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If Apple solved the blurry text problem of VR, then they have a huge advantage in the pro market. Every app developer will be working on Apple VR apps: dashboar
by whatever1 3y ago
If Apple solved the blurry text problem of VR, then they have a huge advantage in the pro market. Every app developer will be working on Apple VR apps: dashboards, AR training material, whiteboarding etc
- pavlov 3y agoFixing blurry text is simply a matter of throwing hardware at the problem though. The $3k+ Varjo headsets had solved it already with OLED screens and resolution close to the Apple Vision Pro. (You need a beefy PC to drive those headsets, so they are not self-contained.) It’s not a long-term competitive advantage. The same thing happened with high-DPI displays. Apple had a momentary advantage with what they call “Retina” display on iPhone 4, but soon every Android vendor was also shipping high-DPI and a few years later it was in the low-end handsets. Today it would be weird to say: “I got an iPhone because the text looks so sharp!” Similarly nothing stops Meta from using a high-DPI screen in Quest as soon as the OLEDs and computing power becomes cheap enough (or if they are masochists and want to try a $3k version of Quest Pro, I guess).
- whatever1 3y agoApple solved first the multitouch accuracy problem. People forget how bad other touchscreen vendors were in 2008. It took other companies at least 4 years to come close to the accuracy of the iPhone displays and keyboard. By that time Apple had already cornered the developer market.
- seydor 3y agoIs it just resolution or an optics issue? Having to readjust all the time to read is a problem
- baby 3y agoI thought this problem was already solved in all current-gen VR headsets? Basically eye tracking.
- anjc 3y agoThis is long solved