Virtual/Augmented/Mixed Reality News & Discussions

Tadasuke

looking back at Kurzweil's VR visions and predictions from 2011

Post by Tadasuke »

When I watched this back in 2011, I was like "Yeah, that's totally what's going to happen! 😃 He's a genius, a visionary and a prophet! :D He understands the future! 🤓 It's going to be super amazing! 😳 I can't wait! 🥳".

10 years later I was like "This Quest 2 thing feels like a cheap toy. It's underwhelming. Perhaps in another 10 years.". And now in 2023, I look at my friend's Second Life video stream and I'm like "Those textures look so 2005!". Today I understand much more than in 2011. Watching this now makes me think that he's way, way too optimistic, but I still like his visions. They are good, just not realistic. Depending on your personality, you might get sad while watching this, or laugh at the unknowing 2011 people. Now in 2023 we have a lot more data to work with and to base predictions on. We can for example say, that VR headsets screen resolutions double roughly every 3 years. GPU performance has been also doubling every 3 years, but I have my doubts that such pace can be sustained. Every 4 years seems more probable. We can now get features like separate finger detection, eye tracking and even face tracking. There is even some force feedback in PSVR2. Eye tracking allows for foveated rendering which lessens GPU load. New screens usually aren't pentile, so they feature 3 subpixels per pixel instead of 2 like some older headsets and the lines between subpixels are much less visible, because they are much narrower to lessen the "screen door effect". Overall, progress is evident and clear, but we are still way behind Kurzweil's schedule.

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Re: Virtual/Augmented/Mixed Reality News & Discussions

Post by weatheriscool »

A system that augments mixed reality visualizations using smartphones or tablets
https://techxplore.com/news/2023-04-aug ... blets.html
by Ingrid Fadelli , Tech Xplore

Mixed reality (MR) and Augmented Reality (AR) technologies merge the real world with computer-generated elements, allowing users to interact with their surroundings in more engaging ways. In recent years, these technologies have enhanced education and specialized training in numerous fields, helping trainees to test their skills or make better sense of abstract concepts and data.

Researchers at University of Calgary have been trying to develop interfaces and systems that could enhanced MR visualizations. In a paper set to be presented at CHI 2023 LBW, they introduced HoloTouch, a system that can augment mixed reality graphics and charts using smartphones as physical proxies.

"To me, this paper was inspired for the most part by a work that I published during my final undergraduate year," Neil Chulpongsatorn, one of the researchers who carried out the study, told Tech Xplore "They both originated from my interest in mixed reality interactions for data representations."

In some of their previous studies, Chulpongsatorn and his colleagues explored how they could augment data visualizations using virtual components showed via head-mounted displays (HMDs), such as Microsoft HoloLens. Other teams also proposed similar solutions, such as physically dynamic bar charts.

While some of their previous efforts yielded interesting results, the researchers realized that current MR and AR headsets did not support such dynamic and enhanced data visualizations. In their recent study, they thus tried to circumvent these limitations using existing and widely used devices.

"Rather than making physical representations interactive, we pivoted to making virtual representation tangible instead," Chulpongsatorn said. "Works like MARVIS presented this idea at a high level and demonstrated its potential. Our recent work digs further down to present the foundation of these interfaces as an interaction space for visualization designers to use in the future, as well as evaluating the effectiveness of these interaction models."

In their recent study, Chulpongsatorn and his colleagues introduced HoloTouch, a system that combines HMDs and the touchscreens on smartphones or tablets to enhance MR visualizations. Essentially, HoloTouch allows users to "touch" and manipulate holograms that they are seeing on HMDs through their smartphone devices.

"Our system addresses some of the challenges of current MR visualizations, such as unreliable tracking, low visual resolution, and imprecise input," Chulpongsatorn explained. "The novelty of our work comes from the design space presented in the paper, and not so much the prototype. Basically, we thought a lot about how mobile phones can interact with holograms (specifically of data visualizations), compiled a reference document, and showcased some examples."
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These AI-Powered Eyeglasses Pick Up on ‘Unvocalized’ CommandsImage
Cornell University's new spectacles allow users to silently engage their gadgets' "smart assistants" by mouthing commands.
By Adrianna Nine April 10, 2023
https://www.extremetech.com/science/the ... d-commands

Today’s world is rife with “smart assistants,” but most require that you say (or shout) commands out loud. In the privacy of your home or vehicle, that’s convenient enough; in public, it’s a little awkward to tell Siri to compose a text to your mom. A new pair of AI-powered eyeglasses from Cornell University aims to solve this problem by deciphering mouthed, or “unvocalized,” commands.

