New report on Apple’s VR headset: 8K in each eye, potential $3k price tag
arstechnica.com
arstechnica.com
On the other hand it might sense to launch this as a pro-workstation for the usual kinds of task: architects, designers and engineers being able to visualize and interact with models directly in space.
If they can make that affordable and usable for pro designers at every level, (which $3500 clearly would be), they will have a hit. A consumer gaming device can come later.
It's this very weekend: The Super Bowl.
Well, not the Super Bowl precisely, but in experiences like sports or other time/space limited events. Sitting ring-side for the next big match. Or at the 50-yard line at the Super Bowl. Or at the finish line of the 100-m dash. All for, I dunno, $15? And the cost for the company is just rigging a google-maps-like camera ball and streaming the data out. Especially as the quarantine grinds onwards, a better form of escapism that AR/VR provides may have a big market for time/space limited events.
Don't get me wrong... VR is and can be a lot of fun, but I just don't see it being this next big thing that people seem to hope it will be. On the other hand, I think when someone solves AR, I suspect that may very well produce a seismic change across society with widespread adoption.
I think a big factor in lackluster adoption of VR is... space. VR games require space, which is expensive, and people seem to have less of it in recent years. On top of that, usable space disappears very quickly once you start a family, which cuts out a good chunk of the target audience.
This only applies to american football, where you have on average 12 minutes of actual gameplay over 3.5 hour match.
Soccer or basketball are much more dynamic, and therefore can be entertaining on their own, no social context required.
Cricket is like baseball, where it tends to be on in the background and you pay attention at each delivery/pitch. Cricket can last 5 days though...
As an outsider in the US I was struck by the crazy high percentage of time dedicated to advertisements - even to the extent of intentional breaks for that purpose.
As a former american football player I find that watching the game is not as exciting as playing it. From the outside, and if you don't know about all the micromanagement and stuff going on, american football looks rather "static".
Other sports are much more "obviously dynamic" and are therefore probably better suited to be watched through TV or VR.
I think this is a bit of a fringe opinion. I can certainly see how people appreciate the social aspect of sports events with necessarily appreciating the sports. But I don’t think I wake up in the middle of the night to watch F1 alone for the social benefit.
https://www.google.com/amp/s/www.bbc.com/news/amp/technology...
Like I can play Mario on my TV while sharing that experience with my kids or chatting with my wife about things, while still being around my family in a shared living space. VR just isn't cut out for that. I do use it for sim-racing (which is pretty much a perfect fit for VR headsets) which is anyway a situation where you need to be distraction free and kinda isolated from everyone else so it works well in those types of scenarios.
There are an awfully large number of people who are currently literally isolated and unable to share any experiences with anyone.
This is more a comment on the state of VR software than the technology itself.
With the Apple product described, it's pretty easy to imagine software that allows you to have a "virtual box seat" where you can get online to watch the game with your family/friends, even if you aren't all in the same place, and use the tech to both watch the game and talk to each other when nothing's going on with plays.
Alternatively, you can use the cameras in the app to merge your immediate surroundings with the game feed, so you see the people beside you in a part of the picture, or in the aforementioned "virtual" box seats. You can watch the game as if you're on the side lines (or on the ball) and see people around you react to plays, too. With eye tracking tech, the headset knows when you're looking at the game vs. your surroundings and can react accordingly.
I think Apple producing a VR headset would be a very good thing for the market. Like or hate Apple as a company, they tend to set the standard for industrial design and UI technology, and their products drive other products' features and uses.
Yes, humans evolved to live in groups. However, we did not evolve to live in huge cities, surrounded by millions of people and tall concrete boxes. That would scare the soul out of our ancestors. My point is that we can't always judge the technology by what's "natural" to us. Brain is extremely flexible, and children who grew up with VR might just want to live in it, instead of the "real" world.
Glancing around it seems quite apparent that we’ve done exactly that.
