|
|
|
|
|
by benjvi
1100 days ago
|
|
The perspective shared here seems to be very focused on fundamental difficulties with AR passthrough devices: - lag is lower than other devices, perhaps low in absolute terms, but is it low enough? Perhaps not for all use-cases
- there are difficulties aligning virtual images (this part is very speculative as to how it relates to Apple’s headset design)
- difficulties tracking saccades - not sure under what use-cases this would show up as a problem, this hasn’t been mentioned in reviewers’ first impressions
- safety problems with obstruction of peripheral vision when moving around
Pretty interesting, but I think it reflects well on Apple that these are the class of problems being discussed. None of these things sound like absolute deal-breakers for a Gen1 device.Will it be useful though? It doesn’t do games or “presence”, or indeed seem very focussed on any uniquely AR/VR experiences right now. It’s not as good a monitor as a proper monitor (this analysis of VAC and resolution is pretty convincing). But it is portable. Maybe that in itself is enough? |
|
Karl argues that the promised 12ms latency for video passthrough needs to be added on top of camera acquisition and display timing. This could lead to potential delay of up 3x 12ms in the worst case and 12ms in the best case based on 90Hz displays and 90Hz cameras.
Time will tell.