Apple Vision Pro: Why Monitor Replacement Is Ridiculous
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We also can't ignore that in every image shown, it appears they are using a virtual screen that is far larger than what most people likely have. meaning the text will be larger. You could argue that this is to fix a flaw with the hardware but it is also something that you are able to do when you are not dealing with a physical limitation.
Regardless of that because I am not going to pretend to understand a lot of what is in this article, it is way over my head. I feel like the thing that we keep ignoring here is that this is not meant to be a great success right out the gate. Apple knows this with how they are pricing it and how they are talking about it, including it being a "pro" version first. This will be a niche device while the hardware catches up with what the software can do.
But ignoring that eventually the hardware will be able to do this just fine and not building the software now would be stupid on Apple's part.
I think it remains to be seen what exactly this hardware can and cannot do, but more importantly what we are looking at 2 or 3 versions down the road. Unlike basically every other company that has tried to to make a product like this, Apple has a track record of not shutting down projects and having "hobby" projects that take a few generations to finally hit their potential.
Once the hardware manages to catch up, is smaller, etc it feels kinda nieve to think that we would remain stuck to monitors for computing. Is it guaranteed? no of course not. But I would not dismiss it yet based on how this guy is talking in the comments about the future. We saw a lot of the same dismissal of smart phones for most people's computing needs.
Doing a test right now, I'm focusing on the 13-inch computer screen where I'm typing this and holding up a large container of cashews directly to the right of the display. It's literally less than 30 degrees to the right of my focus, and the word "cashews" is in half-inch-high letters, and I can't remotely read the word without moving my eyes over to it.
Plus the portion of your eye that sees in high resolution is ridiculously small—1% of your field of view. And your eye and brain just hide that fact by making your eye constantly jitter to see a larger area.
I've monitored how I use 4K screens in the 28" size range. I would not normally move my head at all to look at different parts of the screen. I would only move my eyes. With two such screens side-by-side, I would turn my head just a little bit to focus on one screen or the other. Or, I found I would often hold one head position that is neutral between the two, and then use approximately 2/3 of each screen, with the far outer edges neglected or used to banish less relevant communications and status apps that I only check once in a while.
And, these screens are not filling my field of view by any means. So, I'd really need a far higher resolution headset if it is going to give me a good immersive field of view and be a reasonable monitor-replacement. I fear that fovea-tracking will remain scifi dreams in my lifetime, so the reality is we need to render full resolution throughout the field of view to be prepared for where the eye gaze might go in the next frame.
This is not at all true. All of the AVP, the Quest Pro, and the PSVR2 do eye tracking based foveated rending. They lower the clarity of the things you're not looking at. And reviewers say it works perfectly, like magic. They are unable to "catch" the screen adjusting for what they're looking at.
Are they actually doing some kind of optical shifting of a limited pixel display? Or you just mean they do some kind of low-res rendering mode to populate most of the framebuffer outside a smaller zone where they do full quality rendering?
In other words, are they just allocating rendering compute capacity or actual pixel storage and emission based on foveal tracking?
This exactly. They don't reduce the resolution too much, but it's visible to an outside observer watching on a monitor.
The display either has a sufficient pixel density or it doesn't. Foveated rendering let's you cheat the details you render outside the focal point, but since your eyes can move to any portion of the display, the entire display needs to have a high-enough DPI that, once your eye moves to focus on that section, the content rendered in that location will be sharp.
As well, given the oddities of human vision and how eyes focus, they can give more subpixels to the tiny area your eye is looking at to increase fidelity
That is apples to oranges. The virtual pixels are mapped over your entire field of view where the physical pixels are mapped directly to the 2D surface itself.
>they can give more subpixels to the tiny area your eye is looking at to increase fidelity
Again this is a property of the display system and can not be improved by software. Additionally only one part of the lens (usually near the center) will have the highest PPD. Looking anywhere but the center will have a lower PPD.
