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.
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.
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 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.
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.
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.
But there are consumed ones available / becoming available:
* HP Reverb G2 Omnicept Edition
* HTC Vive Pro Eye
"NVIDIA VR Ready Quadro or GeForce Turing based GPU required for foveated rendering. For developers, Unity foveated rendering plug-in and run-time are also required and available from the Unity Store or HP Developer Portal"
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
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.
https://www.theverge.com/2020/5/14/21211254/apple-confirms-n...
360 video is also quite nauseating for people as it has no positional component (e.g. moving your head forward brings the scene with it). What we really want are streaming light fields.
I think the display hardware is good enough, but I've only been able to get that quality by manually copying over 8k video files and playing them on the device itself. Not sure why they can't match this quality when streaming...
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.
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.
I haven’t gotten any of them to join me on the VR train, but as it grows I think that’s a big use case for it. You can hang out together with someone in a VR space in a way that video chat doesn’t capture.
> 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.
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.
https://www.google.com/amp/s/www.bbc.com/news/amp/technology...
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.
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.
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.
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.
[0] https://www.marketwatch.com/story/there-were-just-1206-minut...
A lot of the time throughout the game is wasted intentionally by game procedure, e.g. refs are setting up for the next play.
Of course there are varied reasons individuals have to watch, but the overwhelming majority of it's market success can be ascribed to tribal desire to see your team win.
Caveats: I don't watch American football on TV, but I watched it some when I was a teenager. I mostly remember how to play, and while I don't think it'd be safe to do it at my age, I do like to play catch with an American football whenever I get the chance. I wouldn't mind watching a game now, but only live and very close to the field.
The thing is there's a lot of strategy, and each play is a meticulously, often spontaneously, planned action by the Offense (team with the ball) which the Defense does its best to disrupt.
That disruption is almost always at least partially successful, forcing improvisation on both sides. In particular the quarterback (guy who throws the ball) often has to rethink the plan in real time as people chase after him -- he really really doesn't want to be tackled, for his own protection as well as for the game -- and somehow make this work with people who are running around at some distance from him. When it works it can be awe-inspiring and utterly unexpected.
These things -- the strategy, the plan on the field, the disruption, the improvisation, the danger -- are all directly and intimately connected to the physical and mental abilities of the players, which are routinely pushed to their limits, sometimes to the point of causing permanent damage.
This is all the stuff of human drama, and as in most human dramas the decisive physical events don't take up that much of the time.
Another thing I'd add is that compared to a lot of other sports American Football offers an interesting combination of extreme chaos (the tackle, etc) and extreme precision (the long-distance pass to the wide receiver).
Soccer by contrast never has that much precision and is much more about mastering the ever-present chaos, most of it very slow paced; basketball can go long stretches without getting very chaotic at all despite things constantly happening. (I know some people will take umbrage here, but I'm ready to defend these points!)
I can't think of another sport that so closely tracks an idealized version of warfare and group combat. Though I'd love to see other examples.
All that said, familiarity has a lot to do with how much you can enjoy watching a lot of sports. If you grew up surrounded by the culture of Sport X there's probably stuff in it you will like to watch.
I like to watch squash, because I played it enough to understand what's going on. I have a friend who watches hours of snooker online. Even golf draws an audience. Even cricket!
I've heard the term "it's chess but played with fridges" before and I think that fits.
Besides that: great explanation.
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.
But Onward VR feels really social.
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.
>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.
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.
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....
I think such a virtual camera technically almost is possible. Getting a smoothly moving camera image that doesn’t get distracted by ball-like objects (e.g. a bald referee, as happened in soccer recently) and tunes zoom levels to show just enough action probably is the hardest part.
Would probably also need some kind of remote GPU too like Google Stadia if you’re going to get any kind of real-life picture quality.
https://www.intel.co.uk/content/www/uk/en/sports/technology/...
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.
Also I’ve tried some experiments with VR looking down over a race track with virtual race going on and it’s totally awesome- but that was in full 3D so more exciting I guess.
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?
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.
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.
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 assume sir will be wanting 60 or 120 FPS as well?
:-)
There's still 72 raw megapixels in the two displays. Even if you "cheat" and run rendered output for the edges in 4K or 1080p, something still has to drive each RGD emitter for each of those pixels, even if you're painting blocks of 4 or 16 of them all the same colour...
That said, I can spend about an hour in it. I can be having the time of my life but after an hour, I need to take a break if I want to jump back in.
I'd laugh in your face if you told me you planned on working 40 hour weeks in this thing.
It sucks if it doesn't work for you. Hopefully they'll find solutions so more people can be comfortable. For those of us who are already comfortable we'll be happy to use what's available now.
