Similarly, if you used several emitters to circumvent above problem you'd run into aliasing issues and you'd have to engineer the system such that different emitters can be clearly distinguished from each other.
The low latency is a big deal though. See-through AR is a particularly hard nut in terms of latency because just the slightest bit of it can completely destroy the experience (overlay images lagging behind real world), unlike VR where all the photons come from one source and some latency is tolerable.