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After the initial bunch of headset fan boy posts will come the crushing reality and bugs and the forums will be full of the usual bug reports and complaints.

FORUM POST TITLE:

Why doesn’t my AR monitor keep position?

POST BODY:

Is anyone having this problem? I set up a virtual 40 inch display above my desk. I went for lunch. When I came back the virtual display was about 2 feet away from where I set it and half of the display was going through the wall.

REPLY 1:

Welcome to REALITY!

REPLY 2:

At least it wasn’t shifting while you were at you desk. Every time I look up from my keyboard the screen budges a centimeter to the left or to the right and sometimes it rotates a bit on the y axis.
 
Without a doubt, this is the worst understood new product to be rumored to come from Apple in a while. So many tidbits of information don't align with the overall perception of what the product is...I think we're in for some surprises here. Not just in detail, but in the overall design and purpose of the product.
 
I got tired of waiting bought a meta quest 2 last week. I was pretty blown away off the bat and can see tons of use cases. If apple can provide much higher resolution/clearer focus with better graphics of the same product and have it integrate with all my iCloud services I’d be sold.
 


Apple's mixed-reality headset will feature a physical dial for switching to a view of the real-world, a waist-mounted battery pack, small motors to automatically adjust its lenses, and much more, according to The Information.


apple-ar-headset-concept-1.jpeg


Concept render based on purported leaked information by Ian Zelbo

The paywalled report purports to reveal a broad range of previously unheard-of specific features for the headset, including:

  • A waist-mounted battery, connected via a magnetic, MagSafe-like power cable to the headset's headband. One battery charge lasts no longer than two hours, but users can swap the battery out for longer sessions.
  • A design that uses aluminum, glass, and carbon fiber to reduce its size and weight. Cameras are largely concealed for aesthetic reasons.
  • A small, Digital Crown-like dial on its right side that enables users to quickly transition between the virtual and physical world. Unlike the Apple Watch, it will not offer haptic feedback.
  • Apple has developed different headbands, including one for consumers made of a similar material to Apple Watch sport bands with built-in speakers, and one targeted at developers.
  • Magnetically attachable custom prescription lenses for glasses-wearers.
  • Small motors to automatically adjust its internal lenses to match the wearer's interpupillary distance, providing the largest field of view possible for each individual.
  • A 120-degree field of view, like the Valve Index – more than the Meta Quest Pro's 106-degree field of view.
  • The H2 chip for ultra-low latency connection with the second-generation AirPods Pro and future AirPods models.
  • Two chips, including a main SoC, including a CPU, GPU, and memory, and a dedicated image signal processor. Both are fabricated with a 5nm process, meaning that the headset misses out on advancements expected to come to other Apple chips later this year. The chips communicate via a custom streaming codec that Apple was forced to develop due to unacceptable latency.
  • The dedicated ISP translates the distorted images captured by the external cameras into a faithful video representation of the user's surroundings with low latency. The chip contains custom high-bandwidth memory made by SK Hynix.
  • The ability to run existing iOS apps in 2D.

Third-party Bluetooth headphones apparently do not work well with the headset and suffer from too much lag, and there is no 3.5mm headphone jack on the device. Apple has focused on making recent and future AirPods models work with low-latency when paired with the headset. Both the second-generation AirPods Pro and the headset contain the H2 chip, which is said to offer an "ultra-low-latency" mode when paired together. Apple has also purpotedly debated whether AirPods should be mandatory for communication activities on the headset to better protect privacy.

Early prototypes of the headset used large external batteries designed for power tools strapped to the wearer's waist, before Apple integrated the battery directly into the headband like the Meta Quest Pro. As of 2022, Apple reportedly shifted the power source back to a battery pack intended to be worn on the user's waist, connected via a cable to the headband – a design advocated by Apple's former design chief, Sir Jony Ive.

While it was once rumored that the headband would be interchangeable like Apple Watch bands, that is no longer the case, since engineers faced technical challenges with the headband acting as a conduit for power to the headset.

