It's been 30 years of massive improvements to all of the rest of computers, and VR has only shrunk a couple inches. There's not much else we can do to make it smaller.
the photo of it sitting in a display case gives a decent sense of scale, I think.
http://briteliteimmersive.com/blog/remembering-nasas-view-vr
There’s an insane amount of tech in the Vision Pro. Eyesight probably occupies a big chunk. Then there are more sensors than they need. Also the CPU and 100% processing is happening literally strapped to your face.
This is like having two 5k displays powered by a mobile device*.
* 2 x 5k = 28 million pixels, compared to Vision Pro’s 23 million pixels.
[1] https://www.theverge.com/2023/9/13/23871859/us-army-microsof... [2] https://support.google.com/glass-enterprise/customer/answer/...
I had a friend that worked on the team for a couple years when it first started. The use case of a headsup display for directions while driving was a great experience.
It wasn’t mine, so maybe there was more to it that I didn’t get from my brief interaction, but it didn’t leave me wanting more.
These days I don't even want that, but that's almost certainly of a combination of getting older and over reacting to how pervasive tech and displays have become.
See, for example:
The Rift DK1 is almost exactly 11 years old, released 3/29/13.
The list on wikipedia [1] doesn't include it, I guess because it was a "development kit", and I just naively assumed the "Oculus Rift" was the DK1 not the CV1.
[1] https://en.wikipedia.org/wiki/List_of_virtual_reality_headse...
Edit: Went ahead and edited the wikipedia page so the next person won't make the same mistake.
Rift DK1 was released in ~2013, and lots of gamers bought it throughout 2014. We got the first "consumer release" for the original Rift in 2016. I think its more than fair to say 10 years - we were absolutely talking a lot about Rift DK1 in 2014.
> Five years ago was pre valve index
Valve's first consumer VR headset was the HTC vive, released in 2016:
https://en.wikipedia.org/wiki/HTC_Vive
"The first-generation Vive was announced in 2015, as part of a collaboration with video game studio and distributor Valve Corporation, and implementing its VR software and hardware platform SteamVR; the first-generation consumer model was released in April 2016."
edited: grammar. still feel like I've failed to produce readable english, but I'm giving up
I’ve been in AR since 2010
The AVP is leaps and bounds ahead of where we were collectively technically back then
But I don’t see us appreciably closer to the goal of ubiquitous persistent headworn see through visual computing
It’s a social expectations and data problem it’s not a “technical” problem
It’s probably gonna be decades before we see any regularized mainstream adoption, because the form factor is such a different thing that we’re not even close to make it a simple transition for the least savvy consumer
Ten years ago was pre oculus rift. We weren't saying anything about VR headsets.
Five years ago was pre valve index. We didn't have CPUs in a headset. Nor a battery. Cameras were only used for tracking. The things we were saying would improve is "screen door effect" and "tracking", both of which have.