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Ask HN: Low cost eXtended Reality SW/HW stack for non-affluent schools/students?
What low-cost(as low as possible) tech stack(both hardware and software) is available to develop and distribute eXtended Reality(XR) educational simulation apps(with hand tracking) that can be affordable to students/schools from non-affluent areas(even from developing/under-developed countries)?
On the software front, Godot Engine targeting Android handsets could be one option for developing the apps. But I think this will not be straight forward as some porting will be required to make Godot XR work on low-cost Android mobile phones. What other options are available?
Also, on the hardware front what XR headset would you recommend that is very low-cost?
- karmakaze 4y agoI'm not sure I understand what's desired. I read XR as a shorthand for VR/AR with the X being a V or A. I don't know of a third kind eXtended Reality. I think it would be hard to beat a mass produced Quest 2 (or Quest 3 when out) as a target device on price. It doesn't do overlaid AR which needs more expensive waveguide optics as far as I know.
- _448 4y ago> I'm not sure I understand what's desired. A suggestion on low cost development/target platform(hardware and software) so that the cost of developing and distributing educational XR apps is lower. > I read XR as a shorthand for VR/AR with the X being a V or A. I don't know of a third kind eXtended Reality. XR stands for eXtended Reality, and includes VR, AR and MR. VR is Virtual Reality. It is completely disjoint from real world. AR is Augmented Reality. This is where virtual objects are put into real world. MR is Mixed Reality. In this, real world objects are put into virtual world.