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I think you’re overlooking how important a UX that doesn’t require controllers is for mainstream adoption of this type of computing.
I fear it may work both ways. The vision pro's lack of a controller may also not make it very enticing for game developers who find gestures too limiting for their content. This is likely why gaming on the Apple TV never really took off, and the iOS App Store has more premium games than the sort of AAA titles you see in the Nintendo App Store.

It may be another iPhone moment where the Vision Pro is great at everything...except gaming once more. 😛
 
I fear it may work both ways. The vision pro's lack of a controller may also not make it very enticing for game developers who find gestures too limiting for their content. This is likely why gaming on the Apple TV never really took off, and the iOS App Store has more premium games than the sort of AAA titles you see in the Nintendo App Store.

It may be another iPhone moment where the Vision Pro is great at everything...except gaming once more. 😛
You can hook up keyboards and mice, Apple has put effort into lowering controller latency for their other platforms. I imagine will just be included given the common frameworks across their platforms.

Edit: Confirmed
1686277434813.png
 
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There’s nothing for them to copy. Apple hasn’t come up with some great insight that makes headsets compelling, they’ve just applied their hardware and software expertise to the issue. This is not an iPhone moment where Apple reinvented the form factor of the smartphone. Meta can’t copy Apple’s chip skills, camera expertise, familiar APIs, trusted supply chain, etc.- they simply do not have the ability to make hardware and software like Apple.
Retina Display and gesture control isn't reinventing a new form factor for smartphone.

We have screens on displays since the beginning. We have had touch screen since the beginning. Apple isn't even the first smartphone.

What Apple brings to the table is the ease of use of gesture control on iPhone (2D) and gesture control on Vision Pro (3D). Display resolution (Retina in 2D, Retina in 3D)

They solved the toughess challenges known to date with AR/VR headsets, and they have 5000 patents to protect it.
 
They solved the toughess challenges known to date with AR/VR headsets, and they have 5000 patents to protect it.
I agree with this. They have made this goggle as easy as humanely possible. Now only the size&weight and price are holding it back from being “ubiquitous“.
 
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Apple would sue them out of existence. Remember how they went after Digital Research when the GEM OS copied certain elements of Mac OS?
 
I agree with this. They have made this goggle as easy as humanely possible. Now only the size&weight and price are holding it back from being “ubiquitous“.
People would love to criticize how it’s not perfect and it’s not like a pair of eye glasses or all day battery life

Those are auxiliary problems. They aren’t the biggest hurdles

$3500 for AR/VR headset is cheap compared to $2000 foldable phone.

Apple will make a $1500 version with AR only visor (VisionSE) in due time. They want to showcase their FULL VISION first to set the tone for what the next gen spatial computing is all about.

This is the roadmap for the next 20yrs.

I don’t think anybody in the forum even thought of this. For a community so welcoming of new tech, it’s sad to see so many being cynical about the pitfalls of AR/VR.

Big picture people.
 
Apple will make a $1500 version with AR only visor (VisionSE) in due time. They want to showcase their FULL VISION first to set the tone for what the next gen spatial computing is all about.
Tell you what. If they will make SE version that only do that cinematic experience at $1,000 today I’ll run out right now to buy that.
 
That is indeed true, but it still doesn’t solve the “large bulky device strapped to your face” problem. And I believe Meta has an option to use a Quest without a controller, it’s just not as good as Apple.

What Apple has done here is take all the best ideas people have had about headsets from a design perspective and brought them to reality. It’s a genuinely impressive technological feat. But neither Apple nor Meta has still not come up with a reason why someone would want to use a headset as a serious computing device outside of some niche cases.
I would not say they have 'taken the best ideas', they had a vision of what they wanted to achieve and it actually had little to do with VR... They have been working on the tech for that for quite a long time... and still are... Apple Glasses that can be worn like glasses. The technology has not matured to that level, but they have matured to a point where they can release a home use/professional use device that builds on that technology and provides another step in building the environment out with 3rd party support... (they have been releasing development tools that were aimed at this for almost 5 years now). They will continue working on the Apple Glasses while selling to this smaller niche the best technology/environment available.