Well, it gets us to stress, depression, suicides, the loneliness epidemic, and other such day-to-day suffering today too (plus obesity, poor physique, etc).
Living in a better environment, without the "huge cities, surrounded by millions of people and tall concrete boxes" but keeping the modern advancements in medicine, sanitation, and so on, we would probably live 20+ years more...
I find it to be disorienting, relaxing, and exhilarating, like a drug. To me, gives me the feelings of nitrous oxide without the strange nitrous oxide sensation.
> unless you live by yourself
Is a very important point, I think the social (especially with covid) aspect of VR for people that are not together might be the angle that Apple is looking at.
But Onward VR feels really social.
>rigging a google-maps-like camera ball
This is also not really how it works at all. Volumetric capture is a lot more complicated than 3D TV which is considered a dud.
I agree if they put the camera somewhere cool, like right above the pitch kind of like god-view, that would be awesome.
Not sure I'd pay 3,500 for it though....
Human stereo vision doesn't work at long distances, because of the geometry - the exact distance depends on how good your eyesight is, but somewhere around 18 feet [1] the brain starts using other cues because the difference between what your left and right eyes see is so minuscule.
This all happens unconsciously so you don't notice - but when you estimate the speed of a car 100 meters away, you actually start comparing its motion to the road markings, using your knowledge of about how big a car is, and so on.
So a bird's eye view doesn't really benefit from stereo vision. I suspect they like to put in those weird close-up shots to make the people paying $$$$ for 3D notice the 3D effect and feel they've got their money's worth.
How would streaming work with a custom point/angle of view? Can the participant walk, move head - etc. Unless all the possible cameras are streamed AND processed locally the latency would destroy the experience.
You can’t look around unless the camera is mounted on motors to allow for that, and even then you’d need to be the only viewer otherwise who’s head does it track?
They had a partnership with Valve back in 2017 for Vive support on MacOS... Just three years later it was canceled. (There were actually more VR games running on Linux at that point than on MacOS, thanks to Proton.) I'm not expecting Apple to try to enter the VR gaming space again anytime soon.
I don't think apple needs valve or steam's support to make their own VR gaming platform just as they didn't need their support to make iOS a larger app-store for games than steam is.
I think the more appropriate thing to consider is that Apple has a lot of Developers familiar with its platform
What's the figure when you compute the total engineering-hours into the games, though?
But, I think you're still on to something. The biggest strike against Apple in this space is the same strike they've always had: they've never seemed to take gaming truly seriously at a corporate level, by which I mostly mean courting (and spending money on) AAA-class developers. Maybe this will change, but they have a very long track record of snatching defeat from the jaws of victory in this area.
I'll add when the iPhone came out it was way way more than it's competition. It was effectively the first $100/month w/ 2 year contract phone bill as compared to other devices where $35/month was common.
I haven’t seen any.
I think it would be aimed at actual designers and engineers etc.
Presumably they would partner with some key developers like Autodesk to have some apps ready at launch time.
The virtual workspace for hololens is the physical world. The view area is a bit small. But the idea is not in HL to create a virtual world, but to overlay information to the real world.
The latency tracking was on par with other headsets, which I consider quite good.
Disclaimer: I work for MSFT, opinions my own, yadda yadda yadda.
I don’t know in what world would that be affordable.
Maybe if companies buy it for their employees which makes this an enterprise product like the Mac Pro or software like Logic Pro.
It would be insane of Apple to invest billions in development to end up with a product that is not targeted for regular consumers.
How is Logic Pro an enterprise product? It's one of the most affordable pro-grade DAWs.
Also, I've seen a lot of non-enterprise Mac Pro's for, and that's just /one/ example, freelance video editors.
Also - nobody is saying there won’t be a consumer device.
Only that they don’t have to start there to be successful.
This right here is Appleism.
And why wouldn't Occulus, HTC, Magic leap or big boy Microsoft have a hit?
Why is the Apple Watch dominating it's segment?
Why have Android tablet sales fallen flat compared to Apple's?
