One aspect of computer screen eye strain is the extra-ocular muscles not exploring using their full range on motion and instead being focused on the center of their field of vision non-stop. I went for a demo of the Apple Vision Pro hoping to have my whole field of view be one giant screen. Instead, the center is sharp and the periphery is extremely blurry. I was told this is to save on video processing resources. To make something sharp you have to move my whole head to look face it directly. It didn't even come close to having as much useful field of view as a nice setup with a couple of monitors. It was really not what I was hoping for.
The article promises that AR glasses will "keep the visual field broad and wide." Maybe products will fix this in future iterations, but I'm not too hopeful for the near future.
Seems strange considering their heavy usage of eye-tracking and the well known mediocre reception of fixed-foveation on other headsets. This was on a retail kit? I didn't notice this myself but I can't say I remember looking out for it.
The Apple Vision Pro definitely uses dynamic foveated rendering. It only fully renders what’s at the center of your vision, but it should be adjusting where this is in real-time based on the gaze tracking data. (It’s easy to observe this if you’re giving a demo and watching an external display.)
Especially given that gaze tracking is the primary input method in their UI - they spent a lot of time to get this right.
I feel like something might have been wrong with op’s demo unit?
> center is sharp and the periphery is extremely blurry. I was told this is to save on video processing resources.
It's caused by the panel/lens hardware. Center resolution is laptop-like, but by 35ish degrees off center that's down by ~half.[1]
[1] line graph in https://kguttag.com/2023/08/09/apple-vision-pro-part-5b-more... . General caveat that Guttag's "not possible"s sometimes have an implicit "if you're not doing anything weirdly off-VR-mainstream". Monitor replacement has very different constraints than mainstream gaming - like, refresh rates (and thus bandwidths) of 60 Hz and lower (even 20 Hz) can be fine, while for VR games that'd be absurd.
Thank you! The link is amazing.
I figured it was something like this. I went to go demo it specifically because I had a fantasy of using Apple Vision Pro as a monitor replacement. The demo quickly changed my mind and got me to consider all of the crazy home/office/mobile workspace upgrades I could do with a $3500 budget.
Seems possibly similar to the anti-myopia glasses for children that cause blur around the periphery, which is expected when not staring at a screen. So maybe that could be good?
I always thought those are anti-strabism, not anti-myopia. Maybe I was poorly informed. Couldn't really get used to them. Horrible, horrible feeling.