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With sufficiently good cameras you can already pass through video. Setting up boundaries in the Oculus Quest has you do so doing exactly that. The current issu
by meheleventyone 7y ago
With sufficiently good cameras you can already pass through video. Setting up boundaries in the Oculus Quest has you do so doing exactly that.
The current issues are:
* A limited field of view. AR headsets are more limited but don’t interfere as much with normal vision.
* Latency of video display causing a noticeable mismatch to head movement.
* Shutting the rest of the world out. No one can see your face properly so it’s much more invasive than AR might be.
- Robotbeat 7y agoGood point about others (not wearing headsets) not being able to see your face properly. I hadn't considered that.
- findthewords 7y agoI would like to note that the shortcomings mentioned above can be fixed: - a vr passthrough can achieve a much wider FOV than any ar headset. - latency isssues are debatable, I would say it's a non-issue - eye-tracking and front-facing displays solve gaze opaqueness. we already have cut-out camera holes in consumer grade displays I would say that THE current issues with passthrough vr is solving the convergence issue. varifocal lenses are not consumer level technology yet.
- meheleventyone 7y agoVR pass through can get a wider FOV than an AR display but it still is a lot less wide than natural vision. Which was my point. Latency issues might be subjective but there are clearly going to be population trends. I imagine these will be very similar to latency trends with VR and as such latency will be a significant issue. Front facing displays are even weirder than someone with a headset on. I’m confused that anyone thinks sticking a view of someone’s eyes on a flat screen is going to be anything other than weird. It’s diving head first into the uncanny valley.