Why did the iPhone destroy the prospects of Windows Phone and Blackberry and force Android to completely revamp it's UI prior to release?
Why is the long in the tooth Macintosh line having a sales renaissance?
Apple TV is about the only recent vertical I can think of where Apple hasn't outpaced its competitors in recent years, and even there it's UI is appreciably better than the competition, pricing and incredibly stupid remote being its downfall.
I think you can answer your own question by answering mine.
People are buying the luxury brand, like peopke who buy a Mercedes or Ferrari, not the functional qualities of a product. Airpods are good, my Bose headphones are phenominal. At work I use an iMac which is great but my own PC is a beast.
Appleism is the cult of brand.
The early iPad days replaced by the Pro suffix. Or even worse. AirPods Pro Max.
Apple’s product line those days has a lot of fluctuations in their pricing. (On purpose) and they seem to have consumers for both.
But there are consumed ones available / becoming available:
* HP Reverb G2 Omnicept Edition
* HTC Vive Pro Eye
Eyeballs rotate very fast, up to 1000°/s. Fovea has just under 1° of high resolution. You gonna need to render 1000 FPS with 1 frame of latency to catch up.
GPUs can't do that. They evolved for decades optimizing for throughput at 60Hz, not latency at 1000Hz.
Foveated rendering (where IR cameras look where pupils are looking, passing this info to PC and the frames rendering with high detail only in that spot) was already demonstrated to be working well and fast enough to not be noticable.
It is not present in any consumer VR headset, and the software side is also not yet plug&play
If I had a set of AR glasses that projected what appeared to be an 8K monitor on top of my dining room table, and integrated with my MacBook Pro for input / output, and that had batteries to last a workday, I’d pay $2K/$3K. Even more if it worked well at brightness levels I’d have in my backyard.
Never mind gaming, mobile high-quality virtual office is good enough.
i would love forcing or otherwise pressuring my employees to have this strapped on their face for work 24/7.
I'm pretty sure Apple's gaslighting field has yet not found a way to bend laws of physics.
Everybody wants a sleek, everyday wearable device, without usability corner cases, but such are physically impossible to make.
Portability, visibility, usability. Choose one.
First, power requirements demand either external power, or extreme power austerity cutting into display, and graphics.
Recon Instruments had first really practical battery powered HUD goggles, and they barely lasted more than an hour in real life use.
The lowest possible power at which you can provide just any much rich graphics is 250mw — the lowest end of most energy efficient SoCs. Possibly, Apple can bruteforce it with 5nm custom ASICs, but not by much, 100mw at max possible with CMOS cells.
Even if you have a magic chip with hypothetical 0 Watt power usage, you will not improve the situation by much as your display will still eat at least 1W, or usually up to 2.5-4W if you use any waveguides.
Daylight visibility is essentially impossible without displays outputting at least 100000+ nits. There are no tricks around that, that's just physics.
There are very few technologies on the horizon which are physically capable of achieving anything better.
Monolithic devices are one, and only ones which can offer sub 1W power use at any much good visual quality.
But, they are very expensive to make. All existing makers are manufacturing on lab scales only. Getting manufacturing out of the lab, and into fabs is impossible without the process technology, getting out of the lab too. And this shortens the list of credible contenders to just 1 company in the world, and guess, it's nor Apple.
Third, even if you agree to a wired up design, where do you get 16k video from? Have you ever seen how thick DP 2.0 cables are?
How do you get latency down?
How do you make even simplest AR interactions not require the wearer to also wear a Quad SLI videogaming PC?
How do you transport 40 gigabits per second of video without having the I/O PHY eat more than the system itself? Only optics can do it under 1W.
Apple can surely put its silicon to good use here, but even a purpose made ASIC video system will be on the edge. It will limit them to the most basic graphics, and pretty much hardcoded, and handcoded use cases to extract maximum power efficiency, and workaround hardware limitations.
