this post was submitted on 18 Jun 2024
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[–] golli@lemm.ee 17 points 5 months ago* (last edited 5 months ago) (8 children)

Ordinarily, Apple is good at throwing its weight (money) around to make things like this happen, but it seems like there weren't many takers this go-round, so we just got an overpriced, beautiful and fascinating paperweight.

Yeah normally Apple is maybe the only company that has the scale and control over their ecosystem to force rapid adoption. But this was clearly not a consumer product aimed at capturing the masses, but more or less a dev kit sold to anyone willing to shell out the price.

The PS VR2 sounds nice, but feels like it is only aimed at the gaming market and even there sony only captures a fraction.

The Quest as a standalone device imo really would have the best shot at mass market adoption, but Facebook rightfully has an image problem. And despite spending so much on development doesn't seem to create any content or incentivize others to do so.

Edit: actually kind of forgot "bigscreenVR". I am somewhat surprised that the default is to cram all hardware into the headset making it much bulkier instead of a seperate piece on a belt, back, or maybe strap on your upper arm.

[–] Natanael@slrpnk.net 5 points 5 months ago (2 children)

Yeah, I'm pretty convinced we need to be able to make the headsets lighter, and put more compute in an accessory and have the headset just do low complexity stuff like low latency last-millisecond angle adjustments to frames as you move.

[–] med@sh.itjust.works 2 points 5 months ago (1 children)

Have you checked out the bigscreen headset? It's only doing upscaling to overcome the resolution limitations of displayport 1.4, and the form factor might be to your liking.

Shame about the lens glare effect, but otherwise, pretty cool!

[–] TonyTonyChopper@mander.xyz 1 points 5 months ago

I find it unacceptable that a $1000 HMD-only product like this has subpar lenses. You would think they could do a little more R&D to fix that

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