There have already been inklings of the new interfaces we could invent like Tilt Brush. We shouldn’t be thinking along the lines of how we could do easy things differently, we need to think how can we do hard things intuitively?
Edit: another consideration is that if we want to be less sedentary maybe it is worthwhile actually getting up and walking over to a filing cabinet in order to open a file browser. If it were an option it would probably be more effective than setting reminders to get up and move.
I mean I'd love to be proven wrong, put one of these things on and everything being full of stars, but at the moment I'm skeptical.
My experience with VR has been limited to an HTC Vive. While a game like Elite Dangerous feels great, I had a lot of trouble reading text on it. Probably the same reason why I can't get along with binoculars, I just can't seem to focus on things with both eyes?
You might have a problem focusing with both your eyes, but the reason you couldn't read the text in Elite was simply that the Vive is a very low resolution headset compared to more modern models. Everyone had to lean into the display screens to read them on that display.
This is basically textbook definition of convergence insufficiency, which is underdiagnosed on a population level. You should absolutely see an ophthalmologist about it, preferably one at an academic medical institution, as they will be less likely to miss it. They can also modify your eyeglass prescription to help with this issue. This does warrant seeing an eye doctor over.
Here is some info on convergence insufficiency: https://my.clevelandclinic.org/health/diseases/17895-converg...
These tips may help you, but probably not for VR: https://www.bouldervt.com/wp-content/uploads/sites/478/2015/...
I personally have severe convergence insufficiency (most middle-aged adults end up with mild convergence insufficiency and have prism/powered lenses) due to a rare immune mediated neurological condition. This requires me to see a neuro-ophtalmologist. I also have astigmatism and nearsightedness. I only wear glasses to read/drive/VR. I have lenses from VR Optician for my VR headsets.
My favorite way to read is using VR. I recommend using Retinopsy Look VR (link: https://www.viveport.com/5445b338-0944-49a8-80ce-7c0f4ea7709...) (which is only available on Viveport, however I have it set up to boot from Steam), which allows you to adjust the distance from screen (focal viewing length), screen size, screen curvature, and screen tilt. This helps tremendously with convergence insufficiency.
Anyways, I personally use Retinopsy Look VR in combination with a screenreader called Kurzweil 3000 (https://www.kurzweiledu.com/k3000-firefly/overview.html) which reads the text aloud to me. When the text is being read aloud, the sentence being read is highlighted in yellow while the word currently being read aloud is highlighted in green. This is done simultaneously, and it helps me better absorb the material.
A full face headset would probably give off a socially isolating presence, at least today, though.
So we're back to VGA resolution on your "virtual display".
Yeah, no thanks.
This is a closed face VR headset with presumably more traditional screens and lenses and unlike a Hololens or MagicLeap. The device sounds closer to VR headsets like the Vive and Quest, which are mostly around 90-110 degrees.
Wearing an HMD is always going to disconnect your attention from where you are and teleport it to someplace not shared by those around you, there is no way around that and it's not a bug either. AR just makes that separation a little fuzzier.
Of course, inputs are weird too. Would it need to come with a pocketable keyboard or something?
If the display is see-through - perhaps with a removable view shield for switching AR/VR - you can have pass-through without a camera. Like magic leap, but without the magic "black pixels" tech.
Alternately, if it has lidar you could display a wireframe / point cloud version of the environment. I don't think people will consider a lidar scan to be "a picture of me," even if it actually captures more detail.
Alternately again, it could have a camera but just never expose that feed to the real world or allow recording. It's their own closed hardware after all.
I remember clearly in 1999 going to dinner with co-workers, all of us pulling out our cell phones for something and one of the co-workers wives call us all geeks for even having a cell phone. I'm sure that same person is now more addicted to her smartphone than her husband.
The same will happen with AR. It will seem "ewww gross" until it doesn't
I remember the fuss, but it's so weird -- everyone carries a smartphone with camera with them all the time, even into public bathrooms. If someone wanted to record me I think I'd have a better chance of noticing someone looking at me with their face than I would someone doing it while pretending to be scrolling twitter.
Lol. Just picturing the reactions of the hip baristas in SF who already disdain techbros for spending 5 hours at the coffee shop with their laptops/headphones and their one cup of coffee when said techbros upgrade to VR headsets.
And if this were just a question of image quality, I wouldn't make a big deal about it, but poor image quality means something resembling motion sickness will set in pretty quickly, even if you're just watching a video.
One time I tried to do some yoga while watching TV with an Oculus Go and I stopped immediately, huge mistake, never trying that again. But based on my knowledge of the tech it seems possible that such a thing might be possible at a $3000 price point.