It will be a basic HUD, maybe with some GFX, and good video playback options. Essentially an Apple Watch, except you wear it on the head.
I bet they will intentionally limit its functionality to not to let users see performance limitations, and corner cases too often.
* a VR porn app is 6DOF, VR video is 3DOF * a VR porn character has more presence. Their eyes can follow you, they can turn to face you, they can reach to your face, hands. * You can interact at a VR character. You can't with a video
In other words, either Apple is going to need to support porn apps on the the app store or they're going to need to allow 3rd party stores.
Speaking of, I'm going back to beat saber. You might have been misled by its name if you think that's a porn app. :) Email's in my profile if anyone is up for some multi.
--
PS. It's pretty obvious to see the people in the comments here who haven't used VR headsets. Eyestrain and headaches are mostly a non issue with recent models, but what they still are is clammy. They get warm. Super uncomfortable for work purposes. Apple's design could solve that I suppose.
As a non-apple-user, I'm excited to see if they can produce something as lightweight as the Quest 2 that is much higher end. I would buy that in a heartbeat, even at a 3k price tag. (Yes, mostly just for beat saber...)
Based on the GP's username it's probably from a self-survey.
I guess the nature of the content makes it difficult to actually surface that because only a minority of people are open/vocal about their porn consumption habits or in what ways they are consuming it.
Case in point: Most people have no issue letting their online-social circle know that games they are playing, like in the way Steam surfaces it to friends.
While at the same time there is some demand by people to hide the more "embarrasing" games from their library they don't want others to know they have in their library [1]
On a personal note: I have to agree with the parent comment that porn is actually the kind of content that makes the advantages of VR really shine on the immersive end, particularly when coupled with 3D audio like that of the Index.
Fitness games are cool too, but they suffer from usually being very fictionalized in setting and art style. So while they take you to a place, you inherently know that place is fake.
With porn VR content its usually a real setting, with real people, and you are suddenly right in the middle of it, which adds a lot to the feeling of being immersed in an actual place, and not just some virtual space made up of virtual polygons.
[0] http://edition.cnn.com/2010/TECH/04/23/porn.technology/index...
[1] https://www.reddit.com/r/Steam/comments/9wvfbw/a_way_to_hide...
It's no wonder that Facebook gobbled it up years ago. Any Quest competitor that comes without Beat Saber is going to be though sell, and I assume that it would be strategically missing from any future Apple VR Store...
Safari is the only loophole you get on iOS, unless and until an antitrust court forces Apple to change.
Wasm helps. you also need state of the art decoders. And really, full GPU compute access.
streaming will be a problem for awhile to come. youll want to download in advance, something that the web is not yet set up for.
It’s doable, certainly. But the web will make most things harder. When smartphones came about h264 was already quite far along in adoption (released in 2003). VR video is not at that state.
Maybe Apple has an answer for all this. But I don’t think so. VR video is still under development.
By the time VR video is reasonable to do though, i expect things to progress on the web quickly, maybe lagging 6months-year.
What exactly do you mean by this? Are you saying that right now, the most popular use of VR headsets is for pornography? Or are you speculating on how VR headsets will be used in the future?
Yes, that's what I'm saying. It's a "dirty little secret". Most of it is VR video at the moment but apps are growing quickly. New titles appearing on steam all the time and appearing on the top 10 selling titles.
They even provide scripts for your automated toys (I don't own one but i'm really curious about them.) to sync with the videos.
So yea, Apple is poised to dominate VR. The next big ticket, high margin device that every human being on the planet will want. Forget the Apple car. If they can achieve 8K VR, they are steps away from having a device that can put you in the same 'meeting room' with someone else (like your friends, family, co-workers, etc..) and have it be visually indistinguishable from the real thing.
Partially transparent solutions have issues like never being able to make your digital object completely opaque. Probably our materials science will get there one day, but what's the point when HD cameras + screens let you do the same sooner rather than later.
