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Wow, is Apple’s Vision Pro loaded with pixels
- ookblah 3y agoOn an unrelated note, I am waiting for the horror game where you walk around your house in high res AR and random creepy stuff starts hallucinating out of nowhere.
- mfiguiere 3y ago> That should place the headset’s pixels per degree around 50 to 70 PPD. > “The resolution of the fovea, the highest resolution portion of the eye, is considered to be 60 pixels per degree. And if you have a display like 60 pixels per degree, probably like 99.9 percent of people wouldn’t perceive the pixels” As a comparison, Quest 2 has a resolution of 20 PPD and sitting in front of a 27" 4K monitor on a desk leads to about 70 PPD.
- cactus2093 3y agoInteresting, at what viewing distance is a 4k monitor 70 PPD? From what I've seen the common advice for monitors is that 5k is the ideal resolution for a 27" screen and 4k is a little bit less sharp if you're looking closely.
- radicaldreamer 3y agoApple's displays basically hit the mark exactly.
- cactus2093 3y agoThat's why I'm curious just how good the resolution can be on the Vision Pro. If it takes a 5k monitor at, say, 2ft away which covers maybe 30 degrees of your field of view vertically to be truly "retina", then surely a 4k display 3 inches away from your eye that covers ~120 degrees of your field of view is not quite there. But you also have lenses that are stretching out the screen to cover your periphery where it can be much less sharp so it's not exactly comparable.
- epicureanideal 3y agoWhat's great is, if in 2023 we can buy approximately 60 PPD for $3500, imagine what we'll be able to buy in 2030 for a similar or lower price. Even if it turns out that 60 PPD is slightly too low, and some people perceive pixels, it doesn't take a very high rate of improvement to reach 90-100 PPD in under a decade, and at that point we as humanity will always be able to enjoy basically perfect no-perceived-pixels VR and AR, which is absolutely amazing. I would certainly like to have a Double robot streaming 8K video to my eyes from other countries. If someone could add smell sensors and smell reproduction, it would almost be like being there. And something like Starlink might eventually make it possible to do the 8K streaming from absolutely anywhere, regardless of local infrastructure, although limiting it to certain wifi-enabled zones would work meanwhile. Now that I think about it, I actually have a business idea to take that even further, but unfortunately it won't make sense for another 10-20 years until this technology becomes more widely used.
- dylan604 3y ago>it doesn't take a very high rate of improvement to reach 90-100 PPD everyone that worked on these for however long it took just reached for their virtual pitch forks and are looking your way
- LexGray 3y agoOne of the complaints about remote assistance is the missing olfactory clue needed by remote surgeons and the like. I am sure some company has it in the pipeline, but given how Apple will likely always have their "not meant for medical use" in their TOS it is unlikely to be an Apple priority. Still their accessibility crew may make some noise given the number of people who have lost their sense of smell. With any luck whatever 3D picture/video format is open and includes roving geolocation, compass direction, inclination, smells, humidity, wind speed/direction, light sources, humidity and more. Saving more metadata now should encourage technology to take advantage of it later. The complete lack of cellular/satellite announcement is not too surprising as Apple computers and CarPlay also suffer the same lack. Apple pinches pennies in the weirdest places. There is an opportunity for widespread Vision Pro adoption even at this price point so perhaps get started on the business idea. As a display alone there is high success potential as long as Apple does not feel the need to knee-cap the future of Vision Pro by abandoning the shared display market to others. It has nearly the resolution of a Studio display ($1599 at 14.5 million px vs $3500 at 11.5 million px/eye) and can emulate multiple monitors at once. Apple will want to control the experience, but personally I am hoping they quickly jump to WiFi 7 and become the central home hub for multiple PCs, consoles, and headless/clamshell Macs with multiple desktops each. Desktop PCs and Phones are hardly social to start with so I think people complaining about isolation with AR are overstating their case. I expect most will just take this off like putting down the phone for conversation. Apple has an opportunity to create unique environments, increase personal privacy for all screen based devices, and champion compatibility if they cut back on ego a bit. Here is to hoping they open source some sort of easy pairing/streaming/VR protocol that limits frames/resolution based on attention/distance and the console makers adopt it with Find My in every controller and everyone makes a bundle doing it. One can dream. Eventual Thunderbolt ports for a cellular dongle/fast media backup/head mounted lamp/charging controllers while playing/etc would also be nice if they don't add flashlights and cellular options to future models would be my main current request. The first AirPods were great, yet the original Apple Watch and iPhone were bare bones so I will keep my expectations low. Here is to hoping Apple grabs every opportunity as quickly as possible to increase adoption as the competition will be fierce. As long as they are not too patient with the long game I think even five years should have a good market with a lighter plastic lens no front screen non-pro version for the casual.