This (IMHO) is the first device released that actually meets the minimum specifications to actually more useable than just a crappy toy. They will sell as many as they can make (which will unfortunately be low volume because of the difficulties manufacturing this at scale) for the first year or two (a lower price would not make for higher sales). Revision 2 or 3 years down the line will allow for a wider price range for devices - with at least one moving down to maybe $1,500ish range... which is about the price they need to hit for mass appeal (IMHO).

The OS environment (about the only thing demoed now) looks spot on as far as usability and not having to search around for controllers and not having to put your arms out enough to be seen.
 
Retina Display and gesture control isn't reinventing a new form factor for smartphone.

We have screens on displays since the beginning. We have had touch screen since the beginning. Apple isn't even the first smartphone.
The iPhone was the second phone with a capacitive touch screen (the first one was the LG Prada, which was released just a few weeks earlier), and the first one with multi-touch. Before that smartphones and PDAs had resistive touch screens that required a stylus and were a pain to use. So yes, the iPhone's hardware was innovative and paved the way for the user experience.
What Apple brings to the table is the ease of use of gesture control on iPhone (2D) and gesture control on Vision Pro (3D). Display resolution (Retina in 2D, Retina in 3D)

They solved the toughess challenges known to date with AR/VR headsets, and they have 5000 patents to protect it.
They solved what now? And how many patents/patent applications does e.g. Meta have in this space?

Anyway, the toughest challenge for AR/VR headsets in the consumer space is arguably the size, weight and comfort, and in that regard the Vision Pro hasn't solved anything unfortunately.
 
I can just see Zuckerberg making snide comments about the Vision pro and “we dont have any awkward cables hanging from our headset” then shamelessly copy basically everything on it.

Same thing happened when apple removed the headphone jack, a year or two later everyone else did it too.
Just wished to say this one FACT.....

If Apple had their battery within the headset, And Meta released their headset with an external battery pack on a wire, then EVERYONE would be joking about Meta's decision to do that.
 
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The iPhone was the second phone with a capacitive touch screen (the first one was the LG Prada, which was released just a few weeks earlier), and the first one with multi-touch. Before that smartphones and PDAs had resistive touch screens that required a stylus and were a pain to use. So yes, the iPhone's hardware was innovative and paved the way for the user experience.

They solved what now? And how many patents/patent applications does e.g. Meta have in this space?

Anyway, the toughest challenge for AR/VR headsets in the consumer space is arguably the size, weight and comfort, and in that regard the Vision Pro hasn't solved anything unfortunately.
So you agree, Apple wasn't the first with touch screen. Capacitive touch screen and resistive touch screen isn't revolutionary, it was an evolution. microLED vs LED ... is it revolutionary?

Here's what they solved.

1) Eye tracking (high accuracy so it is usable unlike previous attempts from other companies)
2) Gesture control (you can make gestures anywhere, not just in your eye's field of vision)
3) Retina resolution display (no more blurry images causing eye fatigue and motion sickness)
4) Motion sickness (Previous headset gave users headache after 30mins of use)
5) Security (OpticID, and API that only allows developers to get events, no info about eye tracking)
6) Seamlessly immerse and get out of AR/VR modes and allow user to set the amount of immersion, not just either or.
7) Latency (Apple is the first company to integrate a DESKTOP class SoC and a Co-processor to reduce the latency to 12ms). No other company can compete because ... who's got the best performance per watt, who can cram a desktop SoC on a headset without overheating? NOBODY. Speak to anyone using AR/VR ... their biggest gripe is latency. It makes the user experience unbearable when UI doesn't react the way you want it to. Users get frustrated having to wait for the glasses to catch up to them.


If you are a software engineer, you would know how impressive it is that Apple integrated an RTOS subsystem into VisionOS. This is preciously how they solved the latency problem. No matter how congested the system becomes, the latency remains consistent.

