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The fixed base station is a fundamentally different tradeoff for AR vs VR. Base station for AR would be detrimental, as you inherently want to explore and inte
by null_shift 4y ago
The fixed base station is a fundamentally different tradeoff for AR vs VR.
Base station for AR would be detrimental, as you inherently want to explore and interact with the world around you.
For most VR use cases that is not the case, and I can see the argument for the benefits of a base station (higher performance) outweighing the costs (limited movement).
- treesknees 4y agoOne solution to this for AR is using "fog computing", where your AR device may offload its computation to a node on the local network that's more powerful but also not as far away (in terms of latency) as a cloud server. Perhaps with the continued adoption of UWB 5G, those AR basestations could exist at cell towers or in local establishments - think about a clothing store running fog nodes to allow AR users to visualize wearing different clothes as they see them in the store. I haven't read more than the abstract, but it seems there is some good research going into this. It must be years off however, as we barely have LTE networks in some locations, let-alone UWB 5G to even begin supporting this type of architecture. https://ieeexplore.ieee.org/document/9103475 https://ieeexplore.ieee.org/document/9103475
- jayd16 4y agoStreaming 4k video per eye per user? Can I get that kind of bandwidth for general wifi, please?
- deleted 4y ago[deleted]
- perryizgr8 4y agoThis kind of throughput is quite achievable if you get a high quality 6E router. Of course you need compatible client devices too, which is a bit of a challenge right now.
- bin_bash 4y agoIf the base station was wireless and doubled as a charger/stand it likely wouldn’t even be a noticeable drawback for most VR use-cases.
- redisman 4y agoQuest 2 is already a stand alone device so the base station requirement has already partially gone away
- plasticchris 4y agoQuest 1 was standalone too.