Sounds exactly what pimax crystal offers
Comment on Apple fans are starting to return their Vision Pros
linearchaos@lemmy.world 9 months ago
Some people are returning it because they had expectations that using VR would be immediately comfortable. The headset is heavier and more poorly strapped/distributed than ‘alternatives’ but it’s also graphically far more stunning. I honestly hope they stay in the game and push the competitors to up their game. maybe we can get pancake lenses, foveated rendering and eye tracking in a $1500 package.
Scolding7300@lemmy.world 9 months ago
wahming@monyet.cc 9 months ago
Problem is it comes with pimax customer support
june@lemmy.world 9 months ago
Make it standalone and there you are.
zwaetschgeraeuber@lemmy.world 9 months ago
Portal buyers would be suspicious
darth_helmet@sh.itjust.works 9 months ago
So the quest pro? Foveated rendering only matters if you don’t have the graphics throughput to render it all, so I don’t totally buy that it’s key to a good vr headset so much as helps you get away with cheaper silicon. Maybe enough-lower tdp that it enables slimmer design.
Kage520@lemmy.world 9 months ago
I think foveated rendering also helps with immersion. Being able to blur things you are not specifically looking at and are farther away is a closer match to reality.
rhythmnova@lemmy.world 9 months ago
Reality doesn’t downsample when you’re not looking at it, your eye does that.
kava@lemmy.world 9 months ago
As far as you know. Maybe that’s the reasoning behind weird stuff in quantum mechanics. The cat is both alive and dead until you open the box and look at it.
orgrinrt@lemmy.world 9 months ago
As far as I understand (and do correct me if I’ve got it wrong), your eyes still know they are looking at very small and very rapidly blinking lights in close proximity and in a flat array, which is why it mostly feels like uncanny valley in regards to that exact experience, and why software enhancement/approximation of the effect could be beneficial.
daltotron@lemmy.world 9 months ago
I don’t really look at it as a symptom of lack of graphics throughput, but more as a benefit of eye tracking, which is also potentially something that benefits, say, the immersion of others through portraying your facial expressions more realistically, or something to that effect. You could also use it as a kind of peripheral for games or software, and apple currently uses it as a mouse, so it’s not totally useless. But I also can’t imagine that most developers are going to be imaginative enough to make good use of it, if we can’t even think of good uses for basic shit, like haptic feedback.
Perhaps it breaks even in terms of allowing them to save money they otherwise would’ve spent on rendering, but I dunno if that’s the case, since the camera has to be pretty low latency, and you have to still dedicate hardware resources to the eye tracking and foveated rendering in order to get it to look good. Weight savings, then? I just don’t really know. I guess we’ll see, if it gets more industry adoption.