It had a pair of Silicon Graphics Reality Engine IIs, one projecting a lower res image over the entire half-spherical screen, and the other driving a projector mounted on a gimbal that tracked the flight helmet - to display a high resolution image in the direct field of view of the pilot.
It was _possible_ if you tried, to "trick" the system so you could notice from the pilots seat what it was doing. But it was _remarkable_ the difference between sitting in the seat with the helmet on, and watching from behind where you could really obviously see the high res patch of sky moving around. Enemy planes turned from Space Invaders kind of pixel art into recognisable Russian fighter planes when the pilot looked at them. The "immersive reality" while flying the sim was amazing.
Nvidia has researched in temporarally stable resoultion reduction at the edges (needed or you'll notice flickers in the blurring) as well as enhancing contrast which the eye is more sensitive to in the peripheral vision than sharp details.
Put a lot more research into this as well as proper support in the major 3D game engines and we have a winner.
I've only used Quest 1, with _fixed_ foveated, and while it's noticeable, it's good enough that I could see a generation or two of improvement pushing it beyond noticeability.
This seems to be describing foveated rendering, which is reducing the image quality in your peripheral vision, because you are less likely to notice it there. It requires tracking where the eye to so you know what part of the screen the eye is looking at.
The RTX 3090 is likely rendering the whole 8k screen at a consistent quality level, whereas foveated rendering would mean that only the part of the display that the eye is actually focused on would be rendered at full quality. If Apple could pull off the tracking well enough (accurately, with low latency), they could probably save a lot of GPU power by lowering render quality outside of what you're looking at.
b) VR uses variable rate shading because we have a lower visual acuity in our peripheral vision.
c) VR rendering typically "shares" a significant amount of the work between the two viewports. E.g.: one set of "commands" are rendered simultaneously into two buffers with different view transforms. Textures and meshes are cached once and rendered twice, so the bandwidth requirements aren't actually doubled.
d) Display stream compression (DSC) and similar technologies would work well for VR because the viewport is always in motion with a high refresh rate. One could even imagine sending a H.265 compressed stream wirelessly at a mere gigabit, which is fantastically high bitrate video but well within current WiFi capabilities.
e) There will be future developments as well, we're not stuck with current technology. Keep in mind that current era flagship GPUs are manufactured on silicon processes that are about 3 generations old! By the time this VR kit hits the mainstream market, GPUs could be manufactured on a 3 nm TSMC process and easily put out 90fps in 8K resolution.
It'd also explain the price tag, if you have to buy both a high quality display and a speedy GPU that's been glued together.
Also, it sounds like this would be more of an all-in-one device, where it’d handle the rendering instead of connecting to a separate computer, so the rendering performance is more likely to be the limitation than any kind of transmission limitations anyways.
Apple is trying to see what the reaction is. They've got some negative press recently for pricing things a little too high (say a $1k monitor stand or $700 wheels). They're watching to see what the reaction to the rumor is. If people say 'no one would ever pay that', then they'll dial it back a bit. If the reaction is 'eh, maybe for those specs', then full steam ahead.
Either way, they can just deny the leak as a rumor without any basis.
If the product is legitimately better than everything else on the market, it doesn't matter how expensive it is on initial launch.
You think massive companies don't price their overpriced things with price-elasticity in mind?!
That detail seems a little suspect to me in this whole story
Once you no longer have monitors I think there will have to be a UI and UX shift around how you interact with things. Windows made sense because you had a fixed set of boundaries. If the boundaries no longer exist it probably doesn't make sense to have windows in the traditional sense anymore. You could have an infinite set of context sensitive menus that appear as necessary.
180 * 135 * 60 * 60 * 100 * 48 = 419904000000,
420 billion bits per second, without compression.
> 420Gbps
I assume foveated compression (a pet idea of mine that I have no doubt someone else also has) is probably the only way to realistically deliver the stream to the HMD (assuming that some rendering pipeline that can deliver the uncompressed stream exists).