A team of doctoral students at Cornell’s Smart Computer Interfaces for Future Interactions (SciFi) Lab worked together to develop EchoSpeech, a minimally-obtrusive wearable with a silent speech interface (SSI). Although EchoSpeech looks like your average pair of thick-rimmed, wayfarer-style eyeglasses, tiny microphones and speakers attached to the bottom rim detect mouth movements and turn them into actionable requests.
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Re: Virtual/Augmented/Mixed Reality News & Discussions

Post by weatheriscool »

Meta announces Quest Pro, a $1,499 “mixed reality” device coming Oct. 25
"High-end device" features thinner design, higher resolution, open peripheral vision.
https://arstechnica.com/gaming/2022/10/ ... ng-oct-25/
Kyle Orland - 10/11/2022, 11:09 AM
Just under one year after rebranding as Meta, the company formerly known as Facebook announced the Quest Pro, a $1,499 "mixed reality" headset that will be shipping on October 25.

Part of that "mixed reality" pivot comes in the Quest Pro's more open lens design, which lets users see the physical world around them in their peripheral vision. That should allow users to perform simple tasks in the real world without taking off the headset, such as "jot[ting] down a note, grab[bing] something on your desk, or just be[ing] aware of what's going on around you," Meta said. Users who want a more immersive experience, though, can clip on magnetic "light blockers" to the side of the headset for a "partial blocked" take on the outside world (optional accessories will allow for "fully immersed" experiences if a user wants to completely cut off their surroundings, Meta said.

Quest Pro also sports new, full-color passthrough cameras that capture four times the resolution of those on the Quest 2, Meta said. Combined with a depth system that can detect the location of objects in your environment, which allows for a mixed-reality layering of virtual items on a stereoscopic display of your real-world surroundings, complete with new "anchoring" technology that locks those virtual items in place, Meta said.
More power, more features

Tech-wise, the Quest Pro touts a Snapdragon XR2+ processor and 12GB of memory (up from 6GB on the Quest 2). That means the device "runs at 50 percent more power" than Quest 2, Meta said, with better thermal dissipation as well.

A new pancake lens design, meanwhile, folds light from the displays over itself multiple times on the way to the eye, allowing for a lens enclosure that's 40 percent thinner than those in Quest 2. Those displays have 37 percent more pixels per inch than the Quest 2, Meta said, making for an 1800×1920 pixel per eye resolution at 90 Hz refresh rates. Those displays also generate 75 percent more contrast thanks to "local dimming technology," Meta said, and feature a "1.3x larger color gamut" than Quest 2.


Sony PlayStation VR2 to sport OLED display with a larger size and the highest pixel density

https://www.notebookcheck.net/Sony-Play ... 370.0.html
While Sony already disclosed some of its upcoming PlayStation VR2's specifications, for the display part of the virtual reality headset it only states that "with an OLED display, players can expect a display resolution of 2000×2040 per eye and smooth frame rates of 90/120Hz." Of course, it also adds that the "PS VR2 offers 4K HDR, 110-degree field of view, and foveated rendering," too, but the all-important display size is missing. Until now, when the display analyst Ross Young from DSCC, a source that has proven to be credible, advised that the PS VR2's display will have the highest pixel density on a commercial OLED panel:

A total of 15.8M panels will find their way into VR headsets this year, with over 80% of the demand expected to come from Meta. While most of today’s VR headsets currently use LCD panels, other display technologies will soon appear. AMOLED will be back, thanks to the launch of Sony’s PlayStation VR2. We expect these AMOLED panels to have a pixel density well above 800 PPI, which is a record high for mass-produced AMOLED. With high contrast displays and no visible screen door effect, the PSVR2 is likely to be a hit among gamers.
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Pico announces G3 headset and gives new life to 3DOF
April 13, 2023
by Skarredghost
https://skarredghost.com/2023/04/13/pico-g3-announced/
At Laval Virtual, Pico has just announced a new headset for its enterprise line: the G3. Surprisingly, it is a 3DOF headset.
Pico G3 Headset launched

