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The reason why Apple is installing it to make a VR

The reason Apple is installing it is to create a VR experience.

1. Why does Apple claim to manufacture VR devices?

VR


If you follow IT news, you'll be aware that it's fashionable to make a fuss over Apple VR these days.

It has been reported that invites were extended to VR-related influencers and publications at the last Apple event WWDC, implying that the debut of VR devices is almost certain.

This question ought to be asked if you are a human with thinking.

"Why does Apple claim that it creates VR devices out of nowhere?"

Apple is also now obsessed with metaverse; what full-fledged VR game are you attempting to create?

Can I now generate money in the virtual reality environment like "Ready Player One" or a light novel?

Anyone who understands Apple well knows that the company is uninterested in such a culture or game.

Apple creates VR gadgets as a stepping stone technology for "extended reality."

Because today's VR gadgets include cameras on the exterior, it is feasible to overlay virtual visuals in real-time.

What Apple desires is not a crowded virtual reality that is different from the real world reality that insiders adore, but rather an extended reality (XR) market where the line between reality and virtual is shattered.

"Hmm? Shouldn't you just wear transparent glasses if you're going to gaze outside?"

That's correct. To be honest, every company today wants to make it seem like spectacles.

The difficulty is that it cannot be produced with present technology.

All of the items on the market presently known as glasses-type AR glasses have a screen the size of a snot and a brightness so low that they cannot be used outside.

As a result, the greatest AR gadget at the time is a VR device with a totally controlled display in front of your eyes.

And, because VR device technology is advancing at a breakneck pace, the most recent VR gadgets are now as huge as those seen in the image above.

Beyond is a recent VR gadget that weighs just approximately 128 grams and is the size of ski goggles.

The iPhone 13 Pro Max weighs 240 grams.

2. High-Performance Graphics Requirements

But if you're even remotely interested in technology, you'll have another query.

"Huh, shouldn't you have great performance to run VR?"

right.

Apple VR, according to speculations, features two 4K resolution screens per eye.

We have to turn two 4K TVs at the same time now that we have conquered 4K with the newest graphics card.

Apps and others may like to believe that Apple's semiconductor technology, which Intel fears and NVIDIA fears, is not a major concern, but Apple Silicon has a decent performance ratio, and rendering two 4K displays in real time is really tough.

To be honest, even if Nvidia's latest graphics card, the RTX 4090, is released, the question is whether to collect electricity as it is and transform it into full power.

3. Rendering Technology Povitized

As a result, a few techniques are required.

One of them is a technique known as "povitized rendering."

In reality, our field of view at high resolution can only see a very tiny area in the center, and we cannot see the outer field of view adequately.

The optic nerve is all across the center, even at the periphery of the range of vision.

Then, instead of having to clearly pluck out every portion of the screen, you can just pull out the section you're looking at in real time and blow the rest away.

Although the task is theoretically feasible, it is extremely difficult to accomplish in practice.

First and foremost, eye tracking must be extremely rapid.

It is too late to represent gaze information in rendering if the pupil position is not recorded more than 200 times per second.

Another issue is that gaze information should be reflected promptly in the rendering process, which is not doable with the existing graphic card pipeline layout.

Of course, it is possible to use it as a night market, but the performance boost width is little, so the use of this technology is diminished.

Among the devices now on the market, all of the products that use eye tracking rendering are half-digit technology used in this manner.

Apple is currently the only firm capable of redesigning this graphics processing pipeline from the ground up at the hardware level.

Other firms will need to hire someone and coordinate extensively in order to fully execute this.

In that respect, whether we can develop a 'real' povitized rendering approach that brings out all of these potentials is interesting.

Furthermore, similar to Nvidia's DLSS technology, which is well-known among gamers, It is also believed that technology that renders just low resolution and then upscales it in real time using AI would be deployed, eliminating the need to draw twice 4K resolution in real time.

