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?
Meta Quest Pro – Bad AR Passthrough
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Re: Meta Quest Pro – Bad AR Passthrough
#72I 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.
Re: Meta Quest Pro – Bad AR Passthrough
#73The 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…
But it is a big turn off to have no visual idea of what is going on around you. Just to be able to press a button and be able to see that there is someone standing around you, or you are too close to a couch, is a big win for a VR headset in my opinion. Obviously the visual fidelity will improve in the display and the pass through. But just starting to get some pass through is very nice.
Re: Meta Quest Pro – Bad AR Passthrough
#74I'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
#75The 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…
This blog post is written by Karl Guttag who is someone who is interested in AR, but not very interested in VR. The reason he is coming at it from an AR angle is that is what kind of device he is looking for. If you look at the rest of his blog you can see many articles related to AR.
Re: Meta Quest Pro – Bad AR Passthrough
#76Earlier 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…
yes I think the success of the reprojection is a much under appreciated achievement. The author repeatedly questions their claim of "seamless" but its one of the most stunning aspects that you can, for example, see your real arm outside the headset exactly map onto your virtual arm and hand inside it, as do other objects that bridge from external reality to the virtual reality view. This "seamless" nature of it is re…
I also can't tell if KGuttag believes that you can simply pass the video feed through to the user and not have an absolute usability disaster. His paragraph about the "pyrrhic victory" sort of implies that not preferring depth-correct scene reprojection was an option. In my experience, that is absolutely non-negotiable in terms of shipping a device that's usable to the majority of consumers.
Another reason why folks also don't understand why passthrough is so energy intensive. You're also running an entire additional pass of steresocopic spacewarp on what is essentially four different camera feeds, on an incredibly high resolution scene reconstruction/SLAM mesh.
Re: Meta Quest Pro – Bad AR Passthrough
#77A 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…
Re: Meta Quest Pro – Bad AR Passthrough
#78Earlier quoted context omitted.
This blog post is written by Karl Guttag who is someone who is interested in AR, but not very interested in VR. The reason he is coming at it from an AR angle is that is what kind of device he is looking for. If you look at the rest of his blog you can see many articles related to AR.
That’s fine, but it’s okay to call out the author’s bias. They contributed wonderful tests of the limitations of the headset. But the headset is only a failure for the authors use case. (AR)
Re: Meta Quest Pro – Bad AR Passthrough
#79It’s almost like every Apple product has been developed and refined for the future AR/VR moment. Custom silicon. Fast camera HDR. LiDAR. People/scene/room/boundary detection. AirPod Max fit and finish. Spatial audio. 50 other things…
All in the service of AR/VR.
Re: Meta Quest Pro – Bad AR Passthrough
#80Can confirm, I've returned mine