Regardless, the question isn't if it's better or the same. The question is if its viable considering the author is saying the idea is "Ridiculous"
So a 4k TV is 3840x2160. The equivalent resolution is... 3840x2160. The number of pixels in 3840x2160 is 1x the number of pixels in 3840x2160, not 3x.
People who have tried the demos say that it is a seamless experience. Moving your eyes and head around, you see things rendered at a 4K resolution but it appears that the space around you is unbounded.
I don't know why people keep repeating this myth. It's just not how it works. It's not moving around pixels in the physical display.
Current VR has fundamental problems that can't all be solved with just some clever software tricks. This article is stating some problems that the headset will have to face. He doesn't dismiss the headset in the article.
>Once the hardware manages to catch up, is smaller, etc it feels kinda nieve to think that we would remain stuck to monitors for computing.
The friction of having to wear something on your head, along with the weight of the device will always make monitors a good option as they are very good at being 2D displays in the word.
>We saw a lot of the same dismissal of smart phones for most people's computing needs.
Show me where people dismissed smartphones over them having bad text rendering.
If you are being honest with yourself, you will remember that when the iPhone was first unveiled, you, I, and everyone that currently browses Hackernews thought the idea of a phone that was only a touchscreen and a few buttons was absurd. The iPad was similarly seen as ridiculous. We now live in a world where tablets, smartphones, laptops, and desktop computers all have their own niches and where a standalone desktop with a dedicated monitor, keyboard and mouse is seen as a specialist device. A headset may become yet another entrant in the "yes, and" world of computing. The historical experience suggests that we should have some humility around predicting what people will latch on to.
I suppose you haven’t been following Apple News for long. The cycle is always the same, everyone is explaining why it’s a worthless product, too expensive, no market, doesn’t work, whatever. And then later they’re all about how obvious of a product it is, they or their favorite manufacturer did it ten times better, Apple needs to give the technology away.
Remember Slashdots out-of-hand dismissal for the iPod: ‘No wireless? Less space than a Nomad? Lame’. It sounds so obvious why the product is bad, but it turns out it’s focusing on things that don’t matter.
One simple reason: “Hey Stephen, is this what you were looking for” (points to picture of x device on the monitor) Stephen- (without even raising from his chair) Yeah but in red, where did you find it?
I think the AVP 2 or 3 is going to be great.
The only way Apple will potentially mitigate this will be via clever rendering tricks. But he is very likely correct: this will not be a replacement for monitors.
This is an iteration on something that already exists. Probably won't be perfect, but it can and will be a monitor replacement for some.
We can see that this will be similar : the AVP has ~35 pixels per degree, my screens are about 45 degrees, so I can expect 1575 pixels across and 885 vertically, so just a tad better than 720p. In practice you'll lose significant resolution to optical aberrations unless your neck makes it point right there.
Who is using 24inch 720p displays in 2023? You can get at least a 1080p for like 20$ on classifieds and 100$ new.
This is sitting as close to the display as you ever should, btw. A 24inch screen will be 45 degrees wide if you're sitting less than 1 meter (36in) away from it.
I mean it's just a concept marketing photo - the screen doesn't actually project out to be seen by anyone else. The projection is made for friggin' ants (kinda literally).
https://i0.wp.com/kguttag.com/wp-content/uploads/2023/06/AVP... look at that image. Judging by the guy in front that middle virtual monitor is probably 3 times the size of my current monitor which is 32". If I want more than 1 monitor (I have 3) I can't imagine actually having anything larger than that in a physical space. But in virtual? Why not. And that is what apple is showing with these images.
I'm not trying to comment/ debate on if this will ever be a mass-market product, but, it would be fascinating if they built a posture corrector into it, and it ends up that AVP users develop better posture compared to keyboard/ mouse/ screen users
I do think about my setup, how much space is basically lost to speakers, space for my keyboard and hands (not that I wouldn't use that in this setup but I could kinda not think about it). Or just non traditional aspect ratios as shown in that image.