You also have to be concerned about micro-saccades, which may increase the effective resolution of the eye.
Also also note: there's head motion to track and events to respond to. If you're playing a movie, that's pretty much your best case because you only have to pan and tilt a stream of things you already know about. Playing a game is medium bad, because you can predict the range of possible events. Doing AR mediation is worst, because you can't predict the rest of the universe.
I suppose something like a neural representation of a scene that is directly rendered on the underlying hardware, without first being converted to a raw bit stream.
In our modern future display, we would similarly blast data to only where it is needed at an instant in time.
https://en.wikipedia.org/wiki/Visual_acuity is a really useful overview.
Now, we know that human eyes can only cover a little less than 180 degrees horizontally, and about 135 degrees vertically, so we could multiply each of those by 120 and get:
180 * 120 = 21600 across by 135 *120 = 16200 down. That's a screen where every pixel is guaranteed not to be distinguishable from the ones around it. If you had this on a hemispherical screen 10cm from your eye, your square pixels need to be no larger than 0.0145 mm on a diagonal, or if you prefer have a dot pitch of 0.0145 mm. Current state of commercial availability smartphone screens have dot pitches of about 0.045 mm, about 3 times too big.
Does that help?
Height: 135 * 60 (135 degrees at 60 pixels per degree)
Width: 180 * 60
So 87 megapixels, or a 10.8K display with a 4:3 aspect ratio
Back in 2015 Michael Abrash said:
In order for it to have retinal resolution across a field of view of 180 degrees it would have to have something on the order of 16K by 16K resolution [per eye]. [1]
--
Should be enough if they don't have to render that full view, but only what the retina is focusing on I would think.
Example headset that used a small display with this pixel density.
https://arstechnica.com/gadgets/2019/02/retina-resolution-he...
Users are happy with 2K per eye, but they're not happy on how nobody but Oculus Quest is making an affordable and well featured headset. It's even perfectly useable entirely wirelessly with Virtual Desktop.
Apple has the arm tech to be making high performance mobile headsets that can use their high quality cameras for tracking. Oculus almost has no controller hand tracking down, they're limited by the resolution and number of camera trackers though.
Because 2k per eye seems enough until you realize that it gives you less than 20 ppd (pixels per degree), while 2560x1440 27'' monitor at 50cm gives you 40 ppd
To get same ppd on 27'' monitor at 50cm it would be 1111x625, for 24'' at 75cm its 700x400!!
My point is that while current ppd might be fine for some, its very low for anything that requires detail. Any small text or gauges or similar is simply not readable in VR while being crystal clear on FHD monitor, just because the field of view is stretched so wide in VR headsets.
You can say that small text isnt important in VR, but that would be dismissing the fact that small text and higher feature resolution can increase information density dramatically, which is always desired. After all, you aren't browsing this site on a screen with 640x480 resolution, are you?
There are plenty of little rough edges that I feel like Apple would do a good job of smoothing off. Things like not being able to get phone notifications or use bluetooth headphones.
By the end of the first day I had my tape measure out moving my couch, coffee table, and clearing out the living room. It's the VR space now.
I would be shocked if this is anything but a gimmick, with all sorts of upscaling and rendering tricks.
I very highly doubt apple is all of a sudden the producer of the best gpu in the world, with a wide margin. Nvidia claims their 3090 ( a $1500 card ) is capable of 8k 60fps. In benchmarks, this is only possible in certain easy to render games.
The idea that apple can double that, and push a higher refresh rate for smooth vr (usually 90fps minimum) is wild.
They at least think they can drive enough real pixels to make the more exotic/expensive option worth choosing.
Edit- and the M1, already, is by certain metrics already the best 'CPU' in the world- there isn't any particular reason to think Apple incapable, considering their access to cutting edge chip manufacturing, of doing the same with GPUs if they wanted to throw the silicon and resources at it.
Just a note, Nvidia DLSS 2.0 is so good, that it doesn't really even matter if it's "just a trick". I wouldn't discount upscaling via AI.