4. Why did Meta concentrate on AI development?

Surprisingly, given all of these methods, all of these appear to be quite feasible.

However, no matter how bright the screen is, if the software is bad, it's a total flop.

The technology must first understand reality precisely in order to seamlessly overlay virtual information onto the actual environment.

We scan everything around us in three dimensions and recognize it in three dimensions.

You must be able to distinguish between the wall, the desk, the window, and the entire structure.

In other words, the AI that manages all of this must be extremely intelligent.

Because of this issue, VR technology pioneer Meta (Oculus) has been aggressively investing in AI from the dawn of time.

Meta looks to be a strange metaverse-infested, fluffy firm, yet its ambition is similar to what Apple is attempting with VR.

For the past ten years, they have been firmly entrenched in their course.

Rather, Apple's purpose is to confront Meta and eat what they've done thus far.

Meta's ultimate objective is to seize control of all future extended reality (XR) devices and software ecosystems that everyone will utilize.

Because they are essentially ad-supported businesses, their purpose is to deliver adverts wherever customers see them, whether in virtual or augmented reality.

In the future that Meta envisions, AI makes adverts on its own and distributes them whenever and wherever it pleases.

Besides, you'll have a camera that you'll wear everywhere, so Meta will have complete access to your personal life.

Apple, which has achieved such platform domination, does not desire a future in which Meta is so clunky.

Apple wishes to lead the way in the future growth of the reality platform.

Meta, whose advertising income has been cut in half due to platform competition, refuses to be persuaded by anybody else.

5. The Distinction Between Apple and Meta's Directional Pursuit Meta intends to seize control of every ad that consumers will watch in the future.

And the two firms are taking quite different paths to reach their goals.

At the moment, the technologies employed in VR headsets are too pricey.

Smartphone components such as displays, lenses, cameras, and processors have only advanced ones that appear to be a joke.

Displays for Apple VR are created utilizing semiconductor manufacturing procedures rather than ordinary manufacturing processes.

As a result, Apple VR, which uses only the best technology, is likely to cost more than $3,000 at the moment. Even with the cost in mind, Apple feels there isn't much profit remaining.

Meta, on the other hand, is presently priced at $400 for entry-level and $1,000 for high-end.

In terms of price, Meta offers its items at a loss.

It is simply giving it away for free without incurring any production or R&D expenditures.

First and foremost, they distribute as many devices as possible at the price of home gaming consoles or cellphones, and they collect expenses through software store sales fees.

As a result, many active users arrive as dipping, and the retail environment is equally busy.

As a result, other businesses find it difficult to compete on cost-effectiveness.

Apple intends to deliver a gadget with the greatest hardware available for $3,000.

Meta intends to release a new device this year that will have comparable extended reality (XR) features for $500.

Apple's objective is to build a large user base and software ecosystem in a short amount of time using a devoted customer base that buys it in ignorance even if it costs $3,000.

Meta argues that even if it sells at a loss, it can be utilized by as many people as possible at a low cost, and that its strength is its existing robust software ecosystem.

Conclusion

There are also problems if this XR gadget war begins.

First and foremost, the issue is that you are wearing a camera in front of you.

Because it is marketed as a theft gadget in Korea, wearing it outside may be challenging.

And it's all about preparing for the era of spectacles, which is predicted to arrive in roughly five years as a result of technology improvement. Companies who are too late may have to lick the beans of the leaders.

Especially since it is extremely technology-intensive and the capacity to incorporate AI-centered software is critical, companies will fall far behind if these skills are absent.

Finally, always

"Yes, I do it only when I have adult-related functions and contents." I need it to expand quickly."

There are already a large number.

It is full of varied adult stereoscopic images from virtual real-doll programs that can be applied to any physical engines, touch and move directly, and make their look according to actual people in reality. When you have it, it feels as though you can touch it since it is there in front of you.

Furthermore, you may link to Onahall and other similar services.

The XR revolution is only getting started.

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