@benz145@UnknownSquids Eye tracking of cheaper headsets like Quest Pro is not fast and accurate enough for comfortable gaze and pinch.
It'll be interesting to see how far software UX improves with Meta Phoenix which doesn't seem hardware constrained. 2/2
@benz145@UnknownSquids Galaxy XR runs similar pixels as AVP but can't manage the same fidelity for hand occlusion, continuous depth map, spatial avatars and multiple apps in shared space.
Quest can definitely improve UI massively, but a lot of important features are constrained by XR2 Gen 2.
1/x
@benz145@UnknownSquids 80% of the thoughtful UX design is made possible by the hardware (under-lens eye tracking for gaze-pinch, R1 and M5 for continuous scene-mesh and occlusion, spatial personas, environment aware lighting, simultaneously running spatial volumes etc.)
None of them possible on Q3.
@SmallBaguette@benz145@SadlyItsBradley All the memory makers are aggressively building future capacity, but it takes 3-5 years for them to plan and build out.
Hyperscalers are committing actual cash for securing supply into the 2030s.
@Lunayian The end game of VR is transforming hardware (displays etc) into apps (software), teleporting people across distances with presence (ever more important in a globalized world) and serving as an interface to ever present AI.
@anshelsag@Heaney555@notch I think you misunderstood. These upscalers would be a net win over native rendering even when they run on the shader cores as XeSS DP4a shows.
Tensor (and XMX) cores make them much faster and better.
DLSS 1.0 ran on CUDA cores on Turing, they shifted to Tensor cores from 2.0
@Heaney555@notch DLSS 1.0 and XeSS DP4a run on regular Shader cores and it makes sense even on the same hardware. Tensor cores just makes them faster.
These upscalers effectively shift part of the rendering to server farms where model is trained for months and weights are downloaded as software.
@Heaney555@slukas VR is experiencing massive growth rate among teens and kids. Combining that with low overall growth rate means the adult VR population is declining.
VR's perception and cultural impact on the mainstream has certainly declined in the last 3 years.
@thedowd@jmdagdelen The majority of VRChat players are on standalone according to their own metrics. But on standalone playtime ranking, it's not even in the top 5.
@sbso25@SadlyItsBradley@Lunayian Neither do the hundreds of Dream Air users. Phoenix is meant to scale to million+ users which is more important for VR.
@xuwu WSJ reported Puffin price to be under $1000 which is possible given the rumors of them using a tiny 0.9 inch Micro OLED panel with lower resolution than AVP and Pico.