Apple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a "wand" and a "finger thimble" as alternative control input methods.

The headset is not expected to be accompanied by a dedicated gaming controller, and Apple has seemingly not focused substantially on gaming for the device. That being said, the company does have a plan to allow Unity to be its first partner to offer full VR experiences in the headset via its game engine.

Apple is focused on videoconferencing on the device, with digital avatars that have a high-level of accuracy when mimicking a user's facial expressions and body movements. It has also created software to allow users to perform activities like dragging the Maps app off a Mac screen and using it to display a 3D model of a city on a table top, and has devoted resources to educational resources for the device.

The Information also reaffirmed the presence of several features it previously revealed and independently confirmed others highlighted by sources like Bloomberg, Nikkei Asia, and DigiTimes:

  • The headset has a large outward-facing display on its front. This can show the facial expressions of the headset's wearer to people around them, seeking to reduce a sense of isolation when using the device.
  • The outward-facing display features an ultra-low refresh rate and reduced power consumption, much like the always-on display of the Apple Watch and iPhone 14 Pro.
  • Interior Micro OLED displays for each eye with a 4K resolution, made by Sony, forming an 8K image overall.
  • Each eye is tracked by at least one camera, allowing the headset to accurately show the user's gaze on an avatar. Eye-tracking also enables the headset to perform foveated rendering to conserve power by only rendering imagery in full resolution directly where the user is looking.
  • More than a dozen cameras and sensors capture both facial expressions and body movements, including the user's legs. Apple apparently removed cameras to capture eyebrow and jaw movements when it developed machine learning to accomplish this.
  • Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.

The report claims that Apple supplier Pegatron assembled thousands of prototype units of the headset last year at a facility near Shanghai, having passed multiple prototyping stages and entering engineering validation testing. It added that the device was originally supposed to launch in 2022.

In addition, Apple has allegedly discussed pricing the headset at around $3,000 or more depending on its configuration, according to four people with knowledge of the matter speaking to The Information.

Article Link: Report Reveals Wave of New Features for Apple's Mixed-Reality Headset, Including Digital Crown for Switching to Real-World View, Waist-Mounted Battery Pack, and More
I doubt this will be huge. An expensive toy for teens and twens still living in mommys basement. What will it replace? We spend more than enough time in the digital world as it is. I don‘t see an increase as an option. So most people with jobs and a social life outside their hone will give it a pass.
 
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AR/VR goggles have been shown to rapidly and aggressively damage eyesight. If I get one of these things it will have to be limited to very short stints on occasion... at that point how useful will it actually be for productivity. Video conferences and transmitting facial expressions? Get real, who cares about that. Cameras work just fine and nothing will ever beat in person face to face communication anyway.

Also hand gestures as the primary interaction mode is a fail unless people can flick their fingers around without moving their arm. The thing about a trackpad or iPhone screen is that you only have to move your finger around a couple inches with occasional thumb tapping for typing. Waving your hand around in the air is an anti pattern for productivity.
 
AR/VR goggles have been shown to rapidly and aggressively damage eyesight. If I get one of these things it will have to be limited to very short stints on occasion... at that point how useful will it actually be for productivity. Video conferences and transmitting facial expressions? Get real, who cares about that. Cameras work just fine and nothing will ever beat in person face to face communication anyway.

Also hand gestures as the primary interaction mode is a fail unless people can flick their fingers around without moving their arm. The thing about a trackpad or iPhone screen is that you only have to move your finger around a couple inches with occasional thumb tapping for typing. Waving your hand around in the air is an anti pattern for productivity.

The handful of sci fi boys won’t listen to that kind of sense. They think we live in Matrix and we going to Mars with Iron Man rocket shoes.
 
Citation needed.
You always try to force people to waste time for you finding obvious stuff and always get owned.

I can post dozens and dozens of articles. Here is a quick sample of years worth.




