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this post was submitted on 26 Sep 2023
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Good passthrough is very much not indistinguishable from reality. That's why on my face there is currently a set of lightweight lenses instead of screen with a camera attached to it.
In fairness, you're not alone in being wrong about the issues with the VR business being about incremental hardware upgrades. That's a very costly mistake that a lot of very smart people have made.
But they're wrong.
It's not about the quality of the hardware or missing improvements to the features. The mode of usage, the application itself, is simply not a go-to, first-use thing. You're NEVER going to use a headset instead of a monitor. The quality of the headset doesn't matter. It's just not a leading application or a leading solution to the problem of having a display.
So no, Apple Vision Pro will not fix this problem. If I had to guess, they are aware enough of this to charge a ridiculous amount for it and see what happens before betting the farm on it like Meta did. And my guess is the takeaway will be that their branding goes a long way but people who do buy it still won't use it as their daily driver for eight hours a day of work.
That sunk cost fallacy right there is how Meta bled money on this until it was untenable to keep it up. Those goalposts have been moving for a decade now. First it was when the shipping version of the Rift got out, then when the lag got better, then when inside-out tracking was solved, then when resolution got better, then when the price was right, then when passthrough improved...
...it's none of those. It's the fact that you're in VR.
Being in VR is the dealbreaker for VR as mobile phone-like quantum leap in consumer electronics, which is what Meta thought they had.
It's not. It's a cool bit of tech with a gimmick that you crack out at parties sometimes. Or, you know, for weird porn if you live alone. I'm not judging.
That's a fine thing to be, but you need to spec your product to that target.
You may have to acknowledge that you're an outlier. Way off the mainstream, in fact.
The reason me and the rest of the mainstream will never ever use any type of passthrough in the way you describe is that you still have a headset strapped to your face. I don't know if you've ever tried to have a conversation with a person using passthrough, but no amount of creepy video of your eyes is going to solve that fact. It doesn't look normal, it's never going to look normal and you don't have to put up with being that weirdo because it turns out monitors are just fine and keep getting better.
So no, the endlessly moving goalposts of HMDs will never get to the bottom of the rainbow where they are a superior alternative to phones and displays. There is simply no feature tradeoff to justify -and I will keep repeating this- strapping a display to your face.
The few VR evangelist stragglers out there keep telling people to wait. You'll see, it'll get good enough any second.
But it already got good enough. The people that bounced off of the Quest did not bounce off because of quality. That's been my point here all along. The Quest 2 is, in fact, good enough for most people. They've certainly put up with bigger limitations on handheld devices or flatscreen gaming. Everybody who tries one for the first time has their minds blown. It's amazingly cool tech.
And exactly none of those people ever consider using it instead of their current screens.
It's an additive thing, at best, and it fits best for dedicated sessions where you won't be interrupted by kids or dogs or text messages or have to deal with a sweaty brow or scratching your nose or adjusting your glasses.
It's not gonna happen.