How many companies have RTOS expertise? Ability to integrate iOS stack with RTOS stack ... impressive.

All these are FUNDAMENTAL for the mass adoption of AR/VR.

Apple filed 5000 patents related to VisionPro.

Meta has Meta Quest 3 / Pro. Have you seen their product?

Anyways, size, weight, and comfort will come. First, you have to solve the most fundamental problems with AR/VR before you can tackle everything else. It's pointless to make a product without ironing out the kinks first.

Apple will be the first company to create an ecosystem with an AR/VR product. Others have no ecosystem to speak of.

It's just a matter of time.

iPhone didn't take off really ... until iPhone4.

It's nice to be a revisionist historian. But Apple knows a thing or two about how to develop a market segment

(iPhone, Apple Watch, iPad, App Store ... at some point, are you gonna give Apple the benefit of the doubt are you are gonna put your head in the sand and just be a mad contrarian?)
 
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Just wished to say this one FACT.....

If Apple had their battery within the headset, And Meta released their headset with an external battery pack on a wire, then EVERYONE would be joking about Meta's decision to do that.
It's a first gen product. What matters most is the user experience.

If the product is compelling, people can overlook many flaws.

Nobody cried when camcorders were introduced. Who wants to lug around a 5lbs thing to film their kids? Turn out, it's better than taking still photos, so people were willing to tolerate the shortcomings. Camcorders sold well.

Great, a headset with an integrated battery ... but WHAT DOES IT DO FOR ME? Turns out, nothing much. The majority of Quest Headsets are in the attic somewhere collecting dust after people spent their Christmas playing with it.
 
He can't... he can try to take the most compelling parts of it... which is normal competition anyway...

The why of it:

Reality Labs lost $14 billion in 2022. The Quest Store I think made $1 billion in revenue. To sooth the investers, Mark Zuckerberg told investors 2023 would be the 'year of efficiency'. Apple's entire R&D budget is $26.25 billion (that includes core research, AI research for the supposed car, future versions of Apple Silicon, Macs, iPhones, iPads, etc) and that likely includes other projects we don't know about yet. I think that gives a good foundation that even discounting costs of R&D... they are selling their devices at a loss.

Apple comes out with the Vision Pro, and I am watching Zuckerberg trying to weave (tensely) a narrative that things are nothing to worry about... Basically, they were hoping to pivot a bit more to close the gap on finances in this 'year of efficiency'. Admittedly I have to rely on others, but from what I have seen in the press... the pro model seems to have not done very well... Their OS stack for it is not great. Their hardware components for untethered devices is all really supplied by 3rd parties -- including the primary processor which is markedly inferior. (both Apple and Meta rely on suppliers such as Sony for important components). The Meta world view has not been well received, so primarily the Quest 2 and 3 are only really going to be successful in the games market right now. While games are an important driver, Facebook knows they have to have something more - something that they can derive ad revenue from. That was the reason why Meta had pushed their Meta Universe.

Facebook is subsidizing this foray with their ad revenue, but Facebook has peaked... and to make things worse they get the chair kicked out from under them on other devices that Apple makes (which others will copy to a certain extent)... where privacy will cut into revenue and ability to drive ad profit. On the technical front I believe they are technically behind Apple when Apple finally releases it... they will have to fund research to catch up, and investors are pressuring them to transition more to show it is financially worth it since they have had devices on the market for many years. They have lots of holes, and little time or patience to fully respond to them... So I think they will end up in a low end niche for gaming only... and I think they would still have to raise the price to make it financially viable long term...
 
It's a first gen product. What matters most is the user experience.

If the product is compelling, people can overlook many flaws.

Nobody cried when camcorders were introduced. Who wants to lug around a 5lbs thing to film their kids? Turn out, it's better than taking still photos, so people were willing to tolerate the shortcomings. Camcorders sold well.

