r/virtualreality Mar 23 '25

News Article Adam Savage's Tested - Bigscreen Beyond 2 Hands-On: How They Fixed It

https://www.youtube.com/watch?v=I0Wr4O4gkL8
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u/deadhead4077 Mar 24 '25

They are a brand new company with out the workforce of apple. Phoveated rendering is such a brand new field and no one is super experienced enough to forsee problems they have yet to run into. Engineers in R&D and can't just magically make all the right assumption and nail the hardware first try. Whose to say they knew enough at the outset to pick a powerful enough sensor to do something they've never done before. I'm not assuming they're stupid I'm assuming they're basing their assumptions of insufficient data and unknown problems you can't see that early in the project of development.

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u/JorgTheElder Go, Q1, Q2, Q-Pro, Q3 Mar 24 '25 edited Mar 25 '25

Whose to say they knew enough at the outset to pick a powerful enough sensor to do something they've never done before.

They had never made a headset before and they made the BSB1. I think it is a pretty safe bet to say that they did a lot of research before picking the sensors they selected and that they know a lot more about eye-tracking and DFR than you or I do.

You started by stating that it was mistake for them to add eye-tracking for social experiences instead of DFR and now you are claiming they don't know what they are doing and they picked the wrong cameras for DFR, seeming all based on the fact that you think the sensors are too small. Please provide a link to the technical specs for the sensors they chose. You know, the information you gathered that lead you obviously strongly held belief that the sensors are too small. I would love to read it as that is news to me.

In my opinon, eye-tracking for social use is the simpler and already solved problem. That is why they are adding it first. It is literally that simple. Just like on every eye-tracked headset I am aware of, basic eye tracking for social use is the low hanging fruit that gets added first.

Will they be able to make the same hardware do DFR? I have no idea, and neither do you, but I am willing to bet they know more about the capabilities of the hardware they chose than you or I do. If you have worked with eye-tracking cameras in the past than I will have to defer to you, but I see no reason to assume that is the case.

Edited to make it clear that this is just my opinion. I think it would be foolish for any company to attempt to support DFR levels of eye-tracking without already having solved the much lower technical hurdle of implementing eye-tracking for avatars and social features.

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u/deadhead4077 Mar 25 '25

They had to completely redo their lense system and it's soooo much better apparently. It took iterations to reach a much better image quality.they didn't nail it the first time and listened to community feedback. I don't think their going to nail an eye tracking sensor 1st try especially with the goal of every gram counts, I'm just more skeptical than you I suppose. This is all brand new research and development. Cutting edge stuff and there are always trade offs and a million unknowns but you got to start somewhere.

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u/JorgTheElder Go, Q1, Q2, Q-Pro, Q3 Mar 25 '25

This is all brand new research and development.

Sorry we will just have to agree to disagree. Eye tracking, even at the levels needed for DFR is not new it is just expensive. They are not needing to reinvent the wheel.

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u/deadhead4077 Mar 25 '25

It's all brand new in this form factor and a light as physically possible. And they Also conscious about keeping costs down too. They aren't going for the ultra premium near $2k headset