But I agree, I think it remains to be seen how that works in the real world as far as proper sizing and ergonomics goes. But I think there is room for some expansion on what we would normally have now.
To play devil's advocate, your 32" monitor is more than 3x as large as the 13" monitor I'm working. People use interfaces on wall-mounted TVs that are 3x your 32" monitor just fine.
The technical details seem correct to me, but even as a layperson I can tell that the author is missing the bigger picture. For example in this case, to replace monitors these headsets don't need to have as good resolution if they win on the overall tradeoffs.
It's a shame because it's otherwise good commentary, it just feels like I have to filter everything from this site through a lens of knowing the author will have a mostly unjustified negative take.
Found my new .sig
Thus, while I find his analysis incredible, I always have to ignore his actual opinions that arise from the analysis.
Okay, now wait a minute. On the one hand, it's possible to scoff at technology that was state of the art in 1987 and make it seem like it's shitty, but 1024 by 768 with a diagonal of 16 inches seems awfully close to the monitor I'm currently typing this on right now: a 1920 by 1080 27 inch LCD screen, sitting three feet away.
I used https://qasimk.io/screen-ppd/ to compare some of the displays I have around to the IBM XGA monitor. Although I have one 1440 monitor, I also have a 1920x1080 that I use all the time, and when I'm actually in the office, those monitors are the same.
To hear this person describe it, the monitor that I and a ton of people currently use today has the resolution of an ancient relic. A 1024x768 monitor with a 16 inch diagonal has effectively the same pixels per inch as a 1920x1080 with a 27 inch diagonal. Would a 27 inch 1080p monitor really be worth characterizing as obsolete, insufficient technology today?
Normally at 27" you'd want at least 1440p these days, and that's been pretty standard for around 10 years now. Those Pixio PX276/PX277 monitors and similar have been around for a long time even as budget products - the panels they were using come from cast-offs from the premium panels.
Which isn't to say you won't find 25" 1080p monitors and similar junk in offices but... they're not buying you the good stuff either.
Not to say it's not fine for you! But generally today people would be looking for a higher res, either 1440p or 4K, either of which is under $250 these days for a 27", and often a pretty nice one (nano-IPS, 144 hz, wide color gamut, etc).
I'm not arguing that 1440 or 4k isn't better than 1080. I'm not saying that monitors aren't cheaper than the Apple Vision Pro. I know that text on a screen in 1440p looks better than 1080p.
I'm just saying it seems more ridiculous to be like "the monitors that people use in offices all around the world today cannot be used as monitors, welcome to 1987 if you think so" because there exist alternatives that people would prefer to use.
https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...
For goodness' sake, 61 percent of people running Steam have their resolution as 1080p.
I'm just saying it's uncharitable for the author to make it seem as if the resolution that a vast swath of people use in 2023 is so inadequate as to not be worth taking seriously. He's saying "Yes, they will “work” as a monitor if you are desperate and have nothing else, but having multiple terrible monitors is not a solution many people will want", and buried in that is the assumption that the majority of people are using "terrible" monitors that (sarcasm quotes) work. I don't think that's reasonable.
I would be absolutely aggravated to work at half the linear resolution. I would tolerate it for some fast-paced game as a practical tradeoff for framerate, but not for text or static image viewing.
I have seen a 16" 4K laptop and considered it overkill or even impractical, i.e. pixels are too small to resolve and naively scaled icons or text are unreadable without a magnifier. But my usual screens described up top are above that threshold for me, and I can resolve single pixel gaps much of the time.
His review probably made me more excited than anything else to give it a try.
My office gets very hot in the summer - as of writing, it is 84F in there. The rest of my house is 72. I've had AC people take a look, etc., and there's not an easy solution to fix it. I'd probably get a mini-split or something if I was intending to stay here for more than another year or so, but it's not worth the cost and trouble currently.
