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I don't think AR/VR will ever take off, mostly because it seem's impossible (yes I'll go on a limb and use that word) to fit a supercomputer in a pair of glasse
by prng2021 4y ago
I don't think AR/VR will ever take off, mostly because it seem's impossible (yes I'll go on a limb and use that word) to fit a supercomputer in a pair of glasses, as Zuckerberg put it.
We're currently seeing the tail end of progress in transistor technology, evidenced by chip fabs now costing 10s of billions of dollars each, smaller improvements between transistor nodes, and so on. This is a huge obstacle and something which these AR/VR companies just have to hope and pray TSMC will indefinitely, magically overcome.
At the same time, consumer expectations are continuing to increase year after year. We're so picky now about screen pixel densities, color gamut, contrast, refresh rate, etc compared to 10 or even 5 years ago. No doubt in 5 years our expectations will be much higher.
- chaostheory 4y ago> I don't think AR/VR will ever take off, mostly because it seem's impossible (yes I'll go on a limb and use that word) to fit a supercomputer in a pair of glasses, as Zuckerberg put it. It’s never wise to say something is impossible unless it breaks laws of physics. Computing wise, it’s already possible to stream a PC wirelessly to a VR headset either right now from a local network or even the cloud in the very near future. I mean we’re already streaming AAA Xbox games to phones now.
- nomel 4y agoI already play PC games on my iPhone with Shadow PC. Cloud rendering is clearly the future for mobile. I even play PCVR games on my quest, over the internet. It’s completely usable, as is (minus twitch games) for 2d, and surprisingly usable for VR, now (heads are slow and predictable). Give it 15 years, and all your power draw problems turn into AI models for input prediction, to get rid of that last 10ms of latency.
- deleted 4y ago[deleted]
- thfuran 4y agoWe're near the tail end of silicon transistors, but that doesn't mean we're near the tail end of computing substrates.