Wow Is Apple’s Vision Pro Loaded With Pixels

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    Apple announced that vision pro, First Augmented Reality (AR) Headset Announced June 5th WWDC keynote. The headset features two state-of-the-art Micro-OLED displays boasting a staggering 23 million pixels, nearly three times as many as a 4K display.

    The display quality of AR/VR has improved dramatically compared to the first generation. oculus rifthad a single 1,280 x 800 display, but the need to balance price and quality led to the Meta and HTC, compromise. Apple has opted for a different strategy, pushing the device’s display technology and headset’s $3,499 MSRP to the extreme.

    “[Apple] After all, this headset has three displays, but it’s not cheap.” Anshel ThugPrincipal Analyst Moorish Insights and Strategies. “His two Micro-OLEDs inside have never been seen implemented before. This is apparently due to his tri-element lens custom designed for this headset and It’s a very low-volume, high-cost display with an optical system.”

    New frontiers in pixel density

    Vision Pro has two 1.41-inch MicroOLED displays. Each pixel is the size of a human red blood cell. apple

    Apple gave few details about the Vision Pro’s display at WWDC 2023 other than the number of pixels, but analysts did. Ross Young, CEO display supply chain consultantThe Vision Pro is reportedly equipped with a pair of 1.41-inch Micro-OLED displays that combine Sony’s OLED frontplane with chip foundry TSMC’s silicon backplane. Each pixel is just 7.5 microns in size, the same diameter as a human red blood cell. “This is by far the highest resolution micro-OLED on the market,” says Young.

    This resolution is impressive, but it doesn’t tell the whole story. AR/VR engineers measure pixel density by the number of pixels per degree of vision, a metric that takes into account the field of view (FOV) of the headset. Apple hasn’t disclosed the Vision Pro’s FOV, but journalists who have tried the device say it can compete with other AR/VR headsets that offer 100- to 120-degree FOVs. This should give him around 50-70 PPD pixels per degree in the headset.

    “The solution is fovea foveaThe highest resolution part of the eye is considered to be 60 pixels per degree. And when you have a display like 60 pixels per degree, he probably 99.9 percent of people won’t recognize the pixels. ” Michael Millerthe leader in augmented reality hardware Niantic. “If we cut it down to 40 pixels per degree instead of 60, we still think it’s fine. And for [Niantic’s] In the reference design I tried 30 pixels at a time and that was fine as long as the user didn’t notice any gaps between the pixels. ”

    “In my opinion [Apple has] The more invisible the pixels, the higher the resolution. ”
    — Anshel Sag, Principal Analyst, Moor Insights & Strategy.

    Most AR/VR headsets work at much lower pixel densities. Meta’s Quest Pro is estimated at 22 PPD, HTC Vive XR Elite at 19 PPD, and Microsoft HoloLens 2 at 47 PPD (Although some people dispute this figure,). Widely praised for Valjo VR-3Launching in 2021, it retails for $3,645 and hits 70 PPD, but it uses a “bionic display” that combines high-definition focus area and peripheral displays to achieve it and still Achieve an impressive 30 PPD.

    “I feel like there are some headsets that are almost at that point or already a little bit beyond that point, like the Varjo headset,” says Sag. “So I think [Apple has] The more invisible the pixels, the higher the resolution. ”

    Apple Silicon and foveal rendering share the load

    Apple’s staggering pixel counts pose challenges beyond manufacturing the displays themselves. More pixels means more graphics performance required to render the image, more power consumption and more heat.

    Every Vision Pro headset comes with: Apple’s M2, which contains a CPU, GPU, and AI accelerators on a single chip to drive displays and handle computing. But even the M2, the chip most often found in mid-range Apple laptops such as the MacBook Air, can take a toll when forced to drive the Vision Pro’s display at full resolution. would be

    The Varjo VR-3 makes this clear. Unlike the Apple Vision Pro, which is a completely self-contained computer, the VR-3 does not contain a CPU or GPU, instead acting as a display for your Windows PC. Varjo recommends a wide range of bulky, high-end laptops and desktops Powered by Intel Core i7 and i9 processors and Nvidia RTX 3080 or 3090 graphics.

    Apple Vision Pro headset shot from the side on a white background. The photo includes the entire headset including the battery pack.Apple’s Vision Pro uses two onboard Apple Silicon chips to handle computing and

    Apple is tackling this problem with an all-new chip. Apple R1, takes on the burden of processing input from the headset’s camera. Some of that data is used for: foveal renderinga technology that dynamically changes the resolution according to the user’s line of sight.

    “I think foveal rendering is a huge factor in how much GPU is actually utilized and how many displays you need to run at full resolution,” Sag said. says. “Theoretically, you could run your display in foveal rendering, where only the center would run at full resolution, and everything else would be at lower resolution.”

    Foveated rendering is not a new idea—Microsoft researchers explored this idea over a decade ago— but it’s only recently appeared in consumer headsets like the Meta Quest Pro and Sony’s PSVR2. Its rarity is due to the difficult problem of tracking users’ eyes to determine where their attention is focused. Apple Acquires SensoMotoric Instruments (SMI)a leading provider of eye-tracking solutions, was founded in 2017, forcing others to turn to newer alternatives or devise in-house solutions.

    Pixel density is a must for augmented reality

    Apple’s Vision Pro’s display technology can be overkill for enthusiasts who prefer VR over AR. “If you dig into the screen technology itself, the best way to sum it up is that for many use cases it doesn’t matter,” he says. Jeremy DaltonSpatial Computing Advisor and Author. reality check. Dalton points out that most of his consumer AR/VR headsets are used for games, movies and fully immersive 3D experiences. Increased sharpness is nice to have, but not essential when driving down the track at high speeds. beat saber Or explore Meta’s Horizon world.

    Apple has another user in mind. The demo didn’t say anything about the Metaverse, just a brief mention of the game. The company instead focused on video calling, photography, office productivity, and AR entertainment. These scenarios greatly increase the need for solving as the user interacts with real and virtual objects at the same time.

    “They definitely wanted to support pass-through use cases, where the display should be used to present a unique environment to the user, which is very important,” says Miller. “Here are the most important reasons why we need such high resolution to create this experience and make it believable.”

    A man stands at a desk in a large, open office. He is wearing his Apple Vision Pro headset and sees several screens in front of him. The screen does not exist in real space, only in the virtual space of the headset.Extreme pixel density opens the door to convenient AR applications that don’t strain the eyes like previous generation AR display models. apple

    Current headsets cannot achieve realism. The HTC Elite XR we tried at CES 2023 offered the most compelling passthrough mode we’ve encountered so far, but interacting with real-world objects was still awkward. Meta’s Quest Pro is even less convincing.Addie Robertson Who reviewed the headset for The Vergecomplained that “Meta’s color passthrough bears little resemblance to the real world.”

    “High-end screens make the most sense, for example, when conducting high-end training. NASA uses Varjo to train astronauts‘ says Dalton. Apple didn’t build Vision Pro for astronauts, but the dense pixels are still useful for more mundane tasks. Astronauts need sharpness to see and read the small instruments and dials in the cockpit of their spacecraft. Others also need it to comfortably read printed documents and use smartphones.

    “We expect the headset to perform beautifully in these kinds of scenarios,” says Dalton. “Productivity tends to be very text-based. The better the viewing experience, the less strain you have and the longer you can keep going.”

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