ClickCease
  • November 21, 2022
  • Author: Scott

The current state of AR and VR hardware has to get better for mass adoption and until we get to something akin to reading glasses it never will be.

The world of virtual reality (VR) and augmented reality (AR) headsets is still in its infancy. The technology has the potential to become ubiquitous, but we’re a long way from that happening. The current state of AR and VR can be best described as clunky. In order for these devices to become commonplace, they need to be both smaller and lighter, with better optics and visual fidelity, improved tracking technologies, and more comfortable designs. These limitations aren’t just a result of immature technology; some are inherent properties of light-emitting displays like those used in all current-gen AR and VR headsets. Both AR and VR require overlaying computer graphics on top of real-world images; whether it’s through a transparent lens or an opaque display makes no difference in the final outcome. Light cannot be dispersed evenly throughout the visible spectrum, so when you overlay images on top of one another things don’t work out that well.

What currently sucks about AR and VR headsets?

The biggest problem with AR and VR headsets is the weight. While you might not notice the extra pounds while playing a game, it’s not exactly comfortable to wear a headset for hours while doing an everyday task. A VR headset can weigh as much as a bowling ball, while an AR headset can weigh as much as a golf ball. For VR, weight isn’t really a problem; you tend to be stationary during a VR session, and it’s not like you’re going to be doing squats while wearing a headset. AR, however, is a different story. AR headsets have to be light enough to not be cumbersome when moving around, but still robust enough for everyday use.

Better optics and display technologies

The biggest limitation in optics is currently the field of view (FOV). The FOV determines how much of your surroundings are visible through the lenses, and the smaller it is, the less immersive the experience. A smartphone’s camera has a FOV of 90°, while most headsets have FOVs ranging from 40-60°, if not even less. While narrow FOVs can be compensated by moving your head, it’s much harder to move your eyes, which is why many headsets have a small FOV. One potential solution is to use a transparent display, which can show images on both the inside and outside of the lenses. A transparent display is still a work in progress, but it has the potential to revolutionize AR and VR headsets.

AR and VR need better tracking and true spatial audio

One big advantage AR has over VR is that real-world surroundings and computer graphics can be overlaid on top of each other. This allows AR to create a combination of an augmented and virtual reality experience. With VR, computer graphics are only shown through the screen, making it impossible to see real-world surroundings at the same time. Most current VR headsets rely on external cameras to track your head movements, which is far from ideal. These cameras often have a very limited FOV, which makes it impossible to do more than just look around. Future AR and VR headsets need accurate, wide field-of-view tracking. In AR, tracking should also take into account where you’re looking. AR headsets will need to be able to accurately track your hands as well. Metaverse and large open worlds will absolutely need to have spatial audio for a more engrossing experience. Companies like Meta and others are seriously looking at solutions. Spatial audio is all the rage now with many companies working to solve the problem. The folks at Embody (https://embody.co/)a leading spatial audio company has developed and distributed the best in class for personalized spatial audio as well as tools for audio devs. Integrations into Final Fantasy XIV and many other hardware platforms make Embody a real player in the space.

More comfortable designs

Many current VR and AR headsets are essentially just fancy helmets. While the front-panel design of VR headsets allows for some modicum of comfort, the head-mount designs of most AR headsets tend to be very uncomfortable to wear for extended periods of time. Most VR and AR headsets are made of hard, rigid plastics. This can be problematic for two reasons: such designs are less robust, and they’re also very uncomfortable to wear for extended periods. A more comfortable design is more likely to be used frequently and by more people; it’s a win-win situation.

VR and AR headsets have a long way to go before they can be considered mainstream. The technology that powers these devices must improve in almost every regard: better optics, better tracking, more comfortable designs, and spatial audio. The current state of AR and VR has to get better for mass adoption and until we get something akin to reading glasses it never will be.

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