I wasn’t at Laval Virtual this year and I wasn’t even properly briefed about this launch. So when I was lazily looking at an XR news roundup and I suddenly saw the news of a new headset announced by Pico, I was a bit surprised. I started looking around for more details, and so discovered that the launch concerned a new enterprise headset: the G3, which is the evolution of the G2 4K. The G2 4K has been a very successful headset in the 3DOF market, and so Pico is releasing an update for companies that still want to invest in the 3DOF format.

The new headset, called Pico G3, has not been only announced but also immediately launched by the Chinese company.
Launch trailer of Pico G3
Pico G3 Specifications

Here you are the specifications of the device, stolen from my friends at VR Expert:

Display resolution: 1832 x 2160 pixels per eye
Refresh rate: 72/90 Hz
Pixels per inch: 773
FOV: 98°
Lens type: Fresnel
Processor: Qualcomm Snapdragon XR2
Weight: 604 grams with Strap
Storage: 128 GB
RAM: 6 GB
Tracking: Inside-Out 3DoF
Controller: 3-DOF tracked Remote
Battery: 5300mAh
Price: €399

Design

These are some renders of the headset. It looks like a more polished version of the Pico G2 4K, which has taken some lessons from the design of the Pico 4.
pico g3
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Re: Virtual/Augmented/Mixed Reality News & Discussions

Post by Nanotechandmorefuture »

weatheriscool wrote: Mon Apr 10, 2023 4:37 pm These AI-Powered Eyeglasses Pick Up on ‘Unvocalized’ CommandsImage
Cornell University's new spectacles allow users to silently engage their gadgets' "smart assistants" by mouthing commands.
By Adrianna Nine April 10, 2023
https://www.extremetech.com/science/the ... d-commands

Today’s world is rife with “smart assistants,” but most require that you say (or shout) commands out loud. In the privacy of your home or vehicle, that’s convenient enough; in public, it’s a little awkward to tell Siri to compose a text to your mom. A new pair of AI-powered eyeglasses from Cornell University aims to solve this problem by deciphering mouthed, or “unvocalized,” commands.

A team of doctoral students at Cornell’s Smart Computer Interfaces for Future Interactions (SciFi) Lab worked together to develop EchoSpeech, a minimally-obtrusive wearable with a silent speech interface (SSI). Although EchoSpeech looks like your average pair of thick-rimmed, wayfarer-style eyeglasses, tiny microphones and speakers attached to the bottom rim detect mouth movements and turn them into actionable requests.
If true I saw by chance a patent a year or 2 years ago that was basically this except it reads brainwaves lol if not taps into your mind to read and control it.
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Re: Virtual/Augmented/Mixed Reality News & Discussions

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Latest Apple headset rumors say it’ll include VR workouts and sports
https://www.engadget.com/latest-apple-h ... 16389.html
The company has allegedly been working with ‘a small number of developers’ in advance of a June reveal.
Apple CEO Tim Cook presents the new iPhone 14 at an Apple event at their headquarters in Cupertino, California, U.S. September 7, 2022.
Apple is reportedly readying a wide array of apps and services for its upcoming mixed reality headset, according to Bloomberg’s Mark Gurman. The company appears to be moving forward with plans to announce its first VR / AR headset at its Worldwide Developers’ Conference in June.

The Apple mixed reality headset (rumored to be named “Reality One” or “Reality Pro”) can allegedly switch between virtual and augmented reality. It will focus heavily on gaming, fitness, sports and collaboration tools. Customers who buy the device can use “millions” of existing apps in the headset’s 3D interface “with slight modifications” from developers. Additionally, Apple has reportedly been working with “a small number of developers” for months to optimize apps for the new product. Announcing the device months before its launch should also give other developers time to create new apps or adapt existing ones for its futuristic interface.
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We tried out Canon’s VR calling app Kokomo
Haje Jan Kamps@Haje / 12:00 PM PDT•April 19, 2023
https://techcrunch.com/2023/04/19/kokom ... lling-app/
When you think Canon, you might think cameras, scanners, printers and such. At CES this year, the company did a stride toward the softer side of tech, taking a broader view of what imaging means. Today, the VR calling software the company showed off back in January is available to you — if you have a VR headset such as the popular Oculu… I mean Meta Quest 2.