Great, a headset with an integrated battery ... but WHAT DOES IT DO FOR ME? Turns out, nothing much. The majority of Quest Headsets are in the attic somewhere collecting dust after people spent their Christmas playing with it.

Just to clarify. I don't mind the battery pack.
Actually I think it's a good idea.
If I'm perfectly honest, I'd be happy for the headset to just be the visual stuff, and the Battery AND CPU/GPU to be in a separate pack you clipped onto your belt.
The more weight you can remove hanging on the front of your face the better.

It's just silly people criticizing meta as whatever anyone says. For the price, the Meta Quest is amazing value and an all in one package/experience.
Is it the very best, No. But for what you pay and what you can do with it, it's hard to fault.

I'm very pleased Apple have done what they have done price wise, and I do hope they sell well.
This will mean other companies, such as Meta will feel braver to fit higher end hardware into their devices also and not feel they need to hold back so much as they are scared of pricing themselves out of the market.

The quest pro was a bit of a mess due to some choices.
I know it won't be for a few years yet, but given what Apple have shown off, I'm really keen to see what they may do for the quest 4.
 
So you agree, Apple wasn't the first with touch screen. Capacitive touch screen and resistive touch screen isn't revolutionary, it was an evolution. microLED vs LED ... is it revolutionary?

Here's what they solved.

1) Eye tracking (high accuracy so it is usable unlike previous attempts from other companies)
Do we know it's better eye tracking than the Varjo XR-3?
2) Gesture control (you can make gestures anywhere, not just in your eye's field of vision)
Looks great.
3) Retina resolution display (no more blurry images causing eye fatigue and motion sickness)
It's not Retina resolution. The Varjo XR-3 has higher resolution in the center, and less in the periphery than the AVP.
4) Motion sickness (Previous headset gave users headache after 30mins of use)
What is your evidence that AVP is better at preventing motion sickness, especially since the demos people have tried have only been 30 minutes, and use different kinds of software than in most VR demos?
5) Security (OpticID, and API that only allows developers to get events, no info about eye tracking)
There are tradeoffs here. There are interesting things that could be done with access to eye tracking. The Quest platform shares other security constraints with Apple, like not letting developers see the raw camera feed.
6) Seamlessly immerse and get out of AR/VR modes and allow user to set the amount of immersion, not just either or.
This looks to be best in class.
7) Latency (Apple is the first company to integrate a DESKTOP class SoC and a Co-processor to reduce the latency to 12ms). No other company can compete because ... who's got the best performance per watt, who can cram a desktop SoC on a headset without overheating? NOBODY. Speak to anyone using AR/VR ... their biggest gripe is latency. It makes the user experience unbearable when UI doesn't react the way you want it to. Users get frustrated having to wait for the glasses to catch up to them.
What is your evidence that Apple's device has the lowest latency? I am an anybody who uses VR. Latency isn't an issue. I don't have to wait for "for the glasses to catch up to them." I've spent a lot of time in various internet forums discussing VR with people, and I've never seen it come up as an issue, except in relation to streaming desktop apps over WiFi.

Also, hand tracking will have higher latency than motion controllers that have 1000Hz updates from accelerometers and gyroscopes.

The AVP looks to be a great device, but maybe hold off on making specific claims about things that haven't been tested.
 
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Do we know it's better eye tracking than the Varjo XR-3?

Looks great.

It's not Retina resolution. The Varjo XR-3 has higher resolution in the center, and less in the periphery than the AVP.

What is your evidence that AVP is better at preventing motion sickness, especially since the demos people have tried have only been 30 minutes, and use different kinds of software than in most VR demos?

There are tradeoffs here. There are interesting things that could be done with access to eye tracking. The Quest platform shares other security constraints with Apple, like not letting developers see the raw camera feed.

This looks to be best in class.

What is your evidence that Apple's device has the lowest latency? I am an anybody who uses VR. Latency isn't an issue. I don't have to wait for "for the glasses to catch up to them." I've spent a lot of time in various internet forums discussing VR with people, and I've never seen it come up as an issue, except in relation to streaming desktop apps over WiFi.