- bradly 3y agoAs another comparison the Vision Pro has 23 million pixels while a Virtual Boy has 384. Not the best comparison, but it's the only VR headset I've used.
- JKCalhoun 3y agoHave to call you out on that one: > The [Virtual Boy] display consists of two 2-bit (four shade) monochrome red screens of 384×224 pixels That would be 127K pixels for the Virtual Boy.
- bradly 3y agoThat’s the perceived resolution which is different than number of physical pixels but you’re probably right in the 127k is a better comparison.
- hakuseki 3y agoI am not a vision expert, but simply matching the resolution of your display to the resolution of your sensor wouldn't necessarily produce a clear image, unless the pixels are aligned to the sensing elements. By analogy, if you resize a 1025x1025 image to 1024x1024, it's usually going to look bad.
- Exuma 3y agoInteresting, this made me research PPD. Apparently 2 feet away from my MBP, ChatGPT says my ppd ~100. So I suppose it will be roughly 2/3 the resolution of what I currently experience today (which is phenomenal) import math distance_to_screen_inches = 24 pixels_per_inch = 254 ppd = 2 * distance_to_screen_inches * math.tan(math.radians(0.5)) * pixels_per_inch print(ppd)
- amelius 3y agoThe semiconductor industry has been making pixels much smaller for a very long time. Not for displays, but for camera sensors. The reason why they didn't make them for displays is simply that there wasn't an application that required these kinds of resolutions. So from a technical point of view, this isn't really that groundbreaking.
- wyager 3y agoCMOS sensor pixels and LED output pixels aren't the same type of circuitry at all.
- amelius 3y agoYou have to look at it from a fabrication perspective. Both CMOS cells and LEDs aren't new, in fact LEDs are older. They can both be mass produced in an array using a very similar process. From a semiconductor fabrication perspective, the LEDs in your TV or smartphone have a laughably low resolution.
- chris37879 3y agoModern CMOS and OLED displays are quite similar, actually. The high end CMOS's that operate at the pitch used in these OLEDs use individually wired pixel 'cells' to capture and convert photons into electrical signals. Those cells/pixels in the sensor are wired up in rows, just like the pixels of an oled, and each pixel transmits 3 or 4 signals along the row, just like oleds receive them. And in fact, each cell of the CMOS sensor is made of a photodiode, which is a lot like a light emiting diode, except it works the other direction, converting photons into electricity. Then, just like an oled has transitors along its rows and pixels for timing and signaling, so too does the CMOS have a 'rolling shutter' effect caused by the sensor having it's pixels sampled row by row, column by column, just like an oled display draws its pixels. Here's a few sources in case you'd like to learn more, but clearly if a CMOS sensor of a given resolution is constructable, the only thing preventing its OLED counterpart is the actual organic chemistry driving the pixels, which is a large reason OLEDs are better for fine pitch displays like this than LCDs, they can be made this small. https://isl.stanford.edu/~abbas/ee392b/lect04.pdf https://isl.stanford.edu/~abbas/ee392b/lect04.pdf https://isl.stanford.edu/~abbas/ee392b/lect05.pdf https://isl.stanford.edu/~abbas/ee392b/lect05.pdf I couldn't find perfectly similar cross sections of an OLED, and the wiring will of course vary a bit, but not enough to blow past the limitations of CMOS's precision lithography process. https://www.researchgate.net/figure/Cross-section-of-the-pixel-portion-of-an-OLED_fig1_259404949 https://www.researchgate.net/figure/Cross-section-of-the-pix... And to give you an idea of how far that can go, Sony has a 61MP sensor that's roughly the same physical size as these displays, but basically 5-6 times as dense with photodiode based pixels instead of oled based ones. Maybe we can't make a 61MP display that size yet, but we can clearly make a 4k one (which is about 12MP, I think...)
