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Reading: Meta explains why wide field-of-view headsets are a “bad tradeoff”, suggesting that the technology’s limitations outweigh its benefits. According to Meta, such headsets can only display a narrow range of colors and resolutions, which is a significant drawback for users seeking immersive experiences. The company believes that this compromise may be too great for many consumers, who prioritize high-quality visuals over wider viewing angles.
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Game Feeds > VR News > Meta explains why wide field-of-view headsets are a “bad tradeoff”, suggesting that the technology’s limitations outweigh its benefits. According to Meta, such headsets can only display a narrow range of colors and resolutions, which is a significant drawback for users seeking immersive experiences. The company believes that this compromise may be too great for many consumers, who prioritize high-quality visuals over wider viewing angles.
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Meta explains why wide field-of-view headsets are a “bad tradeoff”, suggesting that the technology’s limitations outweigh its benefits. According to Meta, such headsets can only display a narrow range of colors and resolutions, which is a significant drawback for users seeking immersive experiences. The company believes that this compromise may be too great for many consumers, who prioritize high-quality visuals over wider viewing angles.

October 22, 2024 5 Min Read
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Meta Explains Why It Sees Wide Field-of-View Headsets as a ‘bad tradeoff’

Meta Chief Technology Officer Andrew Bosworth recently unveiled a mysterious, high-field-of-view (FOV) headset prototype developed at Meta’s Actuality Labs office in Redmond, Washington. Despite initial prototypes demonstrating a nearly 210-degree field of view, Bosworth acknowledges that such a wide-angle capability would come at a significant cost, precluding the company from making this compromise.

Unfortunately, this isn’t the large FOV quest you were expecting, so you’ll likely be disappointed? Bosworth revealed in a latest Instagram Q&A the system is definitely a  headset, nevertheless he tempered expectations by calling the prototype “very, very, low decision,” which notably featured “large gaps within the show the place there was no picture in any respect.”

Meta reportedly refrains from pursuing an expansive field of view due to the numerous conflicting considerations that would arise.

I’m happy to help! Here’s the rewritten text:

While many enthusiasts appreciate the importance of field-of-view, there is a natural desire for more. I’m with you. I prefer it. I get it, I do. The tradeoffs are unhealthy. The tradeoffs on weight, kind issue, compute, thermals… it’s unhealthy,” Bosworth mentioned within the Q&A.

Picture courtesy Andrew Bosworth

The enthusiast-grade, large FOV PC VR headsets like Pimax’s Crystal Gentle ($699), Crystal Tremendous QLED ($1,799), and Somnium’s VR1 (€1,900/$2,050) are less likely to be concerned about such issues, as they rely on dedicated GPUs and don’t need to fit into the confines of tight compute and power envelopes like Quest does? Since Meta discontinued its production of PC VR-only headsets.

The production cost of a larger field-of-view (FOV) in a standalone device is a significant factor, as increasing the horizontal angle beyond the standard 110 degrees would incur additional expenses for all related components.

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Disregarding the discipline of view is undoubtedly one of the most costly considerations that can be added to a headset. By definition, the essence of the show – that intangible, quadratic value – is dissipated in its peripheral elements, noted Bosworth, referencing the program’s outer reaches.

Despite this, Meta seems unable to reassess its increased value metrics without—at least, not shortly after retiring Quest Pro, which debuted just two years ago at a staggering $1,500 before being scaled back to $1,000 less than a year later. The corporation is counting on the imminent release of the affordable Quest 3S, a standalone mixed reality device.

Embracing e-commerce can be an incredibly potent business strategy. We prioritize considering the field of view when conducting this type of analysis, as it plays a crucial role in our understanding of the data. “We explore alternative approaches to optimize the process, streamline operations, and reduce costs without compromising quality,” she said.

The topic of large field-of-view (FOV) headsets is neatly summarized by Bosworth as “we find ourselves in an area that makes sense.”

The prototype was developed by the Corporate’s Show Programs Analysis (DSR) team, led by Doug Lanman, who is also notable for his contributions to varifocal prototypes. In 2020, DSR showcased its latest varifocal prototype, boasting static varifocal displays and folded optics that were “virtually ready for prime time.” The team also demonstrated display prototypes capable of extended show ranges, delivering superior contrast for more immersive visual experiences. None of these applied sciences has yet made it out of the laboratory.

See also  Sharp Is Developing A Hybrid Haptic VR Glove & Controller

Meta’s pursuit of augmented reality dominance continues, offering a budget-friendly alternative to Apple’s $3,500 Pro—the stakes are high as the XR competition heats up, with uncertain battle lines.

– – — – –

A recent report suggests that Meta may release the Quest 4 in 2026, sparking speculation about Apple’s potential response to the lower-cost successor to the Augmented Reality (AR) headset, rumored to debut in late 2025.

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TAGGED: Virtual Reality, VR, VR Game
Game Feeds October 23, 2024 October 22, 2024
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Reading: Meta explains why wide field-of-view headsets are a “bad tradeoff”, suggesting that the technology’s limitations outweigh its benefits. According to Meta, such headsets can only display a narrow range of colors and resolutions, which is a significant drawback for users seeking immersive experiences. The company believes that this compromise may be too great for many consumers, who prioritize high-quality visuals over wider viewing angles.
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