User reports too. This is one thread of many


And I also speak from my own experience. I dumped that Oculus fast. Two months irregular use was enough. I tried gaming, virtual desktops, virtual cinema, virtual painting, virtual 3s sculpting. Just too tiring.

Feels like such a relief taking the device off after using it for 30-60 minutes. That should not be the case with a device. If it works then users should be able to enjoy it and never feel ‘****ing hell that’s enough for now’.

What you sci fi fans don’t realize or want to acknowledge is that we are physical people and our eyes get weaker with age and doing this kind of thing exacerbates it. Even looking at the phone too long is terrible.

So uncomfortable straps, scars on the face, janky hair, eye strain, neck tiredness, and all those symptoms are part of using VR. You use it quickly and let it go. You don’t stay in this things.
 
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You always try to force people to waste time for you finding obvious stuff and always get owned.

I can post dozens and dozens of articles. Here is a quick sample of years worth.
None of those articles support the original claim that "AR/VR goggles have been shown to rapidly and aggressively damage eyesight."

from your first article:

I asked whether using VR systems for long periods of time could result in long-term vergence-accommodation problems.

“Well, we don’t really know,” he said. “I don’t think there’s a smoking gun out there, but what we don’t know is long-term use — let’s say 12 hours a day — would that have any long-term effect? I doubt it, but I can’t prove that to you scientifically.
Second article:

Eye strain will not cause long-term problems, but it is a sign that the eyes and brain need a break from the activity.
....
Eye strain can be painful and frustrating, but as the American Academy of Ophthalmology writes, it is not a serious condition, and it can be quickly and easily remedied. Usually, all it requires is a break from the activity and a short period of rest, allowing the eyes and brain to heal.
...
Eye strain can be uncomfortable and even painful if exacerbated. However, there are no long-term consequences to it. There have been no reported or known cases of eye strain causing damage to the eyes or chronic problems to vision.
third article:

None of the effects were long-lasting. They’d subside within moments of taking the headset off.

I'm not making a claim that VR doesn't have any negative long-term effects on vision, but your provided sources don't back up the original claim. Long term impacts of frequent VR use on eye health should be studied. Of course, you probably won't even read this, so hopefully this response will be useful to other forum readers.

And some causes of eye strain can be mitigated by more advanced headsets. The Apple headset rumors here say it will automatically lens positioning to match user IPD. The Reddit post you linked to is for a headset with only 3 IPD options. Meta has shown prototype headsets that can show images at different focal distances.

I've made no claims about how prevalent VR use will be. I'm just trying to counter some common myths.
 
And some causes of eye strain can be mitigated by more advanced headsets.

The recommended way to mitigate eye strain is simply not using these for longer than short bursts. That isn't just doctor's advice it is also what the makers say. It's just certain people here have incredulous beliefs that they can use these all day and have virtual monitors to replace their real monitors and televisions completely.

It's an accessory and let it be that, for the same reason you should replace a balanced diet with supplements.
 
I'm just trying to counter some common myths.

They aren’t myths though. They are common user experiences including mine. If they were so awesome I wouldn’t be having this position and I’d be like **** yeah I’m using it on a daily. But no.

If you only listen to young users who are always enthusiasts and healthier, you don’t get the full picture. You have to consider all age groups and people with ailments.
 
So uncomfortable straps, scars on the face, janky hair, eye strain, neck tiredness, and all those symptoms are part of using VR. You use it quickly and let it go. You don’t stay in this things.
I don't disagree that current VR has many issues. I use my Valve Index a lot less than I would if it didn't put so much pressure on my face, was wireless, had higher resolution with optics that are clear from edge to edge, more reliable drivers/software, etc. I can complain plenty about VR.