Also, hand tracking will have higher latency than motion controllers that have 1000Hz updates from accelerometers and gyroscopes.

The AVP looks to be a great device, but maybe hold off on making specific claims about things that haven't been tested.
Apple indicated it is 12ms ish is the latency (which would require at least 83 frames/sec refresh rate) - also people in the demo have been told 90 is the refresh rate which can go up to 96. i.e. the view in front of you will have no perceivable delay. Latency and refresh rate not being high enough is why motion sickness occurs - you can perceive the view and the inner ear not being in sync and it then creates the same 'early warning' effect of being poisoned -- then chunks...come out... Is there any other device that meets those specs? (assuming Apple is not lying)... I don't know.

Oh I missed the higher resolution at the center and less at the peripheries... that sounds bad, are you sure it is not the display that is doing that but the software adjusting the resolution of images generated to be higher where your eye is actually looking... there were rumours the Vision would be doing that to ensure higher performance on graphics.
 
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Is there any other device that meets those specs? (assuming Apple is not lying)... I don't know.
And one of the most important spec people rarely talking about is the maximum brightness is 5000 nits which will be great for HDR contents.

My iPhone 14 Pro is killing my desire to watch movies on my TV simply because watching HDR movies on it is really great.
 
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And one of the most important spec people rarely talking about is the maximum brightness is 5000 nits which will be great for HDR contents.

My iPhone 14 Pro is killing my desire to watch movies on my TV simply because watching HDR movies on it is really great.
The 5000 nits is what is generated, not what reaches your eyes... there are a bunch of optics that it has to go through... 5000 receiving sounds blinding.
 
Apple indicated it is 12ms ish is the latency (which would require at least 83 frames/sec refresh rate) - also people in the demo have been told 90 is the refresh rate which can go up to 96. i.e. the view in front of you will have no perceivable delay. Latency and refresh rate not being high enough is why motion sickness occurs - you can perceive the view and the inner ear not being in sync and it then creates the same 'early warning' effect of being poisoned -- then chunks...come out... Is there any other device that meets those specs? (assuming Apple is not lying)... I don't know.
The Quest 2 has refresh rate modes of 60 Hz, 72 Hz, 80 Hz, 90 Hz, and 120 Hz.
My Valve Index goes up to 144 Hz. Pretty much all VR headsets have had at least a 80 Hz mode, and most have had at least 90 Hz.
All major modern (since 2016) VR headsets have had very low latency.
Motion sickness is more related to software design. For some genres of games, such as driving simulators, a certain subset of users will get motion sickness no matter how perfect the latency and refresh rate is.

Oh I missed the higher resolution at the center and less at the peripheries... that sounds bad, are you sure it is not the display that is doing that but the software adjusting the resolution of images generated to be higher where your eye is actually looking... there were rumours the Vision would be doing that to ensure higher performance on graphics.
No, that's the Varjo. It actually uses two displays for each eye. The AVP will have more consistent Pixels Per Degree, but not as high of a maximum PPD.

The AVP has foveated rendering, where it renders more detail where you are looking. I believe all VR headsets with eye tracking can do that to some extent, but I'm guessing Apple's method is better.
 
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The 5000 nits is what is generated, not what reaches your eyes... there are a bunch of optics that it has to go through... 5000 receiving sounds blinding.
Those optics (3 transparent lens) virtually won’t reduce the brightness at all.

The benefit of micro-OLED is it can generate much more brightness than OLED. It will be great for watching HDR movies. Beat any TV nowadays hands down. Hi-end projectors will not come close.

2. Big brightness​

The other interesting element of micro-OLED screens is that they can go much brighter than regular OLED screens. Screen brightness is measured in "nits", and the OLED displays in high-end iPhones and Samsung phones can reach high peak brightness levels of 1,200 to 1,600 nits, but only for a very short amount of time. Their maximum typical brightness for prolonged use is around 600 nits.