If the external cameras are low enough latency that I could basically have a TV floating at the perfect viewing distance while walking around and doing chores or exercising I would buy one in a heartbeat. Though I'm not sure that's even possible or if that's just guaranteed motion sickness. I would say if it's possible, it's definitely not going to be possible for under $2000, at least not for 3-5 years.
- use a vr video viewer to view downloaded 4k content
- use Mirage desktop to create a virtual desktop[0], then start oculus/steamvr, and use that to stream the 4k desktop view. this isn't actually made for regular vr, though, so i don't consider it a great solution
As a side note, you can't view DRM-protected content with any current solution (maybe other than with webvr, but I haven't seen Netflix add a VR button yet), so the only way to actually watch content is via piracy - not something trivial to get into for people without the time to maintain a torrent client+VPN+Plex setup.
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 more recent seems to be ThinkReality (by Lenovo) which prominently features a 'extra screens' application on the home page[1].
While my use case is different than most, I personally have a print related disability (severe convergence insufficiency), which requires the use of assistive technology. Anyways, the app I use is called Retinopsy Look VR, which is available in Viveport. It is intended for people with visual impairments and is super adjustable. I think the adjustability is key. To augment my reading experience, I use a screen reader called Kurzweil 3000, which reads the text aloud to me, with the sentence being read in yellow and the word being read aloud in green, simultaneously.
I use a Valve Index headset with prescription lenses that are adapted to the headset (I got them from VR Optician). I also use a laptop with an i9 10th gen processor, a 2080 Super video card, 32 GB RAM, and SSDs as hard drives. The only thing I do not like about my setup is the fact that it is not wireless and also the fact that base stations (“lighthouses”) are required.
You may want to check out SeeingVRToolkit, which was made by Microsoft to make VR accessible to the visually impaired. Retinopsy Look VR utilizes this.
See: https://github.com/microsoft/SeeingVRtoolkit
With Retinopsy VR, reading dense and long material in VR is extremely easy and immersive. I find it far more enjoyable than reading physical books, even without using a screenreader.
I also have ADHD, and reading in VR is far more immersive (and especially with a screen reader utilizing multimodal highlighting). I can learn a lot better because the text is right in my face, being read aloud to me, with changing colors highlighted to the audio, which I cannot escape and drift off from in VR.
Anyways, I do all my coding in VR using Retinopsy VR. It allows me to really buckle down and focus. I sit on the couch reclined and I have my keyboard and mouse on a very stable lap desk, the Couchmaster Cycon 2. I also have headset strap stabilizers/modifiers from Studioform Creative so I can use my headset for several hours.
Best of luck with the app development it sounds fantastic m
You have to read this article, which was written by somebody who is visually impaired. He explains why the experience of VR is so much better for people with visual impairments, in so many ways, compared to any other assistive technologies. He states why it is so much more helpful: https://www.alphr.com/virtual-reality/1008932/vr-vision-loss...
There is a visually impaired user who uses the Oculus Quest and Oculus Rift. It is the first person on this thread. You may want to investigate their posts: https://forums.oculusvr.com/community/discussion/86303/low-v...
Here are all of the big accessibility groups that I know of, for VR: https://udl.berkeley.edu/accessibility/xr-accessibility
There is also a very large (500+ person) VR accessibility group: https://www.meetup.com/a11yvr/
This is an accessibility design podcast for VR: https://xrforlearning.io/podcast/designing-accessibility-int...
This is the Microsoft SeeingVR website, with the open source code and YouTube video: https://www.microsoft.com/en-us/research/project/seeingvr/
I hope this helps. I have been looking into this recently, and I will need all of these resources for my project.
i would love forcing or otherwise pressuring my employees to have this strapped on their face for work 24/7.
* 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.
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.
I‘m a long time VR user and except for some concepts I haven’t seen anything like what you describe, certainly not that popular.
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.
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.
Also note: even if we're just talking video Safari does not support a webpage going fullscreen which is arguably required to do VR video. But just to be clear again, this isn't about videos, it's about high end real time 3D porn
Google/Android is on board, Microsoft is making Outlook a PWA, so they're on board.
All up to Apple to enjoy some pressure and get with the times.
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.
It's a once-in-a-decade game.
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...
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...
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.
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.
Current lenses have quite a pronounced sweetspot in the centre of the vision so high resolution is wasted at the edges.
"fixed foveated rendering" is supported with Oculus and implemented directly in some games to reduce resolution at the edges just without eye-tracking so you can notice it if you move your eyes instead of your head. There is also "dynamic fixed foveated rendering" to ramp up/down for the current rendering load.
