Potentials of AR and VR
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?
The technology is new. In most companies, the processes do not exist. There are also no universal standards. Neither for the models nor for how I interact with them in the virtual world. Anyone can now zoom an image with two fingers on a cell phone. But how does that work in VR or AR?
In summary, this means:
- Lack of standards
- Missing processes
- A lot of ignorance
- and associated with that: Fears and prejudices to use the new technologies.
There is only one thing that helps. Inform yourself, ask someone who knows about the pain points and together with you find a solution to your problem and a way to digitalization.
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