In a limited preview earlier this month, I was able to try out Canon’s new VR calling software platform, which involves a phone and a VR headset. Overall and in theory, the system is super-well-thought-out: You scan your face using an app on your phone, which builds a model so the app can replace the part of your face that’s covered up by your VR mask. It also asks you how tall you are, so it can scale your picture proportionally to the person you are talking to — a nice touch; as a tall person it often feels unheimlich to be face-to-face with people when I’m in VR.
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Snapchat’s AR technology comes to the real world with ‘AR Mirrors’
Sarah Perez@sarahintampa / 10:50 AM PDT•April 19, 2023
https://techcrunch.com/2023/04/19/snapc ... r-mirrors/
Snap today offered an update on its AR Enterprise Services (ARES), the company’s recently announced initiative focused on providing AR tools and expertise to businesses that want to leverage Snapchat’s technology in their own websites and apps. At its Partner Summit on Wednesday, the company showed partners its Shopping Suite, which includes features like AR Try-On and 3D product viewing, among other things, and announced a new offering called AR Mirrors that aims to bring AR tech to physical screens in the real world.

Coca-Cola is using the tech to make an AR-enabled vending machine and other retailers, including Men’s Wearhouse and Nike, have tested the product, Snap said, noting the tech would now become part of ARES.

The company first detailed its Shopping Suite during ARES’ official unveiling in March, explaining how businesses can utilize its features on their e-commerce sites and apps. Among the nearly half-dozen features included in the suite are those that let users view products from all angles, get fit and sizing recommendations based on their body shapes, and others to leverage AR experiences to virtually try-on things like apparel, accessories or footwear. Snap noted customers using the suite of tools included sunglasses seller Goodr, clothing company Princess Polly and Mongolian manufacturer Gobi Cashmere, to name a few.
Snap is expanding its AR features to 16 additional music festivals
Ivan Mehta@indianidle / 10:40 AM PDT•April 19, 2023
https://techcrunch.com/2023/04/19/snap- ... festivals/

Snap is expanding its partnership with events company Live Nation to bring AR-focused features to 16 new music festivals. These features include custom AR lenses, partnerships with artists for unique experiences and using AR with 3D Maps of the venue to guide users to different stages.

The company first inked a multiyear deal with Live Nation last April to “elevate performances beyond stages and screens.” This also included using Snap’s AR-try-on tech to try different festival-specific merchandise.

Snap announced at Snap Partner Summit today that the expansion will bring AR experiences to festivals like Lollapalooza Paris and the Reading Festival in the U.K.

Here is the full list of festivals:

Beyond Wonderland Southern California (San Bernardino, CA)
Electric Daisy Carnival (Las Vegas, NV)
Creamfields South (Hylands Park, UK)
Roots Picnic (Philadelphia, PA)
The Governors Ball (New York, NY)
Bonnaroo Music & Arts Festival (Manchester, TN)
Day Trip Festival (Long Beach, CA)
Wireless Festival (Finsbury Park, UK)
Lollapalooza Paris (Paris, France)
Rolling Loud Miami (Miami, FL)
Lollapalooza (Chicago, IL)
Creamfields North (Daresbury Estate, UK)
Reading Festival (Reading, UK)
Leeds Festival (Bramham Park, UK)
Lights On (Mountain View, CA)
Austin City Limits (Austin, TX)
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Books, FaceTime, and everything else Apple’s AR headset will do out of the box
According to a new report, Apple is planning a flurry of custom AR/VR apps for its headset.
Jason Cross
https://www.macworld.com/article/179017 ... etime.html
Image

Apple is expected to unveil its new mixed-reality headset, dubbed “Reality Pro,” at the WWDC keynote on June 5. That’s less than two months from now. And while the headset is not expected to actually ship until later this year (and will be an expensive, limited-quantity item at the start), Apple needs to entice potential buyers and developers with exciting experiences.

