“1) Feeling present and connected to your physical world: thanks to a high-fidelity passthrough (“mixed reality”) experience with very low latency, excellent distortion correction (much better than Quest 3), and sufficiently high resolution that allows you to even see your phone/computer screen through the passthrough cameras (i.e. without taking your headset off). Even though there are major gaps left to be filled in future versions of the Vision Pro hardware (which I’ll get into later), this level of connection with the real world — or “presence” as VR folks like to call it — is something that no other VR headset has ever come even close to delivering and so far was only remotely possible with AR headsets (ex: HoloLens and Magic Leap) which feature physically transparent displays but have their own significant limitations in many other areas. Apple’s implementation of Optic ID as an overlay on top of live passthrough is a beautiful design decision that only enhances this sense of presence. MY TAKE: The Vision Pro high-fidelity passthrough experience parallels Apple’s introduction of the iPhone’s original retina display, which set a new experience bar and gold standard in mobile display fidelity. While much remains to be improved in the Vision Pro passthrough experience, Apple is unquestionably setting a new standard for all future headsets (by any vendor) that VR passthrough must be good enough to closely resemble reality.”
Oculus head on the Apple Vision Pro: “it’s the best thing that ever happened to Meta Quest”
Low level rendering | Engine Architecture | Ex-Apple
9moI work with a lot of HMD devices and this guy's take made me laugh. The Vision Pro's pass thru was the first since the Falcon that made me forget what was real and what was virtual. The Quest Pro on the other hand is lagging behind. The pass through finally has color but the dynamic range is bad, so is the distortion and the framerate DROPS to what feels like 30! This insane considering what we were able to do in 2015.