- crims0n 3y ago> Meta’s Quest Pro delivers 22 PPD Wow, the resolution + lens solution on the Quest Pro was already really close to workable for streaming your computer screen. I imagine it’s a solved problem at 60 PPD.
- SkyPuncher 3y agoNreal Air does 49 ppd. It's passable, but not all day usable. It feels closer to working on a 720p projector than a virtual screen. I suspect the turning point will be around 100 ppd.
- 2OEH8eoCRo0 3y ago> Vision Pro packs a pair of 1.41-inch micro-OLED displays that combine an OLED frontplane from Sony with a silicon backplane from chip foundry TSMC. Each pixel measures a mere 7.5 micrometers in size—similar to the diameter of a human red blood cell. “It is by far the highest resolution micro-OLED on the market,” says Young. Crazy stuff.
- FredPret 3y agoYou’ve heard of Retina, now comes Red Blood Cell
- sneak 3y agoIt's actually lower res than retina, given that you hold the retina-branded devices much much further away from your eyeballs. It's a 1.0, and it's state of the art. We won't have retina-level AR/VR for a few more years yet, and a few more years after that for it to become affordable in consumer devices.
- deleted 3y ago[deleted]
- wallabie 3y agoAnd yet I'm left wondering why the investors had such a bad reaction to its launch? Early signs point to this being a technological marvel, and despite the price tag I think it'll have useful applications in businesses with deeper IT budgets. You won't give one to everyone on the floor, but there's likely a case to having a small set of these. It reminds me of the "Neural SubNet" from Deus Ex.
- barrkel 3y agoThere's nothing especially valuable about a technological marvel. Applications matter. Applications people pay for, or can be served ads alongside. That market is untested.
- ghaff 3y agoEverything about this seems an in-home thing. Certainly the announcement didn't suggest otherwise--including Disney's presence. So more VR than AR? Not walking around with magic fashionable glasses that tell you things? I can imagine interesting aspects of AR but I'm not sure this gets to the starting line. (Other than maybe a developer platform)
- prawn 3y agoI think the pitch is in-home and in-office (eventually this will be the same thing for more people). People might use it on a flight or commute but I don’t see the key pitch being anything like walking the street getting AR map directions etc.
- faeriechangling 3y agoFrom the flight/commuting perspective it seems very appealing because it lacks the ergonomic issues of other devices, but the battery life is a bit of an issue.
- prawn 3y ago
- Exuma 3y agoCan vision pro do "normal" VR too? or is it only augmented reality. like can i actually play games on it that arent weird games coming from the app store? (ie steam games)
- n1b0m 3y agoYes I think so. I remember them showing someone playing a basketball game in the presentation
- donpark 3y agoYes. "Digital Crown" dial is used to set how much "reality" is let in.