According to the latest report from Bloomberg’s Mark Gurman, it’s all hands on deck to create custom AR/VR versions of Apple’s core apps. Most of the apps detailed in the report have been assumed, but not actually confirmed yet. Gurman claims some company engineers have been working 80-hour weeks to get the software ready for the launch on June 5.

It seems that, in general, every app that comes pre-installed on an iPhone is going to get a custom app for the Reality Pro. Apps mentioned in Gurman’s report include:
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Re: Virtual/Augmented/Mixed Reality News & Discussions

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Apple’s VR headset will reportedly run hundreds of thousands of iPad apps
Published Mon, Apr 24 20239:05 AM EDTUpdated 2 Hours Ago
https://www.cnbc.com/2023/04/24/apple-v ... eport.html
Apple’s virtual reality headset will run with hundreds of thousands of iPad apps and take an all-encompassing approach to features, according to Bloomberg.

In a bid to entice both developers and consumers, Apple has included gaming, fitness and e-reader functionality for the virtual reality headset, Bloomberg reported. Customers will reportedly be able to watch sports in virtual reality and play “top-tier” games that work with Apple’s other devices.
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Valve's new VR headset has been confirmed
The new and still-unconfirmed headset is apparently Valve's answer to Sony's PlayStation VR 2 and Meta's Quest 2.
Darryl Lara
https://www.xfire.com/valves-new-vr-hea ... confirmed/

April 20, 2023

The Virtual Reality headset market might not be in the best shape but Valve still insists on developing a newer headset to replace the Valve Index, which came out in 2019.
Valve's current headset is already four years old.
QUICKTAKE: View the short-form version of this news or swipe up to keep reading.

Valve’s VR headset has faced stiff competition from the likes of Oculus and HTC Vive in a struggling market. But, while it'd be easy to assume for Valve to give up on the VR industry after the success of the Steam Deck, this isn't the case. Valve has been quietly continuing its efforts in making a new VR headset. According to Greg Coomer, a product designer at Valve, the company is not giving up on the VR market.

In an interview with the Korean website, This is Game, Coomer states that Valve is developing a new VR headset. However, he cannot reveal the specifics of the upcoming VR device.
Tadasuke

about VR and FIVR

Post by Tadasuke »

I've become much more pessimistic about the advancement of virtual reality in recent years. For two whole decades I've been awaiting the day, when I can finally start living a life [in virtual reality] that I enjoy. Living this life feels somewhat of a nightmare to be honest. Not much enjoyment. Mostly sadness, anxiety, pain, disappointment and tiredness.

For two decades, I've been asking the question "Why do I have to live in this world?". Why was the choice of where we are born (and our DNA) made for us, without our agreement? Why do we need to accept this choice? It's cruel. And theoretically, virtual reality could be the answer. Not in the state it is in 2023, but eventually. That eventually we could erase the memories we don't want and start living a life that we had chosen. I've thought of it already in 2003 and I spoke about it with a friend then.

Looking at the progress of PCs, it had been clear to me, that it's gonna be possible one day (look how we went from GBC in 1998 to PSP in 2004). But the acceleration of computing has gone down, instead of up like some were predicting.

VR today basically means strapping a ~smartphone to your head, using it standalone or connecting to a console or a PC (and smartphones have been around since 2000). You still feel your real life body, you only control the movement of your head and hands, that's it.

If progress will be slow, in 30 years you will still be feeling your rapidly aging, aching, frail body with bad eyesight, while doing whatever in virtual reality. Resolution may be even 32K and refresh ray may be even 1000 Hz, but it's not gonna solve everything.

The situation is that there hasn't been a single graphics card faster than RX 480 for the $199 that RX 480 costed in 2016. CPUs had achieved 3 GHz back in 2002. 4 cores in 2006. Mainstream 6 cores in 2010. Oculus Rift CV1 and HTC Vive were released in 2016. Valve Index in 2019.

Nanobots are science-fiction. I don't personally think that standalone VR is a step in the right direction. In my opinion, even high-end desktop PCs are slow, let alone some low-powered smartphone chips like the XR2.

