mindbleach,

Quality is irrelevant, reduce retail price.

Headsets in the thousand-dollar range are plenty good and still not selling. Take the hint. Push costs down. Cut out everything that is not strictly necessary. Less Switch, more Game Boy.

6DOF inside-out tracking is required, but you can get that from one camera and an orientation sensor. Is it easy? Nope. Is it tractable for any of the companies already making headsets? Yes, obviously. People want pick-up-and-go immersion. Lighthouses were infrastructure and Cardboard was not immersive. Proper tracking in 3D space has to Just Work.

Latency is intolerable. Visual quality, scene detail, shader complexity - these are nice back-of-the-box boasts. Instant response time is do-or-die. Some monocular 640x480 toy with rock-solid 1ms latency would feel more real than any ultrawide 4K pancake monstrosity that’s struggling to maintain 10ms.

Two innovations could make this painless.

One, complex lenses are a hack around flat lighting. Get rid of the LCD backlight and use one LED. This simplifies the ray diagram to be nearly trivial. Only the point light source needs to be far from the eye. The panel and its single lens can be right in your face. Or - each lens can be segmented. The pyramid shape of a distant point source gets smaller, and everything gets thinner. At some point the collection of tiny projectors looks like a lightfield, which is what we should pursue anyway.

Two, intermediate representation can guarantee high performance, even if the computer chokes. It is obviously trivial to throw a million colored dots at a screen. Dice up a finished frame into floating paint squares, and an absolute potato can still rotate, scale, and reproject that point-cloud, hundreds of times per second. But flat frames are meant for flat screens. Any movement at all reveals gaps behind everything. So: send point-cloud data, directly. Do “depth peeling.” Don’t do backface culling. Toss the headset a version of the scene that looks okay from anywhere inside a one-meter cube. If that takes longer for the computer to render and transmit… so what? The headset’s dinky chipset can show it more often than your godlike PC, because it’s just doing PS2-era rendering with microsecond-old head-tracking. The game could crash and you’d still be wandering through a frozen moment at 100, 200, 500 Hz.

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