Micro-OLED displays have been demonstrated as reaching 3,000 to 15,000 nits. Apple hasn't said what the maximum brightness of its Vision Pro screens is, but the rumors claimed it to be 5,000 nits. We'll assume that's a peak brightness again, sustainable for only a short time – but it may mean that the sustained brightness level can be over 1,000 nits, so still a massive improvement.

 
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Do we know it's better eye tracking than the Varjo XR-3?
Based on initial feedback of every person who tried it out, it was the best eye track experience they have ever experienced for a commercial product.
Looks great.

It's not Retina resolution. The Varjo XR-3 has higher resolution in the center, and less in the periphery than the AVP.
XR-3:
Focus area (27° x 27°) at 70 PPD uOLED, 1920 x 1920 px per eye
Peripheral area at over 30 PPD LCD, 2880 x 2720 px per eye

Vision Pro has 11.5Mpx per eye

What is your evidence that AVP is better at preventing motion sickness, especially since the demos people have tried have only been 30 minutes, and use different kinds of software than in most VR demos?
People have tried over 45mins and experienced zero motion sickness

There are tradeoffs here. There are interesting things that could be done with access to eye tracking. The Quest platform shares other security constraints with Apple, like not letting developers see the raw camera feed.

This looks to be best in class.

What is your evidence that Apple's device has the lowest latency? I am an anybody who uses VR. Latency isn't an issue. I don't have to wait for "for the glasses to catch up to them." I've spent a lot of time in various internet forums discussing VR with people, and I've never seen it come up as an issue, except in relation to streaming desktop apps over WiFi.
12ms latency is guaranteed. They run an RTOS to maintain constant response times. It is built into their architecture.
They are the first AR/VR company to incorporate a RTOS into their headset with a desktop class SoC as far as I know.

VR-3 doesn’t include a CPU or GPU and costs $6000

Even by Varjo own admission, latency is an issue. https://varjo.com/learning-hub/latency/
meaningful latency threshold for virtual and mixed reality has been determined to be around 20 milliseconds

12ms is industry-leading.

Also, hand tracking will have higher latency than motion controllers that have 1000Hz updates from accelerometers and gyroscopes.

The AVP looks to be a great device, but maybe hold off on making specific claims about things that haven't been tested.
Based on every person that tried the hand tracking feature, their feedback is it was very accurate and smooth and intuitive. you don't even have to hold your hands out.

Based on what evidence do you have that hand tracking will have higher latency/accuracy than motion controllers?

Maybe hold off making specific claims about things that haven't been tested.
 
Based on initial feedback of every person who tried it out, it was the best eye track experience they have ever experienced for a commercial product.
You said highest accuracy. That’s different than best experience.
XR-3:
Focus area (27° x 27°) at 70 PPD uOLED, 1920 x 1920 px per eye
Peripheral area at over 30 PPD LCD, 2880 x 2720 px per eye

Vision Pro has 11.5Mpx per eye
Which will put the Vision Pro at about 40 PPD, given a similar FOV. That is not Retina resolution. And I think if it did have Retina resolution, Apple would have mentioned that.
People have tried over 45mins and experienced zero motion sickness
Who tried for over 45 minutes? Most people said their demo was 30 minutes. I’d guess that most people could have an experience with the Quest 2 without motion sickness, if there is no artificial locomotion (such as moving yourself through the virtual world with a thumbstick). The gaming focus of the Quest and most other VR headsets means that people are more likely to be put into experiences that have artificial locomotion, unlike the Vision Pro demo which had things like floating iPad apps.
Even by Varjo own admission, latency is an issue. https://varjo.com/learning-hub/latency/
meaningful latency threshold for virtual and mixed reality has been determined to be around 20 milliseconds

12ms is industry-leading.
Latency is a potential issue. It is not an actual issue to the user of any modern VR system (save for the aforementioned WiFi streaming exception). Saying that the threshold is 20ms does not mean that Apple’s 12 ms is better than competitors.
Based on every person that tried the hand tracking feature, their feedback is it was very accurate and smooth and intuitive. you don't even have to hold your hands out.
Yeah, but they weren’t chopping cubes with lightsabers or playing table tennis or climbing a wall.
Based on what evidence do you have that hand tracking will have higher latency/accuracy than motion controllers?

