Re:Wow, Is Apple’s Vision Pro Loaded with Pixels
by thfuran on Friday June 09, 2023 @11:50PM
(#36267412)
Is there much point in having different parts of the screen at different focal distances? Couldn't that be simulated by just changing the focal depth at the fixation point and applying blur for other z distances?
I guess that's easier for vr than ar and may tend to exaggerate any issues in the depth mapping.
Re:Wow, Is Apple’s Vision Pro Loaded with Pixels
by Retric on Saturday June 10, 2023 @06:45AM
(#36269382)
For AR it depends on if you can see through the screen like Google glass or if it’s a VR headset with external cameras. With pass through you can’t change the facial length of the outside world, but you want to change it on your overlays.
In terms of VR it depends on how well you can pull off the blur based on eye tracking vs how much control you have over focal lengths. A perfect version of either is probably equivalent, but doing both reasonably well is probably easier than taking just one close to perfection.
What’s hard to fathom is just good eye tracking can be on these systems and how many hacks such tracking enables. They can for example spend extra rendering time on the pixels in the center of your vision and update this fast enough that you don’t notice the difference. Similarly using adaptive focal control the screen can always be in focus no matter what depth you focus on.