Recent comments in /f/gadgets

NeverComments t1_iz0c7zm wrote

They're conceptually similar but measuring different things. The dot projector in FaceID acts as a sort of guide. The dots are projected in a grid and you can use the distortion of the dots on the projected surface to interpret the shape of the user's face. The LiDAR sensors measure time of flight which allows it to determine the specific distance of objects relative to the sensor. The sensor used for Face ID can tell you that it's detected an object but LiDAR can tell you exactly how far away it is. That property makes LiDAR extremely useful for AR where you need to know how far away a given surface is in order to render something at the appropriate size with the correct perspective distortion applied.

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zerozed t1_iz0audk wrote

This delay is almost certainly due to issues arising from using the M2 chip. Apple has (reportedly) chosen to use the M2 as opposed to a purpose-designed chip and power efficiency is very likely to be horrendous. All current standalone headsets (e.g. Pico 4, Quest 2, Quest Pro, Pimax Crystal, et.al.) use ARM's custom-designed first generation XR2 chips (or the XR2+ variant).

Apple is reportedly using the M2 which is not designed to be anywhere near that power efficient. Apple can't just "add a bigger battery" to fuel the M2--adding weight makes the headset heavier and uncomfortable.

The engineering challenges stem mainly from battery technology along with the immaturity of software. I have little doubt that Apple will do well on the software front, but their decision to use the M2 betrays quite a bit of hubris IMHO. I'd expect a short 30-60 minutes of use (max) before needing to be recharged.

Folks need to understand why Apple & Meta are working in this area--they see AR/VR/XR as the next computing platform. Meta is the industry leader for a reason--they've invested billions in R&D, employ most of the talent, and have been pushing the industry forward. And even then, the best consumer AR kit they could produce is Quest Pro with a BOM of ~$900 and a retail price of $1500. Apple's device will almost certainly retail ~$2000-$3000 and the fact that they still can't make it work satisfactorily shows how far behind they've fallen.

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jlesnick t1_iz08v05 wrote

I’m glad if this helps with esophageal cancers. It’s my understanding that they have to really tear up your throat and associated anatomies to treat those cancers. It would be so amazing for patient quality of life if these cancers could be treated with out as much collateral damage

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NeverComments t1_iz04sea wrote

Depth sensing is used to properly spatialize digital content for AR. You can try and parse depth information using raw camera imagery and ML but it's...not great. With the Quest Pro you need to manually tell the headset where your walls are while Apple's ARKit can use LiDAR to automatically map out your floor plan.

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UpV0tesF0rEvery0ne t1_iz04gut wrote

That's a good point, but many of the reports I side apple point to them having thousands of projects on the go, some even designed to weed out leekers, empty projects to explore non commercial ideas and collect patents.

I would be suprised if the 28 billion is spread amongst hundreds of real products and metas 10 billion is focused around just a handful of vr/ar specific things

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NeverComments t1_iz02vjl wrote

>the apps device will probably be twice the price or more with better specs

If the specs we've heard are accurate it's looking to closer to ten times the price. It's primarily an AR/MR device so we're looking at an extremely high resolution screen, pancake lenses, eye tracking, a handful of high-res cameras with LiDAR companions all powered by an M-series chip. The closest competitor is Meta's Quest Pro which has a lower resolution panel, one color camera, no LiDAR and comes in at a $1.5k MSRP. An optimistic price point for Apple's headset would be $2.5k but I think it'll end up being a $2999 MSRP (intentionally pricing out Average Joe for this first iteration).

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