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Apple Vision augmented reality headset maybe another Google Glass failure.
PlainName:
--- Quote ---So far the only problem it solves well is giving you a giant screen without needing the physical space for one
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Obviously I haven't tried this Apple Vision but I have tried the Quest, and one of the things people raved about was the mulltiple virtual screens and (OK, I can't count) cinema-like films. I found neither to be actually useful or nice to use, so while the Apple kit has a higher resolution I am still dubious that one could comfortably use a headset instead of, say, a laptop when out and about.
Perhaps it's just the strangeness that impedes and, once one gets used to them, they turn out to be not so bad after all. Typing on a phone I find a terrible single-fingered experience, but some people double-thumb almost as fast as I can touch-type on a real keyboard, so maybe it's the person rather than kit.
Berni:
Haven't tried the Apple Vision either but i do have a Quest 3 for a number of months now.
Never actually used it as a external monitor since i don't have a need for that functionality (I have plenty of desktop monitors around at home) apart from convenience of quickly able to go click a few things on a PC without pulling the headset off and grabbing a mouse and keyboard. My main use for it is VR gaming and it does a great job at it. This is what 90% of VR headset uses are for right now anyway (yet the Apple Vision has no support for games what so ever). Makes for a great sense of immersion with simulator type games without spending countless hours and dollars on a sim rig.
As for comfort... the Quest headsets are far from comfortable out of the box. You need to spend about 50$ extra in Chinese aftermarket accessories to get a better and much more comfortable way of attaching the headset to your head as well as fix some slight quality of life issues with it. After the aftermarket upgrades, then it is actually rather comfortable. The way the Apple Vision straps to the users head, it looks like it likely has similar comfort issues once used for >30 minutes.
Gaming in general tends to mask some of the issues, since there is enough stuff going on all the time that you might forget about comfort for a bit. This is not the case if you tried to use it as a serious productivity tool. Having physical controllers is also much superior to hand tracking. Sure hand tracking is cool and feels futuristic as heck when you first try it, but it pales to the super responsive and accurate tracking of controllers with IMU assistance, having buttons at your finger tips also makes UI interaction so much more versatile.
PlainName:
I don't use the Quest (probably should flog it) because I just don't get on with the fully immersive environment. Anything that involves the player moving makes me feel very sick indeed (and for some time afterwards), but even some things that should be good tend to fail. Take, for instance, driving sims. You'd think it would be great to be able to turn your head and see what's alongside or even behind, but in practice the lack of inner-ear feeback means you can't tell if the scenery going past at an angle is because you're not looking straight ahead of the car is going sideways. So to prevent crashing I have to look solidly ahead just like with a normal game setup! And then feel nauseous for the effort to boot.
ejeffrey:
--- Quote from: David Aurora on February 24, 2024, 03:48:28 am ---
--- Quote from: PlainName on February 22, 2024, 06:28:46 pm ---
--- Quote ---in my opinion VR reality headsets are for game arcades, theme park attractions.
--- End quote ---
Don't you think it would be cool to have your scope display right in front of your nose when your head is inside some cabinet as you try to fault find?
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This kind of stuff is what I was really excited about when they first announced it.
And even putting aside scope/meter integration which I suspect will be pretty niche and clunky (if any T&M companies support it at all), j
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I think this would be cool and useful, but 90% of the benefit could be solved by having ubiquitous, easy to use, seamless screen casting of test equipment to smartphones and laptops.
We don't have that because it's hard, mostly a social problem satisfying a bunch of different people with different goals. AR doesn't really change the equation here other than that maybe enough hype will coelece around it and get something launched.
c64:
--- Quote from: Bicurico on February 23, 2024, 10:15:51 pm ---Real life
is in 360° 3D High Resolution. It works without any additional hardware!
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