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Every VR/AR solution I’ve ever seen has multiple problems. 1. It’s too expensive, even for the cheap ones. 2. It’s slow and performs badly, even for the expen
by bradknowles 5y ago
Every VR/AR solution I’ve ever seen has multiple problems.
1. It’s too expensive, even for the cheap ones.
2. It’s slow and performs badly, even for the expensive ones.
3. The display still looks pixelated and not fully immersive. Not even the most expensive ones I’ve ever heard of have solved this problem yet.
4. The ones that tend to do better in regard to multiple factors also tend to be tied to external computer hardware that is connected by a cable, because you still can’t cram all that horsepower into a device small enough to fit on your head.
5. Even if you solve all the above problems, there’s still the human problems.
One of the key human problems is the distance between your pupils. Each human on the planet has a slightly different measure in this regard than every other human, and all software I know of is only capable of handling a certain range of these distances. And there’s a really long tail of people who can’t be properly served by a given program, and even if they can be served by program A, there’s hundreds of other programs they might need/want to run on the system that they may not be well served by.
The other key human problem is the difference between your focal distance versus the angle of convergence for your eyes to meet that focal point.
In the real world, near objects are near, and you have to focus near on them plus you have to converge your eyes more to properly aim them at the focal point for that object. In the real world, far objects are far, and your focal convergence and focal distance likewise work hand-in-hand to be able to see that object clearly.
However, in the fake VR/AR world, your focal distance is always close to your face. Your glasses, or whatever they are, sit right in front of your eyeballs. But those systems still make you change the angle of your focal convergence for near objects versus far objects.
Humans just weren’t designed to have those two systems work independently of each other. It hurts the eyes. It hurts the brain. We have evolved over millions and billions of years to be where we are today, and throughout virtually all of the history of humanity, focal convergence and focal distance have always worked at the same time and in harmony with each other — at least for most of the people who can actually see properly.
Outside of VR/AR, if these two systems don’t work together for you, then you are most likely functionally blind — you can’t properly focus on objects that are near or far, or you can’t properly converge your eyes on objects that are near or far. Or maybe both.
IMO, the disconnect between focal convergence and focal distance is the killer. This is what killed 3D movies, it is what killed 3D TV displays, and it will also kill VR.
However, it might not kill AR, depending on certain implementation details of how the additional objects are overlaid on top of the real world that you can still see through the AR system. I’d keep my eyes open on the AR space, to see if someone can work some real magic.