This is one of the reasons why I think the people discounting VR/AR are misguided or at least basing their thinking on incorrect assumptions. These breakthroughs will fundmentally change some aspects of the value proposition.
This is one of the reasons why I think the people discounting VR/AR are misguided or at least basing their thinking on incorrect assumptions. These breakthroughs will fundmentally change some aspects of the value proposition.
Displays and optics have been some of the blockers.
6DOF tracking seems to be mostly solved (albeit in a very costly manner) and seemingly settled on inside-out tracking.
Controls are IMHO a very weak point with no clear line of sight path to a solution.
Software could help, but so far I think that poor engineering did not help to highlight the hardware qualities of the various prototype we've seen (I've not tried everything but I would not call any of those a mass-market product)
Industrial design could be the magic sauce, this is why people have been hoping for Apple to save the day. Given their recent track record I am not convinced this will happen.
a) Have acquired [1] a ridiculous number of AR/VR companies including Limbak [2] who have conceptual lens designs which are far better than anything on the market today.
b) Proven supply chain and expertise with LiDAR, MicroLED, Photonics, Glass, Custom Silicon, Batteries, Power Management, Wearable Fabrics etc.
c) Up to version 6 of their ARKit SDK [3] and decade of experience in building ultra low power operating systems e.g. Secure Enclave OS, watchOS etc.
[1] https://en.wikipedia.org/wiki/List_of_mergers_and_acquisitio...
The latest rumors say that the current headset requires you to carry a large battery separate to it all for 2 hours of battery life. That sounds like a failure to be ultra low power.
Inertial charging still requires that you put the effort in, the trick is that with watches it's very little effort – equivalent to winding the watch every few days – so you don't feel it.
If you have ever used a hand-crank torch or radio, or something else that converts effort into power, you'll know that it takes a fair bit of effort, and that's for low power devices. Inertial charging to recoup, say, 5k mAh to charge a smart phone for a day, would therefore require a lot of effort. This would be spread out over a day, but might feel like, for example, carrying a heavy backpack the whole day.
I think the greatest weakness of VR is total immersion. Its not clear to me that people will ever really want to be completely shut off from reality while in virtual space.
I don’t feel that you’d want this all the time, but if for some reason you cant go outside; being able to be in a completely virtual environment gives you a giant sense of space
It would be better and more portable than my multi monitor setup. Maybe I'd be able to focus and concentrate more.
Which would be the downsides?
The other thing to consider in terms of portability is that these have very high resolution displays (they just don't necessarily look high resolution because they take up such a large fraction of your field of view), and also need to be run at 100+ hz to minimize motion sickness. While this is easily doable with gaming graphics cards, many development-focused laptops don't have the GPU horsepower necessary to handle it.
Finally, it looks like this is using SteamVR headset tracking. This is an outside-in tracking system that relies on a pair of external tracking beacons that the headset needs to have line of sight to, to figure out its position and orientation. If these are moved, their position needs to be recalibrated. So it's also less ideal for portability in that you need to set up and run power to two other external devices and have somewhere to mount them while using the headset.
You need >35 PPD to read legible text on a displays. 62PPD is the maximum resolution of the typical human eye.
So, if you can get the company to advertise their PPD (doubtful, but some display providers do and are truthful), then you can answer your question.
Note that that 35PPD spec comes from the equivalent PPD when viewing 12pt font on a physical standard 1280p 14" display monitor at a seated distance (eye relief) of 20" from the monitor. So, there's some subjectivity in that value. I guess if you're used to working in, say, 38pt font or so, the this 28PPD might be ok? (I didn't do the math)
"If there is any single number that people point to for resolution, it is the 1 arcminute value that Apple uses to indicate a “Retina Display”. This number corresponds to around 300 PPI for a display that is at 10-12 inches from the eye. In other words, this is about 60 pixels per degree (PPD)."
1.) https://www.anandtech.com/show/7743/the-pixel-density-race-a...
The main downside is that the resolution just isn't there yet on the Quest Pro to make what you are seeing comparable to a real monitor. If you want to see the same "amount" of eg: text, you will be looking at a bigger screen in space - which is what I do. I stare at the equivalent of about a 32" monitor. It is OK if you only need to use a single monitor, but the advertised benefit of having as many monitors as you want isn't as great as you would think because they have to be so big that you have to rotate your head a lot.
You also need to be pretty good at touch typing. If you can't type without looking at your fingers, it becomes painful fast - even with passthrough showing you the keyboard or with a tracked keyboard (which shows up rendered in VR).
All of this will change with the next gen as they bump up significantly in resolution. I already use it routinely to get a "change of scene" and to focus more. It's quite fun to go into the public rooms and co-work with half a dozen other people doing the same thing from all over the world. So once the resolution goes up another notch I think we'll hit the point where it's unambiguously better for a lot of people than a real monitor and this will start to take off. For now, you have to have a reason or be an enthusiast to want to do it.
The downside has always been comfort and screen clarity, which this headset seems to solve!
Your monitors would be a higher resolution than these. You would be tethered to your PC.
Self-contained VR is going to look cheap for quite a while, because you need a gamer PC or a good game console to make it go, and you just can't cram that much graphics power and battery into non-clunky headgear. However, wireless with a local base station generating video ought to work fine.