- fathyb 3y agoIt sounds like it will support both AR and VR use-cases, with smooth transitions in between by detecting people around you or through the digital crown. They also announced official support in the SDK for CrossOver (Wine). [0] It could be part of a strategy to support existing VR apps for Windows. [0]: https://news.ycombinator.com/item?id=36223927 https://news.ycombinator.com/item?id=36223927
- jsheard 3y agoThe question with games is how you're going to control them, hand tracking isn't a good substitute for the standard physical VR controllers, especially if you're using something like Virtual Desktop to stream existing SteamVR games which are specifically designed for those controllers. In theory you could crudely rig it up with a set of Index controllers, if you can stomach adding another $580 of gear (controllers + two lighthouses) to your $3500 headset.
- pornel 3y agoApple has recently added support for Xbox controllers to macOS. Optimistically, that could have been a warm-up before adding support for Index controllers.
- 3y ago
- pjs_ 3y agoI know people are very accustomed to miracles these days but I still find the fact that these guys are comfortably doing foveated rendering kind of crazy. Anyone here work on that stuff and know how it is done in practice? Is it just things like AA and post-processing that are cranked up in the foveated region, or is it also using simpler meshes and whatnot? The former I can easily believe, the latter sounds really hardcore
- xsmasher 3y agoI assume the real challenge here is preventing some kind of "pop" when a pixel leaves or enters the eye's area of focus. Any kind of change in the periphery of your vision would be distracting.
- saiojd 3y agoSaccadic masking probably comes into play: https://en.wikipedia.org/wiki/Saccadic_masking https://en.wikipedia.org/wiki/Saccadic_masking (brains "drops frames" while the eyes move, so "popping" during eye movement probably won't be perceptible)
- wlesieutre 3y agoIt’s probably rendered at a lower resolution outside of the focused area, so you don’t have fine detail, text becomes blurry, etc. The quest does this but without eye tracking, whatever you’re facing toward is higher detail than stuff toward the edges. Rendering full resolution at high frame rates for 23 million pixels would be too much for an M2 gpu, but most of your retina can’t see that fine detail so you don’t need to.
- MaxikCZ 3y agoThe question is how much of rendering actually happens in M2 gpu, and how much is delegated to R1.
- wlesieutre 3y ago
- elorant 3y agoSo basically this is great for watching movies. Or porn.
- wyager 3y agoHuman angular resolution is often quoted at ~1MoA (the estimated angular resolution of this display), but I suspect this is one of those misleading underestimates. Certain types of visual acuity, like Vernier acuity, are much tighter, on the order of 0.1MoA. I expect that we won't "solve" HMD resolution until we can squeeze another 2-3x the angular resolution.
- mmaunder 3y agoPassthrough with a virtual computer screen was the most compelling use case we found when we tested the Meta Quest 2 as a team in a virtual office environment. Having your screen projected in front of you in a virtual environment felt like the real game changer. So it really makes sense to me that Apple is going for AR with this crazy hi rez display because it gives you the ability to basically throw away all your screens and project as many as you want anywhere you like. Very exciting.
- jejeyyy77 3y agoMain issue isn't the resolution though - limiting factor is discomfort/fatigue of having this device/screens strapped an inch from your face.
- codybontecou 3y agoThe main issue with the Quest 2 for me was the resolution. I didn't mind the headset nearly as much as the blurry text.
- taskforcegemini 3y agoyeah.. a friend lent me his pico4, and while it is fine for games or other applications like googlemaps/streetview, I really do mind the optics. Blurry text disqualifies it for many usecases.
- akira2501 3y agoI'd agree. I tried one of those virtual desktop environments, the closed environment, the dense foam, buildup of heat and moisture just made it uncomfortable quickly. The battery life was an issue too, with the common recommendation being to get an external battery back on your belt with long cable and wire it into the headset. I think it would have to be something like immersive AR glasses on the order of glasses for simple corrective lenses to have the level of comfort necessary to not only want to use it, but use it long enough to actually be seeing a productivity increase.
- 3y ago
- berbec 3y agoI know I've probably missed it, but does the Vision Pro have a video input, or is it limited to programs it run on it's onboard computer/streaming?
- ftio 3y agoYou can project your Mac’s entire screen in virtual space.