However, what I also don't understand, is why are (some) people pushing for experiences that are too much like reality. You see, I've always wanted virtual reality to set different laws of physics, chemistry, everything. So that everything could function differently and look differently (better, nicer). Not to experience what other people could experience in real life. Some people apparently just want something akin to the real world, but with some additions.

Realism is overrated. But regardless, I keep my prediction about 2x computing speed (and possibly memory as well) on average every 4 years for the same price adjusted for inflation, for both CPUs and GPUs.

Eye tracking and face tracking will eventually become standard. 4K per eye or higher will eventually become standard as well. But we will still wear headsets and we will still feel our real bodies, even with tactile suits/gloves. Will certainly suck if your are in pain or not in a good physical condition. Still better than nothing or better than playing on Atari 2600.

However, I do think that PS2 or PS3 graphics often look nicer than graphics in some new games (because they've become too realistic). I never go back to Atari 2600, but I do play games on PCSX2 and RPCS3 (often in 1440p), as I feel like those too realistic graphics don't add anything positive to the experience.

AI hasn't progressed much. Physics didn't become much more advanced as well. Storylines aren't better than they were in the 2000s. For me, the cutout year is 2013, (especially western) games since 2013 have become too realistic for my liking. Of course, I still buy anime-styled or some selected other non-realism-styled modern games.

[EDIT] Sorry, I thought that taking less vertical space is good, so I was squeezing the text. Maybe I was wrong. Perhaps it's my OCD.
Last edited by Tadasuke on Mon May 22, 2023 8:09 am, edited 1 time in total.
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Re: about VR and FIVR

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Tadasuke wrote: Fri Apr 28, 2023 8:48 am I've become much more pessimistic about the advancement of virtual reality in recent years. For two whole decades I've been awaiting the day, when I can finally start living a life [in virtual reality] that I enjoy. Living this life feels somewhat of a nightmare to be honest. Not much enjoyment. Mostly sadness, anxiety, pain, disappointment and tiredness. For two decades, I've been asking the question "Why do I have to live in this world?". Why was the choice of where we are born (and our DNA) made for us, without our agreement? Why do we need to accept this choice? It's cruel. And theoretically, virtual reality could be the answer. Not in the state it is in 2023, but eventually. That eventually we could erase the memories we don't want and start living a life that we had chosen. I've thought of it already in 2003 and I spoke about it with a friend then. Looking at the progress of PCs, it had been clear to me, that it's gonna be possible one day (look how we went from GBC in 1998 to PSP in 2004). But the acceleration of computing has gone down, instead of up like some were predicting. And VR today basically means strapping a ~smartphone to your head, using it standalone or connecting to a console or a PC (and smartphones have been around since 2000). You still feel your real life body, you only control the movement of your head and hands, that's it. So if progress will be slow, in 30 years you will still be feeling your rapidly aging, aching, frail body with bad eyesight, while doing whatever in virtual reality. Resolution may be even 32K and refresh ray may be even 1000 Hz, but it's not gonna solve everything. The situation is that there hasn't been a single graphics card faster than RX 480 for the $199 that RX 480 costed in 2016. CPUs had achieved 3 GHz back in 2002. 4 cores in 2006. Mainstream 6 cores in 2010. Oculus Rift CV1 and HTC Vive were released in 2016. Valve Index in 2019. Nanobots are science-fiction. I don't personally think that standalone VR is a step in the right direction. In my opinion, even high-end desktop PCs are slow, let alone some low-powered smartphone chips like the XR2. However, what I also don't understand, is why are (some) people pushing for experiences that are too much like reality. You see, I've always wanted virtual reality to set different laws of physics, chemistry, everything. So that everything could function differently and look differently (better, nicer). Not to experience what other people could experience in real life. Some people apparently just want something akin to the real world, but with some additions. Realism is overrated. But regardless, I keep my prediction about 2x computing speed (and possibly memory as well) on average every 4 years for the same price adjusted for inflation, for both CPUs and GPUs. Eye tracking and face tracking will eventually become standard. 4K per eye or higher will eventually become standard as well. But we will still wear headsets and we will still feel our real bodies, even with tactile suits/gloves. Will certainly suck if your are in pain or not in a good physical condition. Still better than nothing or better than playing on Atari 2600. However, I do think that PS2 or PS3 graphics often look nicer than graphics in some new games (because they've become too realistic). I never go back to Atari 2600, but I do play games on PCSX2 and RPCS3 (often in 1440p), as I feel like those too realistic graphics don't add anything positive to the experience. AI hasn't progressed much. Physics didn't become much more advanced as well. Storylines aren't better than they were in the 2000s. For me, the cutout year is 2013, (especially western) games since 2013 have become too realistic for my liking. Of course, I still buy anime-styled or some selected other non-realism-styled modern games.
Just a tip, but maybe use paragraphs, as I don't feel inclined to read a monolithic block of text.
Tadasuke

