He’s completely forgotten how extremely super useful it would be for industries.
Instantly identify machines and components, quick and simple navigation, simple overview even over very large machine parks and similar environments along with simplified coordination, etc. Along with quick access to detailed documentation and status information and guides like visual repair instructions, etc.
Could not agree more. Industry is where this tech will shine. It has applications for home use as well.
I was late to the game with learning house repair. What I wouldn’t give for a tool that could assist in identifying problems, identifying parts, or laying out the instructions for accomplishing a goal adapted to my situation.
With most text and video blog spam “tutorials” enshitified to push more ads, I would jump all over something like that.
I disagree. Companies have demonstrated how well AR can work.
If my mom had an AR headset, I could more easily help her troubleshoot why her printer won’t print or why her PC has no internet.
AR can also use enhanced data sources to overlay information you cannot normally get on your own. (example: sporting events. See player stats when looking at each player. See game related info. etc.)
The issue is that we don’t have quality, lightweight AR headsets yet. Ideally something with both cellular and wifi.
Apple’s Vision Pro may change things.
Also I think Pokemon Go gave us a sneak peak into what AR gaming could be.
I could even record my own 3D instructions with animations of interaction with the printer and all, showing exactly what buttons to press and what lids to open where and how, etc.
I think you make good points - social and collaborative activities are where AR will do best. Integrating real world and virtual content could also be huge, though not necessarily the way you described. Overlaying sports data in a sporting event setting is a very late case and unlikely to be developed until the technology is incredibly mature. But overlaying GPS directions or creating beacons and other constructs in real space could be huge if the tech gets just a little more practical.
Also Pokémon Go plays just as well if you turn off AR. It’s mostly a gimmick in my opinion. But other AR gaming examples do exist.
Troubleshooting something is such a niche use case and it would be hardly any better than a well written manual, but would require more faffing around with a headset.
I would rather just have an extra screen to view any extra sports stats, sport doesnt exactly require 100% of your attention to warrant the need to look at a player to see their stats vs just clicking them on a tablet.
Apples headset changes nothing, people are not going to walk around with it strapped to their face, it's a novelty product (even though AR has existed already for years now).
AR has uses in special cases, such as engineering, military and medical uses, but to a regular consumer it is just extremely niche, a lot more so than VR.
I really want AR so that I can walk in downtown Chicago and have historic photos overlayed over the existing building. I’d be excited to see the past in a way that screens can’t really show me.
Apple’s product will be more of a dev kit and demo than anything else. The stuff regular people want to use will need to be lighter and preferably offload heavy processing to a processor located elsewhere nearby.
I remember when people like him said it was pointless to put a camera in a cell phone because the quality was so bad at first. Apple has historically done well creating markets that didn’t exist, or were niche, until they made a product that caught on with the masses (iPod anyone?). And I say this as no fan (and currently don’t own any products) of Apple
Show me people’s names and pronouns, any private tags I’ve pinned them with, reminders about them, etc. Maybe my (self hosted, FOSS) AI assistant has some updates for me from their socials.
If a VR headset could be comfortable and unobtrusive and basically be an outboard engine for social cues, I’d be thrilled.
I’ve been sim racing on a HTC Vive since it released. I live in a country where the Index isn’t available without importing the thing for a ridiculous price.
From what I’ve seen, this is a massive upgrade. Keen.
Sounds like it requires a Windows specific app unfortunately. Sony did add open Linux drivers for their gamepad so I guess there's a slim chance it might happen for the adapter too but I kinda doubt it, since VR is such a niche subject. And it seems like half of the important features don't even work on PC, including the eye tracking, which makes the price hard to justify either way.
I'm not sure I'd want to potentially risk wasting hundreds of bucks on something that requires heavy tinkering, stops working or even generally fails to work from the beginning. I'm poor so those things are major investments that I have to save up to for quite some time, so I'd want to know that they'll work beforehand.
PS VR2 was designed from the ground up specifically for PS5 – so you’ll notice that some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC. However, other high-fidelity and sensory immersion features of PS VR2 are supported, including 4K visuals (2000 x 2040 per eye), 110-degree field of view, finger touch detection, and see-through view, as well as foveated rendering (without eye tracking) and 3D Audio in supported games.
Adaptive triggers is not surprising I guess, but even the haptic feedback? Eye tracked foveated rendering as well, imo all this combined with the price tag for the adapter makes this not a good option. Only if you already have one and always wanted to try PC VR. And even then I’m not sure if it’s worth the adapter price.
Super disappointing. I mean, not even the HDR? I had hoped they were seriously trying to make a great PC VR experience to drive sales of the headset beyond PS5 players, but this is nothing more than them throwing a bone to existing PS VR2 owners.
Sounds more like a software issue. At least eye-tracking seems likely to come to SteamVR in the nearish future as the next Valve headset will likely have it as well.
OpenXR already supports eye tracking, so SteamVR doesn’t need to do anything to support it for Sony to have made it work. For example, the Quest Pro has eye tracking and can even do eye tracking based foveated rendering when connected to a PC. Leaving it out was 100% an intentional choice on Sony’s part.
Shame about HDR and eye tracking. This would have been a very compelling proposition with these features. I’ll stick with the Index until the next thing comes along then.
Lemme know when that next thing is. I love the index but if I have to rma one more controller I’m gonna shit myself. Currently on controllers 4 and 5, and cable #3 should be arriving soon.
Sorry to hear that. The only stuff that broke for me was the elastic band on the strap on one of my controllers. It was easily replaced with an iFixit-bought spare (Valve customer support declined to send me replacement).
Hopefully the next thing is the “Deckard” we’ve been hearing those rumors about.
Meta started releasing a bunch of games on the PC app so every time i see a cool game they release i go look there but unfortunately this one isn’t available there.
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