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.
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.
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.
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.
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.
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.
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.
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.
I get the impression that they might be available by the end of the year or next year, and might be something Apple has access to?
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.
Due to latency, you can't render the fovea area only; you need to cover quite a bit more in case the eye moves between submitting the command buffer and the final image being ready.
Compression can happen much later in the process, where the latency is much more predictable or even fixed. This is useful because massive bandwidth is easiest along traces, harder along wires and hardest wirelessly.
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?
* People's vision getting worse with age
* Each OLED pixel consists of 4 subpixels, so may only need to reach that acuity at sub pixel resolution
* Acuity drops and eyestrain increases at the edges of vision so likely only need maybe 75% of our range U/D L/R at the highest resolution, and the outer edges can have much lower resolution
Other hacks for foveated rendering include rendering peripheral vision at lower resolution and monochromatic, and not rendering in the blind spot, since our brains will just fill in those areas. May not be worth the complexity, but there's a lot of hacks that could take advantage of our visual system's quirks. I imagine ray tracing makes these hacks even easier to implement.
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
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.
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.
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!
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.
The VR headset shows each eye a slightly different image. Objects appear in slightly different locations in each image. When you look at these virtual objects, the relative angle between your eyes changes which creates the illusion of depth. (This is my layman understanding. I am open to correction).
The optical focal distance remains constant, however.
The 3D illusion in VR comes from stereoscopy. The objects that appear in VR are actually all at the same focal distance.
You need glasses for the same reason one would need glasses to see a flat image several meters aways, or to see the stars as the case may be.
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).
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).
Having a curtain come over your eyes is an unacceptable solution.
You’re in an in-danger state. That’s why I said “fail deadly”
https://foxtrotalpha.jalopnik.com/this-is-the-f-35s-third-ge...
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...
For me it is funny because the more realistic or better the graphics, a higher baseline frame rate is required. So my brain sort of work great with Counter Strike at 60 Fps, where the graphics are low Res and not any good by modern standard. Once it gets to very good / realistic level my brain sort of half interpret it as real thing. And expect "real" world motion. At this point 120fps feel so much better while 60fps cause me headache.
If we are not limited by computation constraint I would want to push for even higher frame rate rather than higher resolution.
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.
To get this you need outward facing cameras, which people will balk at for privacy.
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.
VR cannot replace AR anytime soon due to some obvious safety issues. At the moment they are and will remain separate things IMO
Considering that Google Glass was created in 2013 with hardware smaller than a phone, thats actually exactly what they made! After Google Glass got canned, all of the talented engineers went to different projects. I assume their enterprise version is basically the same 2013 glass.
They can make an amazing VR headset right now, a comparable AR headset is many many years if not decades away.
-WordLens, which could translate and overlay text in different languages
-Star Chart, which overlayed the name of the star/planet/constellation you were looking at
-Don’t remember the name of the app, but it would tell you the color hex code of whatever you focused the lens on
Several others that I can’t think of. I agree that a smart watch overlaps in terms of notifications but the glass absolutely did AR and scene detection that put it on another level.
It did things a smartphone could do but much worse. It's main advantage over a phone was that it was always on and didn't need a hand to hold it, which are key benefits of a smart watch.
Like I said, there’s definitely overlap but you’re way underselling some key features. Smartwatch also can’t take a photo of whatever you’re looking at simply by winking.
Again, if that's how you want to define augmented reality then we already did it much better on phones.
A smart watch achieves the goal of a passive HUD better than Glass did.
Whats left is a head mounted camera and I don't find that very compelling. The tradeoff between wearing glasses and having a much worse camera vs not having to use your hands to shoot a photo was not good enough in that device.
I mean, you're free to like it. You have to admit that its not just me who thought Glass did not have enough compelling features. Hasn't the market spoken for Glass?
I agree that a smartwatch is a better passive HUD (although it is not really “heads up”...), but there was certainly more functionality in the glass than passive HUD + head mounted camera.
I’m curious if you bought one?
Indeed I did.
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 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.
I never really feel fully submerged in VR. I blame that on a few things:
1. Resolution. This is the big one for me.
2. Headset. The weight, fogging up (like you mentioned), the fact that I can still tell it’s there.
3. Sound (you mentioned part of this). Sound is important for full submerging.
PS to help with fogging up, if it bothers you as much as it did me, i found that lightly heating the lenses with a blow dryer for like five seconds lets me play without fog for nearly an hour.
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.
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.
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.
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!)
"No, you can't SLI two of those cards"
"Oh, I guess I should just get Nvidia then"
"Of course you could Crossfire them"
wat
Nice one. Hope you're proud.
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.