I’m standing in a dark room looking at a holographic browser window displaying an Amazon listing for a pair of Nike shoes. The window is slightly translucent and locked in space in front of me. I lean around it and see it is a completely flat, 2D object in 3D space – the flattest screen possible.
Instinctively, I reach out to interact with the page, tapping at the picture of the shoes to get a better look. Instead of getting a zoomed in version of the flat image, a 3D model of the shoes appears. Reaching out and grabbing it, I was able to bring it closer to my face and examine the details.
Using both hands, I pull the 3D model in opposite directions, sizing it up to about the same size as my foot. Then I place it over my own shoe and slipped into the future… a future for AR begins now.
Today Meta, an augmented reality company based in California, announced their second development kit, the Meta 2. The much improved kit is currently available for preorder on Meta’s website for $949 and is slated to ship in Q3 of this year.
Last week I had a chance to stop by Meta’s offices with Robert Scoble and got a tried the device which impressed everyone at TED out for myself, and what I saw was AR growing beyond its infancy.
Meta 2 has a 90 degree diagonal field of view, offering a much more immersive experience than Microsoft’s HoloLens which has an FOV currently less than half of 90 degrees. In addition to a large FOV, Meta’s 2560 x 1440 display allows you to see details in the holograms. Perhaps the most important display factor, for a device whose initial function likely will be at an enterprise level, is that text appears crisp and legible even from a distance.
You can see Meta 2’s screen above my brow.
One thing I did notice was my eyes had a bit of trouble converging on images at a super close range. This might be a pitfall of Meta’s stereoscopic display technique.
Meta 2’s display works by mirroring a standard display positioned above your brow onto the glass in front of your eyes. It produces a 3D image the same way the Oculus Rift and HTC Vive do, by rendering a scene for each eye. This approach greatly differs from, Meta’s extremely well-funded competitor, Magic Leap’s light field display.
Beyond the display, Meta’s tethered system also uses a set of cameras and sensors for tracking hand/finger movements and positional tracking.
During my time at Meta’s offices, I had a chance to experience the device in two stages: one built on top of the previous platform, and one that represents where the technology is today. The main difference is that the current technology no longer uses a peripheral camera based tracking system. However, the Meta 2’s inside out tracking still leaves a bit to be desired, but it was effective enough in our short use cases. Out of the multiple areas to compare [...]
The post Meta’s New AR Glasses Help Bring the Future into Focus, Available For Pre Order Now appeared first on UploadVR.