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Comment by oezi

3 years ago

Low latency Video pass through so that you can actually see the physical surroundings and/or your own hands to grab something that somebody is handing to you without getting motion sickness.

Have you tried a Quest Pro? I had the opportunity to use one for a bit and the latency of the passthrough was really good. Apple's implementation will undoubtedly be better but they're not even the first "mainstream" option for low latency video passthrough.

I do that now with a Quest 2. I assume Apple has done it 10x better (for 10x the price) but I wonder if you need it to be 10x better.

  • I'll preface this by stating that I don't like Apple products and I love my Quest 2.

    We absolutely need the 10x better in VR for "spatial computing". Right now the issue with the Quest 2 for work is that it's way too heavy/bulky, is not sharp enough, has jitters that make you dizzy and the integration with your computer is always a bit hit or miss (mine has trouble connecting through AirLink half the time).

    The issue with the above is that they are experience breaking. I completely "buy" what Apple is selling here because the current solutions simply fall short. If I can't read code properly or my neck hurts after 1 hour it's a deal breaker and the headset goes unused. 4k per-eye and almost ski mask thickness with the battery in my pocket might actually bridge the gap.

    I won't pay 3k+ for it, but we definitely need it to be 10x better because the 1x is still pretty far from a daily driver.

  • I will quite happily exchange more money for higher quality and higher privacy. Meta have crossed so many ethical boundaries and caused so many societal problems why anyone still wants to give them both their data and their money is beyond me. Do you really want that company to be able to track your eye movements? Any time you browse any product website that information is going to be logged, they're going to know exactly what you want and you're going to be bombarded with adverts wherever they possibly can.

    You get what you pay for. If you pay less than what it costs to develop the technology then YOU ARE THE PRODUCT.

  • It's so atrocious with the Quest 2 as to be virtually unusable though.

    It's black and white, low-res, incredibly grainy, and there are weird seams in a bunch of transition spots because the cameras are further apart than the eyes so it's doing weird reconstruction. It's legitimately hard to grab objects using it because your arms and hands aren't quite in the right place.

    What Apple looks like they're doing makes it actually useful.

    • I've heard this expressed a few times but I find it perfectly usable for what I need it for. It is a free feature reusing the existing IR cameras for pass through. My home space is always the pass through home because it's so useful to see your surroundings.

      It's definitely not AR but for reaching out and grabbing something (as I was replying to) or walking around it's perfectly acceptable. The 3D effect is perfect so you can actually reach out and grab whatever you want.

      3 replies →

  • I don’t know, but I suspect that when dealing with immersive experiences there really is a breakpoint that matters deeply. It’s sort of like “retina” screens. You can improve pixel density, but there is a point on the scale where you really stop seeing the pixels and that gives you the “ah ha” moment.