they are aiming to be around your head for hours at a time.

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Re: Meta Quest Pro – Bad AR Passthrough

#57
post #44

(Edit: the tearing is not visible through the device, so quite a bit less damning than I thought.) The tear and color lag on this picture of a moving chart is damning: https://i0.wp.com/kguttag.com/wp-content/uploads/2023/01/MQP... As is this quote: > I also ran a small experiment where I sent a camera flash off in a dimly lit room and measured the delay with light sensors using one sensor to trigger an oscilloscope’…

The tear is an artifact with how the screen capture works. The tear is not actually sent to the display.

People who capture Quest footage using scrcpy are well aware of this downside compared to using the built in recording feature which doesn't have the same tearing issue.

Re: Meta Quest Pro – Bad AR Passthrough

#58
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…

> The question is, how far away are they from replacing monitors with VR displays?

The Quest2 is a massive pain to use for an extended period of time, but I think it totally proves it’s possible. You can browse, use teams, anything browser related easily. I haven’t used the QPro but I imagine it’s a nicer experience (except for battery).

Resolution is a concern, and IMO they should have made a high res but otherwise low spec version for the Pro. Maybe they just wanted to flex all the possible tech in research (eg the fancy controllers). The road-warrior angle is totally a real demographic and I think this could be a real win in a few generations (I say 3-5 years at current pace). I suspect it’ll first look for like the NReal Air based on using it, since it supplements an existing computer with a bigger screen. I think another demographic is the opportunity to kill the WFH desk. Any table becomes good enough, or a treadmill… or anything. When Covid started, I had to go buy a desk and monitor since I didn’t use one at home. I know lots of coworkers who lived in small apartments and had to make big compromises to wfh in their space.

Re: Meta Quest Pro – Bad AR Passthrough

#59

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 I felt quite sea sick during and after gameplay

Part of the problem here is that you tried to push through it. Basically the only way for someone who immediately experiences VR sickness to acclimate is to stop after 5 to 15 minutes, give it a while to go away, return to it, and repeat the cycle a couple of times until it stops completely. If you just try to push through it, that actually makes it worse by aggravating the reaction you're having.

Of course, an arcade making the (poor) decision to brush over any issues isn't going to tell you this.

> The headset was also uncomfortable after 30 minutes or so.

I'd bet they were using first-party headstraps, which for whatever Godawful reason are almost universally uncomfortable across every brand. Companies like BoboVR produce a different style of much-more-comfortable 'halo' strap arrangement that rests the weight on your head more like a hard hat instead of clamping it to your face.

> It dawned on me after the experience that my son and I would have to buy two headsets, not just one, for any couch coop play.

There are a couple of games that mix one VR player with one or more non-VR players. Carly and the Reaperman, for example, has one player in VR manipulating the environment, and the other playing a traditional platformer. Another example (and an excellent party game) is Keep Talking and Nobody Explodes, where one player is defusing a bomb in VR but only the players outside VR have the bomb defusing manual.

Re: Meta Quest Pro – Bad AR Passthrough

#60
post #41
post #12

I don’t think people fully grasp how much power and compute it takes to record and process video (me included). let me know how long that canon r5 can record for continuously, and how many batteries it’ll go through for that recording time. It wasn’t that long ago that it was taxing for desktop computers to play a 4k video file.

The Canon R5c can record indefinitely at 8k60, or as much as you have storage for.

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