One thing I wasn't expecting was the MQP being enough for some basic monitor replacement use for if I just don't want to deal with the heat. It's not holding a candle to my 34" Alienware OLED or the other 3 4k panels I have in front of me, but... I get tired of the physical discomfort from wearing the headset before I get tired of the virtual monitors.
23m pixels total for the AVP vs. the MQP's 7m - a 3x increase in pixels is a pretty significant jump in resolution.
I will say the passthrough mode cameras on the MQP look like complete ass. I can see the world around me well enough that I can function and interact with the objects in the room if necessary, but if I was trying to use the virtual monitors against the backdrop of the world, it would distract me with how shitty the real world looks. I don't have much hope that the AVP cameras are gonna be a significant enough jump up to solve that.
Secondly, what about the v2 or v3 of the Vision Pro?
Eventually the resolution of a VR device will get to the point of being good enough to replace a monitor.
Whether you’d want to be inside a big headset for 8 hours a day is another question.
https://www.patentlyapple.com/2023/07/a-new-apple-patent-cov...
Yeah they have the "project your Mac screen into this space" but that's obviously a bonus they threw in since they knew that there are not going to be enough productivity apps out there on day one.
He's also mistaken about a lot of the text stuff he writes. MacOS X has always ignored font hinting. Macs (and some iOS devices even) will already render on a larger canvas and scale to fit the screen when you choose a different scaling mode.
I don't think many people are going to care that the Apple Vision Pro is "only" 35 to 40 ppd. And those who do would probably be willing to concede that the ability to take as many monitors of whatever size you want with you everywhere is worth the tradeoff.
[1] https://www.amazon.com/P2720DC-27IN-WLED-25X14-HDMI/dp/B082F...
Not sure we can judge how well Apple has solved this extremely hard problem until we actually can put our eyeballs in the product. I agree the MQP is not up to the task.
(also, judgements based on pointing a camera through the lens are extremely uninteresting since cameras aren't at all designed for that kind of use case and do not give a good idea of the subjective impression of the quality of the VR, which is ultimately all that matters)
He may be technically right in all the way monitors are better than Vision Pro as a monitor for all the current use cases, but I don't think it's a forgone conclusions that they're not going to be monitor replacements.
I guess the poster did that mistake.
The vive 2 is 2448×2448 per eye, or 4896×4896 total.
It’s completely unusable for the purpose. Text is blurry and unreadable. The lenses are garbage. It’s sitting on a shelf now.
The vision pro is probably somewhere in the range of 3,391 x 3,391 per eye, although one guy calculated it to likely be 3660 x 3142.
That’s not that big of an improvement over the pro 2, and I doubt it would actually give enough clarity to use it as a high res display replacement.
I picked up the pro 2 for $350, and I feel like I may have even overpaid a bit for what I got. Unless the vision pro is a quantum leap in display quality over it, it’s going to be a non-starter at the 3,500 price point.
Typo there: 4986 x 2448 total
> That’s not that big of an improvement over the pro 2
If it's 3391x, that's almost 40% more pixels per axis than 2448x and almost double the number of pixels per eye. Bit more than "not that big", surely.
Coupled with the complexities of lensing within the device, I think people should wait to try Apple's headset before coming to conclusions based on other designs.
Ergonomically, I think they easily beat tablets or laptops when chilling on a couch which more than offsets minor resolution issues. Not that long ago I remember upgrading to 640x480 monitors and they were better than 320x200 but not by nearly as much as you might think. Downgrading in DPI while upgrading in utility is probably well worth it.
Tablets < laptops < desktops by almost every single metric except that isn’t representative of actual usage. AR could easily displace all of them.
I just, you know, wouldn't ever do that for daily usage or productivity like coding - I'm instead considering looking for some way to suspend my 4K monitor above me instead... at least until some HMD can match its sharpness/clarity.
