Potentials of AR and VR

Is technology really ready now? Yes it is! Many experts say that the technology is mature. We wouldn't call it mature, but it is "good enough", it has reached a stage where you can work with it. We advise anyone who is serious about digitization to familiarize themselves with the technologies so that they can use them in a targeted and meaningful way.

AR and VR

The hype is over

We are not clairvoyants, but AR and VR will spread massively in the private sphere and in the work environment. The already existing application scenarios are so convincing and bring decisive advantages that they are more than plausible even without Corona. The potentials to save time, money and resources are immense.



"From healthcare and manufacturing to retail and consumer goods, all industries will benefit from virtual and augmented reality. That's because VR and AR technologies are not only good for making processes and workflows more efficient, but also for changing the way people work together."

Werner Ballhaus, Head of Technology, Media and Telecommunications at PwC Germany

AR and VR Painpoints

"Good enough" does not mean perfect, but good with limitations. In order to correctly assess the usability of the technology for one's own company or work area, one should know these limitations. Only then can you make the right decisions. So let's take a look at the pain points that technology still has to contend with.


For example, the resolution of the displays in the glasses, which was much discussed at the beginning. It has increased rapidly in recent years and has reached a pixel density in professional headsets that provide a completely clear, pixel raster-free image. But these are still very expensive special glasses.


What all glasses still lack is the complete Field of View, i.e. the field of vision that a normal person has (approx. 180°) and that is part of a natural perception. With most VR glasses, the approx. 100-120° are good enough. With the very limited AR glasses (Hololens...) not in our opinion. Nevertheless, it is used. And this is a good example that there is no universal "good enough"


On the other hand, the glasses with such high-resolution displays require computers, with very high computing power. So they are not consumer products that everyone has at home. So where is the problem if I have VR glasses with 4K resolution? 

There are also TVs with 4k resolution that work without problems. The difference lies in the frame rate, for one thing. The material that is played on a 4K TV usually only runs at 25-30 frames per second. In VR goggles, it's best to run at 90 frames per second (60 fps is acceptable). And that for each eye separately to get the 3D effect. Only then you get a smooth display. Secondly, with VR glasses, the content is not pre-produced and is calculated and individually created by a computer 90 times per second, just like in a computer game.


Let's move on to the question of where the 3D models actually come from that I'm looking at in the virtual world or superimposed on reality? If you work with 3D CAD in your design department, which is actually a matter of course today, then you have good cards. You have the data basis.


Now the question is, how do I make the data usable? Can I do it myself, can someone do it for me? What tools do I need?

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