Maybe hold off making specific claims about things that haven't been tested.
Very funny.
I know that their controllers for the Vision Pro don’t have IMUs, because the controllers are your hands. I know that it can’t track your hands when they are behind your back, because the headset needs a direct line of site to your hands to know where they are. Apple themselves warned against fast hand motions, for tracking quality reasons.

edit: BTW, what is your personal experience with VR devices?
 
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You said highest accuracy. That’s different than best experience.
True, but they also said the environment/OS was the best of any of them... and one of the top things was that the eye tracking and clicking with your fingers (without reaching out so they could be picked up by sensors/cameras; benefit of sensors pointed down) was so accurate... that it was more accurate than your finger on the iPad... and it felt like mind control - you looked and basically the device knew.

Yeah, but they weren’t chopping cubes with lightsabers or playing table tennis or climbing a wall.
Funny you that you said that, I was reading someone complaining about Beat Saber and how it was annoying you had to learn how to chop the blocks because the motion and the result were not sync'd up properly (i.e. there was latency). The responses seemed to indicate at least agreement and you just have to learn. (reddit)
 
People have tried over 45mins and experienced zero motion sickness

Some people can get on a deck of a ship in calm waters and get sea sick, some like me... never have had the feeling of sea sickness... Even at 12ms some people will have problems - but the percentage will be considerably lower than I think the 10%+ that is the average now.

VR-3 doesn’t include a CPU or GPU and costs $6000

Even by Varjo own admission, latency is an issue. https://varjo.com/learning-hub/latency/
meaningful latency threshold for virtual and mixed reality has been determined to be around 20 milliseconds

12ms is industry-leading.
The further you get from the CPU, the more latency there will be... I remember working on an application that had the application on one application server, and the oracle database on another (two fully loaded top end Sun Servers connected by high speed networking)... and we were not meeting the performance requirements... we moved the application onto the same server and more than doubled the performance throughput... that little separation caused enough latency to cause that.

12ms is basically allowing for an event to occur and the resulting effect on the image to be put on the very next frame on the device (on an 83 frames per second refresh).
 
True, but they also said the environment/OS was the best of any of them... and one of the top things was that the eye tracking and clicking with your fingers (without reaching out so they could be picked up by sensors/cameras; benefit of sensors pointed down) was so accurate... that it was more accurate than your finger on the iPad... and it felt like mind control - you looked and basically the device knew.
Sure. I even predicted that’s exactly how it would work. https://forums.macrumors.com/thread...et.2390822/page-4?post=32195637#post-32195637
It looks like Apple has the best combination of eye tracking, hand tracking, and software that makes that experience intuitive and reliable. But I’ve also heard good things about the eye-tracking in the PS VR2.
Funny you that you said that, I was reading someone complaining about Beat Saber and how it was annoying you had to learn how to chop the blocks because the motion and the result were not sync'd up properly (i.e. there was latency). The responses seemed to indicate at least agreement and you just have to learn. (reddit)
Can you give me a link? I’ve demoed Beat Saber to a dozen people and everyone picks it up quickly and I’ve heard no complaints like that.
Some VR controllers require line of sight to the headset so may be losing tracking. The first PS VR also had limited tracking volume. I’m not saying that tracking is perfect with other systems, but I haven’t seen any tests of high speed tracking with the AVP.

I can juggle four objects in VR. I couldn’t do that if the latency was poor. And I doubt I’ll be able to do that with hand tracking alone (but maybe I’m wrong about that?).

What experience do you have with VR?
 
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