seeing virtual world when walking in the real world

Post by Tadasuke »

wjfox wrote: Thu May 11, 2023 11:10 am
Even if 'mixed-reality' tech like that is going to advance by leaps and bounds, there is still the issue, that just because someone likes seeing or hearing something, doesn't mean I want to see or hear that anywhere. It should be taken into consideration. So I think there is the 'is the tech advanced enough" issue and the 'desires, preferences and tastes' issue. Both are crucial.

In my opinion it would be nice, if eventually, everyone could choose their own reality and their own body. Even if it's all virtual, but feels real.

Alternatively, we could develop some ways to make everyone like this reality, so no one wants to escape. And one's favourite escape is another's totally undesirable horror. So we wouldn't all share one 'escape reality'.
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Meta, BMW to Offer In-Car Virtual Reality for Passengers
The technology would allow a passenger to play games in the car or interact with the real world outside their window.
By Josh Norem May 18, 2023
https://www.extremetech.com/cars/meta-b ... passengers
If you've always thoughts riding in the backseat of a car wasn't interactive enough, Meta and BMW have teamed up to fix that problem. Meta's reality lab division is partnering with the German automaker to explore the possibilities of a virtual reality (VR) and augmented reality (AR) experience while riding as a passenger in one of its future cars. The two companies have released a video demonstrating their progress so far while also admitting this isn't something arriving anytime soon.

The short video states that both companies have been aspiring to bring virtual experiences to each other's audiences for some time now. BMW says it started experimenting with AR 10 years ago to create not just the ultimate driving machine but the ultimate driving experience. Meta says it began its plans for car VR in 2021 based on how much time we spend in cars these days. In joining together for this project, the companies created a pair of prototype glasses for in-car experiences it calls Project Aria. The glasses have a thick, all-black design, making them appear like a lighter version of the HTC Vive Elite XR.
weatheriscool
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Re: Virtual/Augmented/Mixed Reality News & Discussions

Post by weatheriscool »

Augmented reality laptop ditches screen for 100-inch virtual display
Ina Fried
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Two former Magic Leap employees have teamed up to create Spacetop, a $2,000 laptop that ditches the traditional screen and instead uses its own augmented reality glasses to create a 100-inch virtual display.

Why it matters: Laptops have always been defined around the space constraints of the screen, with display size determining just how big the device needed to be.

How it works: The company is selling 1,000 of the devices as part of an early access program, with hopes of using the feedback to inform a broader launch.
https://www.axios.com/2023/05/18/augmen ... al-display
Nanotechandmorefuture
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Re: Virtual/Augmented/Mixed Reality News & Discussions

Post by Nanotechandmorefuture »

weatheriscool wrote: Thu May 18, 2023 8:35 pm Augmented reality laptop ditches screen for 100-inch virtual display
Ina Fried
Image
Two former Magic Leap employees have teamed up to create Spacetop, a $2,000 laptop that ditches the traditional screen and instead uses its own augmented reality glasses to create a 100-inch virtual display.

Why it matters: Laptops have always been defined around the space constraints of the screen, with display size determining just how big the device needed to be.

How it works: The company is selling 1,000 of the devices as part of an early access program, with hopes of using the feedback to inform a broader launch.
https://www.axios.com/2023/05/18/augmen ... al-display
I'll take the ones that are put onto a screen. There are others that offer to beam it into your eye directly and with how many errors occur due to lack of regulation I'll pass on that.
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