But despite issues like that, I enjoy the core experience. I'm looking forward to headsets that can improve upon those shortcomings. I think the success of VR hinges on how well those issues can be mitigated.
If VR could be reduced to the size of a bulky pair of sunglasses (like the image below) and had "retina" resolution and great optics, there's no doubt in my mind that VR/AR will be very successful (though not smartphone levels of success any time soon).
240892479_2637355183235004_6304981548224655352_n.png
 
a 2 hour waist battery pack? 🤣

also i'd need to buy custom prescription lenses every 2 years when i get my check up in addition to the lenses in my glasses? no thanks. i get it could interfere with the cameras if i wore glasses but that's a huge turn off. i could wear my glasses in my old rift

i'm excited for this product and can't wait to see it but if i can ever afford to buy one i'll be waiting for AT LEAST 3rd or 4th gen revision.

gives me the same feeling of the early iPhone days OG - 3GS. Amazing products for the time but it wasn't refined until the 4. same for the Apple Watch and iPad it took them a while to mature. Also it would be a good idea to wait for SE/Pro/Ultra models.
 
I don't disagree that current VR has many issues. I use my Valve Index a lot less than I would if it didn't put so much pressure on my face, was wireless, had higher resolution with optics that are clear from edge to edge, more reliable drivers/software, etc. I can complain plenty about VR.

But despite issues like that, I enjoy the core experience. I'm looking forward to headsets that can improve upon those shortcomings. I think the success of VR hinges on how well those issues can be mitigated.
If VR could be reduced to the size of a bulky pair of sunglasses (like the image below) and had "retina" resolution and great optics, there's no doubt in my mind that VR/AR will be very successful (though not smartphone levels of success any time soon).
View attachment 2136764

Still too big (and ugly) for my liking and I wouldn't want my eyes covered up when in public or socialising. The eyes are the windows to the soul and they speak just as much as your words do. Where do my prescription lenses go? This is too many layers and convoluted.

The software will always be an issue even if you can get it down to that size. Just trying to keep augmented reality objects and room mapping absolutely perfect in place is a massive difficulty. That's why recalibration has to be done often. Not great when calibration goes off in the middle of usage.

Then there's the inevitable bugs and graphical glitches to contend with.
 
You always try to force people to waste time for you finding obvious stuff and always get owned.

I can post dozens and dozens of articles. Here is a quick sample of years worth.




User reports too. This is one thread of many


And I also speak from my own experience. I dumped that Oculus fast. Two months irregular use was enough. I tried gaming, virtual desktops, virtual cinema, virtual painting, virtual 3s sculpting. Just too tiring.

Feels like such a relief taking the device off after using it for 30-60 minutes. That should not be the case with a device. If it works then users should be able to enjoy it and never feel ‘****ing hell that’s enough for now’.

What you sci fi fans don’t realize or want to acknowledge is that we are physical people and our eyes get weaker with age and doing this kind of thing exacerbates it. Even looking at the phone too long is terrible.

So uncomfortable straps, scars on the face, janky hair, eye strain, neck tiredness, and all those symptoms are part of using VR. You use it quickly and let it go. You don’t stay in this things.
I believe Apple has considered some of the potential issues you’ve brought up — it sounds like this has been tested for quite some time, so I would imagine any issues would have been analyzed and dealt with. It’s possible they even worked with professionals in eye health in development. I just don’t see them disregarding any potential health issues when they’ve become so concerned with health.

The comfort of the device is probably the area they strongly focused on — what good is all of the innovative tech inside when it is just too uncomfortable to wear? So moving the battery out of the headset should lighten the weight quite a bit.
 
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A waist powered battery? Can I use it on my back? To relax my spine muscles? They should sell it as a feature.
 
So moving the battery out of the headset should lighten the weight quite a bit.

It sounds terrible. You now have to handle and care for two devices and any bugs or problems that may occur in between them.

The best idea is just make the iPhone Pro Max an inch bigger so that it has a bigger battery and then transmit the data to a pair of specs. The iPhone does everything and the glasses are just the display and sensors and a small battery just to keep it awake.

If you pair the glasses with a Mac then the computer handles all the processing and app tasks. In this example the glasses let you see an extra layer on macOS, rather than have a separate "RealityOS".
 
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