It's kind of ironic, Apple displays are what got me addicted to HiDPI in the first place...
It also doesn't seem to be designed for gaming, not for games where you move a lot and require fast and precise input.
The part of the presentation where usually developers show their finest creations this time was rushed and showed low poly toys apps as we've known from AR apps for a decade now. Sure, you can say it takes time for the ecosystem to develop, but that ignores a big problem.
It doesn't just take time. It's beyond the reach of most app developers entirely. It's extraordinarily expensive and difficult to build a compelling 3D world that is convincing enough for somebody to want this device as well as keep that headset on. It needs to be spectacular and convincing. Because ordinary consumer experiences, say the PS5, already deliver that fidelity and engagement. You need to up that significantly given the cost and discomfort of this device.
It seems to me that only the likes of Disney can pull that off, and not the small app developer. Even for Disney it will be a questionable ROI.
So what remains? A device for solitary passive entertainment? In a world already saturated with digital experiences and content?
I just got the nreal beam, which allows for more flexible placement of display feeds in the glasses. It helps, but I still find the clipping problem with low FOV displays crappy.
Apple is probably the best positioned to nail the software side of this, but I think it'll be a couple years before the hardware fully catches up.
From the limited info in the keynote, it seems they're doing "something" with foveated rendering. Ie: The display is a lot more dense where the fovea sees.
From the demos, they clearly have the eye tracking dialed in to precision.
From these, I would make a bet that the headset contains galvo motors to move the optics such that the high-density portion of the display's area are always in alignment with the fovea. Probably not the Retina display kind, but something more like ~100 ppi equivalent - which is certainly usable for work.
Otherwise, what's the point of having denser pixels in one area?
If this is true, I can totally see this being a true monitor replacement. This would also make most of this blog post moot.
I'd love to be wrong on this, but my gut tells me something's not quite right with this product vertical (notwithstanding Apple's entrance to it).
It could be pretty incredible for travel, where you're typically stuck with a small 10"-14" screen. For my day to day work in IDEs for example I'd take a virtual ~24" 4k screen over a real 13" one any day.
I’m thinking more whiteboard/pinboard/etc sorts of use cases, where you’re typically standing and can walk around. Think Apple Freeform, Obsidian Canvas, or any other program where you have an infinite canvas (maps, etc). I could definitely see it being nice to be able to throw one of those up on a wall instead of having it boxed into a comparably small monitor.
And limited by the size of your wall.
With VR you could basically have a monitor that would feel like watching a valley while sitting atop of a mountain
Unrelated, but the best thing for eye strain when working is to sit close to a window and focus your eyes on distant things every few minutes
I've done it, and for sure the limiting factor was the clumsiness of the interface and the discomfort of the headset after an hour -- not the sharpness of the text.
...no seriously. i may have a problem...
The PPD talking point is absolutely a problem. If my particular headset had the ability for "many floating windows" arranged in arbitrary places, it might be better (but it doesn't - I think there's a desktop app for Meta Quests which supports this though).
So, aside from the eyestrain due to low PPD, it is legit amazing, and I could potentially have productive workdays in VR with the right system. I also purchased the counterweights which help quite a bit.
For the same reason we're "restricted" to pages in books.
> I think we can get more creative than that.
Yup, if we discard utility.
Doesn’t ppd have to be combined with distance to make sense whatsoever. You can’t compare 40 ppd at 1 meter with 40 ppd at ??? m?
Most of us don't get to have that experience, and so we choose our tools accordingly.
Turning your head a few degrees, to the location you remember putting one specific window, and which is probably currently in your peripheral vision, is absolutely faster than tabbing through who knows how many windows to get the one you want.
Also, the more monitors you have to look at, the slower your head movements will get. With a single monitor your head your eyes have very minimal movement. Consider how fast your eyes dart around on a small screen like a phone.
And tilting your head. And turning your body unless you want neck strain. Then there's tilting your body...