At least when I'm working on a laptop/desktop, I'm constantly looking around the room, at my keyboard etc.
It's not entirely clear what problem VR is trying to solve in a lot of situations where's it's claimed to apply (like office use). There's obviously some places where it could be quite useful, but light-field fixed screens might offer a lot of similar benefits for a lot of these applications and at this point at least, that tech is a bit further along (and might be more comfortable for users).
The question of the effect on vision of shining screens into your eyes for hours at a time still stands.
Edit: whoops, guess I was wrong about that!
The 3D illusion in VR comes from stereoscopy. The objects that appear in VR are actually all at the same focal distance.
I am not a physicist by any means, and I am not sure what a "light field" exactly is in terms of engineering, but as a everyday skeptic I am generally rather wary of anything Magic Leap puts out.
There are many circumstances where AR is far better than VR, even with perfect VR
I imagine you could use some tricks if you did AR with cameras pointing out and displayed them on a screen (this seems to be what the parent is implying), but you go back to "failure" being a black screen. In practice, I haven't seen this be a big deal. The display is black when it is off (like your phone assuming it doesn't put the screen to sleep). If any rendering misses a frame they distort the previous frame in the buffer to match any head movements (in AR likely reintegrate with new footage).
I am not even sure top of the line PC can do that today. Even Dual 4K at consistent 120fps is pushing the limit.
At VR headset range with 8K Per eye is a display that is nearly 3000ppi. My guess is that 8K is the wrong figure and it is actually derived from 3000ppi. Which is similar to Varjo [1] HMD.
At lastly, this is "The Information". Which means it is an Apple leak. Intentional or Not. Over the years they have been doing PR pieces and other intentional leaks for Apple. It will mostly be the same tactic as someone else has mentioned, setting consumer pricing expectation.
[1] https://www.vrfocus.com/2019/02/the-varjo-vr-1-is-a-6000-hea...
Edited for clarification.
A single frame for an eye is something on the order of 1-10 megapixels, but the signal processing of the brain with the vibrating eye effect create something approaching a gigapixel image using what may be analogous to temporal resolution enhancement:
https://www.osapublishing.org/boe/fulltext.cfm?uri=boe-8-3-1...
I was really excited by the possibilities of Google's Glass and really disappointed when they killed it off.
I want a HUD in my glasses. I want to read text messages and get navigation directions without having to look down at a screen.
Personally, I think that VR will win out, even for AR applications (or maybe my semantics are incorrect). I can imagine a VR system that uses external cameras to mimic a person's natural field of view and overlays additional information in the process of displaying it. It seems like a more available route to a fully immersive "augmented reality" than the current glasses based prototypes.
To get this you need outward facing cameras, which people will balk at for privacy.
They can make an amazing VR headset right now, a comparable AR headset is many many years if not decades away.
Focus area 70 ppd uOLED, 1920 x 1920 px per eye
Peripheral area 30 PPD LCD, 2880 x 2720 px per eye
field of view (115°).
price €5495 + then some
The content, and non-visual tech is all there. Everything is primed. Now we just need a headset that has proper resolution. I’m hoping Apple gets this right, clearly they understand the true issue with VR by focusing on resolution.
I think the bigger challenge is not screen resolution but lenses. The G2 has quite a narrow sweetspot so although the centre of your vision is basically monitor quality and text looks perfect, the quality drops off towards the edges so it doesn't really work for reading where you want to scan left to right with eye movement. It does work well for simulations where moving your head is a more natural way to look around.
I suppose it's the issue if your expectation of VR is resolution-sensitive. But good VR apps will just treat that as a limitation and factor it in. GBA apps of the time were pixel-art, and resolution was never its "main problem" (batteries were), because you weren't using it to watch movies or something.