- pornel 3y agoApple's speakers don't have any audio input nor standard Bluetooth support, so it's safe to say that Vision Pro will show only Apple-blessed content the way Apple wants it.
- AnonC 3y agoI agree, and not just for this reason. Apple isn’t the kind to add more ports unless absolutely necessary. A video input would limit the user’s ability to move around, and is not something Apple would do. I’m sure there are people at Apple who are terribly unhappy with the Vision Pro’s external battery pack connected by a cable and port as well as the ability to connect to power outside (I recall there was some mention of external power connectivity for usage longer than the two hours the battery pack provides). This is one of the first things Apple will get rid of by the time the third generation is released.
- sakras 3y agoIt has a feature called Mac Virtual Display, which I guess creates a large screen in space that mirrors your MacBook. But I’m not sure about a more general-purpose input than that.
- smudgy 3y agoWow! What are they going to do with so many pixels!?
- esafak 3y agoAchieve photorealism.
- draw_down 3y ago[dead]
- YmiYugy 3y agoWe have to stop talking about resolution only in terms of being able to see pixels. Not being able to see pixels is not the final limit to human vision. If it was 4k monitors and TVs would have never become a thing. There are other aspects like seeing aliasing or the blurriness introduced by antialiasing that is a particular challenge to small text and very well perceptible well beyond the point where you can spot individual pixels. It's incidentally also something Apple pointed out as the strength of the Vision Pro. So I wonder, how does the perceived sharpness compare to other Pro branded products by Apple?
- crazygringo 3y agoDo you have an authoritative source to back up that claim, with examples that separate the effect you're claiming? When I can't see pixels, it sure seems to me that I've reached the limit. Antialiasing isn't blurriness once you can no longer distinguish pixels, it's just how vision works. The "blurriness" of the source matches the blurriness of the eye so any additional sharpness is a waste.
- acdha 3y ago> Not being able to see pixels is not the final limit to human vision. If it was 4k monitors and TVs would have never become a thing. Can you expand this idea? I thought 4K became popular because it was easy to see pixels at lower resolutions.
- crazygringo 3y agoYou're quite correct, in a movie theater or on a large TV the pixels in 1080p content are very easy to see. 4K is precisely for these cases.
- jbc1 3y agoI can make out pixels on 4k monitors let alone 4k televisions. If you believe pixels stop being visible at some pixel density below 4k televisions, you may have bad eyesight and have not realised because its not "need glasses to be able to read" bad.
- crazygringo 3y agoThe math in this article doesn't seem to add up correctly, as far as I can tell. Its calculation of the Vision Pro's PPD (pixels per degree of vision) seems way too high. The Vision Pro has 23 million pixels total, or 11.5 million per eye, or 3,391 x 3,391 if square. The Quest 2, by comparison, is 1,920 x 1,832 per eye, or 7 million pixels total across both. So the Vision Pro has 3 times the total pixels of the Quest 2, but just 1.81 times the number of pixels along a single dimension (sqrt(23)/sqrt(7)). And the article quotes people saying that the field of view is comparable to other headsets. The Quest 2 has a PPD of 18.88 horizontal and 18.69 vertical. The article also mentions the Quest Pro as having 22 PPD. But this article is claiming that by their calculations, the Vision Pro has "50 to 70 PPD", which is supposedly in the ballpark of the PPD of the fovea which it says is around 60. If the Quest 2 is 18.8, and the Vision Pro has 1.81 as many pixels in a dimension, then the PPD of the Vision Pro should be around 34. Nowhere near "50 to 70". Did the authors forget that PPD is calculated along one dimension only, rather than two? I mean, the resolution is a great improvement, but it's not "retina-level" yet. It's halfway there.
- ripper1138 3y agoDisplay size and distance from the eye are also variables when calculating PPD
- crazygringo 3y agoIn general yes, but the article already says that the field of view is comparable to other headsets. And display size and distance are merely used to to determine field of view. So those variables are already accounted for.
