Can someone (i.e. me) who is functionally blind in one eye, and has 20/20 corrected vision in the good eye experience any or all the features offered by Apple Vision Pro? I did a search a few years ago (before Apple Vision Pro was public knowledge) and there were some studies done with other makes/brands of headsets that demonstrated they were able to accommodate people blind in one eye, to a certain extent.
Billy, I’m in that same exact boat as you, although in my case I no longer have a right eye (it needed to be removed 6 yards ago but there’s a prosthetic eye in the socket).
I haven’t tried the VP yet either, but I was reading there’s an Accessibility setting that allows you to select a single eye to control navigation, so I was very happy to read that.
• What I’m especially interested in knowing is related to depth perception and field of view:
• What is the field of view of the cameras (how many arc degrees does each camera span)?
• Is there an Accessibility setting that causes the VP to auto-magically combine the input of both cameras and project the full field of view to one eye? If so this would be AMAZING because it would restore peripheral vision for people with one eye! Now, I’m assuming, everything in the projected scene would appear approximately “half sized” since you’d be experiencing the full binocular field of view with one eye. That might actually turn out to be essentially functionally useless, offering no benefit and in fact hindering the experience. However, if Apple does support this, I’m sure they’ve worked some kind of magic to make the experience functionally useful.
• If Apple doesn’t support the above, I would love if they attempted to get it to “just work”. Or, does anyone know if the developer APIs would allow me to attempt this technological feat myself?
• Exactly how does Apple render the pinned 3D widgets into the scene such that their 3D nature coincides with the way the brain builds a 3D image using the input from both eyes? In other words, on the one hand the native 3D scene, absent any widgets, is “rendered” by the brain. On the other hand, the 3D widgets are an artificially projected overlay that requires a mathematical rendering that not only needs to satisfy correspondence with the external 3D space, but it must also be “re-tendered” by the brain such that the brain views the 3D widgets with the proper depth perception, parallax, etc.
• Perhaps people are having trouble understanding what I mean, so I’ll expand a bit further… Apple needs to position & render the 3D widgets into a 3D scene that’s built on the fly using the input from both cameras, which then gets projected by two separate 2D screens in a way that the brain “re-renders” everything wherein Apple’s placement of the 3D widgets remains consistent. Apple does not have access to anyone’s brain.
🙂.
• Therefore I’m wondering how it’s even possible for Apple to get this to work in the first place for people with *two eyes? Does anyone get what I’m saying?
🙂. Furthermore, since it does obviously work, it seems to me it should be possible for Apple to render the scene for “One-eye Mode” in such a way that a person with one eye has their depth perception and parallax “effectively fully restored” despite the fact they’re viewing with only one eye. This is simply because it should be possible to create on-the-fly a simulated 3D experience that “just works” for people with one eye?
I’m no 3D graphics developer, and I’m no brain expert, so maybe what I’m describing is simply impossible — I also have zero experience with 3D googles. I do understand in general optics & furthermore in general how the brain sees in 3D, so I’m thinking there’s a way to fake it & make it.