IMO a lot of the true VR issues have been fixed by now. Pass-through, standalone wireless, baseless hand tracking, no more headaches, etc… A lot of the work that remains is incremental improvements (such as resolution, battery life, FOV, weight, tracking accuracy). I would personally like to see some very-low-latency wireless earbud support, too. Once again the Quest 2's over-the-ear system is great.
The most severe issues I have with VR right now are very much not software/hardware related, but rather have to do with sweating: Band getting dirty, lenses fogging up. The fact a lot of VR apps are fitness based makes this a serious problem, at least for me.
The real "true issue" of VR currently is probably the lack of apps. There's fairly few killer apps, especially on the much more restrictive Quest line.
But I agree with you there's a huge potential for "retina" VR.
A surprising aspect of VR is that this is actually the complete opposite, just how much your real body actually matters. VR is exhausting. 10 minutes of Thrill of the Fight and I'm physically incapable of continuing. An hour of Rec Room or Echo VR and I have to stop from the sweat buildup. Even hanging out and just talking VR Chat is so more physical (standing, actively interacting with both arms, potentially full body tracking) than sitting at a desk during the day job, more comparable to something like being at a conference where at the the end of day you really feel it, all the standing around and slow walking, since in total it was more than an average day.
This is basically the plot of San Junipero but with the vast resources going into ML, neuroscience, and anti-aging, it's not hard to imagine this being a possibility within the next 100 years.
That would be superb. I could consider paying $3k for the dual 8K headset if I can skip buying a separate gaming pc for running a flight simulator. (Not to mention that 2x8K capable rig would cost a LOT!)
What if this is actually a helmet? Apple called the FaceID dot matrix projector and capturing a camera before IIRC. It would be possible to capture facial expressions, and even depict the user reasonably accurately in the virtual space. I know trying to represent human facial expressions in 3D is likely a doomed attempt. But it is nice to imagine that Apple might be thinking a bit ahead.
There's a full lecture on the subject here: https://www.youtube.com/watch?v=gpdX9jkhv2U
Jokes aside, I agree - I think they're taking their time with this and it might bring something interesting to the scene.
All the "serious" HMDs on the market today work just fine - Valve have put some serious engineering into their tracking technology, for example.
When I read the report first, I thought 8K/eye was nonsense because it was a physical limitation rather than a technical problem. Isn't it true?
I think that the Apple AirPod Max is an experiment to test the structure. That's why they are so heavy.
Varjo XR-3: 8369 USD Canon MREAL S1: 39000 USD
Needing 8K models and exponential extra difficulties will fix Cyberpunk 2077 and design software?
AR is basically unusable without proper tracking, and it felt like most limiting thing using the MagicLeap1 and Hololens1/2.
I do wonder if Unity has some type of top secret team which has early access to the Apple apis ( at least a phone number to call Apple's internal tech team/
That said, this excites me - I wouldn’t be buying a gen 1 at 3k, but down the road I could see replacing a laptop or two with this kind of thing.
I wonder how well that things selling.
30-50 years from now:
* in society, concerns about privacy will become fringe
* concern about addiction to computational worlds and deeply impaired cognition due to this addiction — initially via iPhones and ultimately by VR — will be the the true concern of the era, not unlike cigarettes
Apple products aren't inherently addictive. It's the applications that are.
Also they do provide Screen Time and other features to control your usage of their devices.
I also heard that iGoggles projects was closed, and launched again 3 times already.
So how would a VR headset work with everything?
1) the iphone has the best facial tracking camera and software (better even than desktop and webcam and GPU)
2) like the Occulus, you should only need a phone to connect.
3) only 1 vr headset currently has an internal camera able to track faces and eyes. Facial expression, iris movement and gaze tracking is hugely missing currently, but trivial with the iphone.
I would have the iphone being the base station and do the full body tracking "just put it on your desk". I would also put their existing face tracking and eye tracking tech inside the vr headset. I'd make it so the headset only needs an iphone to connect. I'd make it cordless only.
Do not let Robert Scoble take a photo of himself in the shower wearing this.