- jiggawatts 3y agoA simpler argument: the Vision Pro OLEDs are approximately the same resolution as a 4K display but field of view is much higher. Hence the angular resolution must be lower.
- esafak 3y agoWho manufactures the display?
- Tempest1981 3y agoThis was in the article: > the Vision Pro packs a pair of 1.41-inch micro-OLED displays that combine an OLED frontplane from Sony with a silicon backplane from chip foundry TSMC
- gomijacogeo 3y agoAs someone who has had a couple bad back and neck injuries, the idea of being able to position hi-res displays anywhere in space is very attractive. $3500 would be totally worth it if I can tolerate it for the day.
- aio2 3y agoJust wanna say the first thought I had when I read this is that these tiny pixels will soon end up in our body just like forever chemicals when these devices get thrown away. They're claimed to be the size of blood cells.
- ksec 3y agoThis is still based on Ross Young earlier tweet of 4000PPI and 1.41" which we now know it may be wrong. It should be closer to 3400 PPI. It may be the highest resolution micro-OLED on the market, but micro-OLED [1] could do quite a bit higher than that. Well above 4000 PPI. And I know some people are pissed with the pricing. But I would not be surprised if this micro OLED cost $300 per piece. Or $600 in total. And I believe even the $300 is a very conservative number it could be much higher. [1] God I hate this term as if they intentionally name is to distract it from microLED. It used to be called Si OLED or Silicon OLED.
- Corrado 3y agoWhat does the Apple Vision Pro offer in terms of expanded vision? Can I zoom in on something while wearing them? Can I use them to see into the Infrared spectrum? What about decoding QR Codes in real time and displaying the metadata? One use case for me would probably be to wear them around the house (or at the grocery) and expand the text on labels. Being over 50, my presbyopia forces me to constantly have my glasses available. If I used AVP I wouldn't need glasses, right? What about hooking it up to my Tesla so that I can drive with them on and not have to look down to see my current speed? Talk about a HUD! Or what about expanding our natural capabilities? FLIR cameras are getting pretty reasonable; could there be an add-on for detecting heat patterns? Or what about visualizing ultrasonic waves; like in "The Dark Knight"?
- zarzavat 3y agoI imagine the way these work is that there’s a fast hardware path from camera to display, with the OS alpha composited on top. Any kind of post-processing of the pass-through video will introduce latency. So my guess would be no zooming.
- dTal 3y agoI doubt it - the cameras are not at eye location. I expect they employ a similar solution to the Quest, which has no front-facing cameras at all - it builds a 3d model of the scene on the fly using photogrammetry on the corner cameras (if Apple do this they'd avail themselves of the built in LIDAR) and folds it into the rest of the rendering stack. This has theoretically better latency for the important part (head movement) than piping cameras directly into the displays, because it's perfectly synchronized with the display refresh without having to wait for a camera to complete a frame. I expect Apple does something similar.
- zaptrem 3y agoThis isn't what Quest does. Photogrammetry isn't that good (nor that fast). They just warp the images from the down/outward-facing cameras.
- localghost3000 3y agoThis is the most well executed vision of AR (spatial computing whatever) I've seen and yet, it's still a fundamentally flawed concept. I am simply not going to casually hang around my house with a pair of goggles strapped to my face. I am also not going to put in a full 8 hour work day like that.
- jdechko 3y agoI’m sure with all of the sensors it would be technologically possible, but I’d be interested to see if there is an augmented dark mode (dim the lights in a bright room) or night/low-light vision mode (use the IR depth sensors to add light into a completely dark space)
- SirMaster 3y agoIt doesn't seem all that good to me. If we assume about a 100 degree FOV, and you are using the headset to watch a big virtual movie screen at 36 degree FOV (typical THX). Then if it's 3391 pixels wide, that only gives you a virtual movie screen resolution of around 1220 wide, or approximately 720p.