Zuckerberg reveals what the specs will be like for entering the metaverse

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bet on the metaverse Serious by Mark Zuckerberg. The founders of Facebook are totally focused on paving the way for their great future project, The immersive virtual world he wants us to spend many hours a day inRealize it as soon as possible. To show that his engineers aren’t wasting their time, Zuckerberg last week invited a group of media from around the world, including EL Passes, to learn about the latest developments at his company’s work. More specifically, the executive and his team talked about how they’re trying to improve the look and feel of their Oculus glasses, which will allow us to immerse ourselves in the metaverse and that “a visual able to pass the Turing test. ,

“Current virtual reality systems can already make you feel like you’re somewhere else. And it’s hard to describe how important that is, it’s something you have to experience for yourself. But reaching for visual realism doesn’t help.” We still have a long way to go when it comes to screens and graphics engines,” Zuckerberg said in a previously recorded speech. The complexity faced by meta engineers has to do with a different fact. When looking at a traditional screen, 2D ones, we fixate our eyes where we want, we look to one side or the other, we move apart or away, etc. Despite these natural movements, the resolution of the monitor is always the same.

The Holokey 2 prototype, the thinnest and lightest virtual reality glasses ever developed by Meta.

With 3D images projected directly into our eyes by special glasses, the situation is different. “You need to be able to render objects and focus the scene at different distances. You need a display that can span a very wide viewing angle, and to have retina-level resolution across that entire field of view, any traditional Displays require far more pixels than they should be,” Zuckerberg explained. “You need displays that can access the brightness and dynamic range of the physical world, and for that we currently need about ten percent of the brightness we get from HDTVs. times are required. You need realistic motion tracking that has low latency, so when you turn your head it looks like it’s positioned correctly in the immersive world you’re in.”

It should all be able to fit into a headset that’s comfortable to wear, doesn’t get too hot, and has a long-lasting battery (plug-in devices are out of the question). The team of engineers focused on these developments, Reality Labs, showed off some of their prototypes. The one that seems to be the most advanced is the Holokey 2, which Zuckerberg proudly showed off and is the thinnest and lightest lens ever developed. He also showed off plans for Mirror Lake glasses, which integrate the latest meta advances. They’re still in the concept stage and, as the company recalled, there is a long way to go before they can be translated into a consumer product. But the technologies they incorporate and the problems they try to solve will later be seen in the lens models that Meta brings to market.

Differentiate between the virtual reality glasses already on sale and the various offerings offered by Butterscotch Prototype.
Differentiate between the virtual reality glasses already on sale and the various offerings offered by Butterscotch Prototype.

Four Great Visual Challenges

Douglas Lanman, director of systems research at Reality Labs, explains four major challenges meta developers are facing in making the displays in VR goggles as realistic as possible. First, the lens must be able to focus on the object being viewed, whether it is forward or backward. Second, the resolution has to be much better than 2D for convolution.

Third, the graphics engine of the glasses must be able to correct for distortion effects that cause structures to appear distorted when they are removed. And fourth, it must be able to balance the dimensions and proportions of all elements in the visual field, which is achieved by having each element emit more or less light.

Zuckerberg has a Starbust prototype, the specs that include an HDR system.
Zuckerberg has a Starbust prototype, the specs that include an HDR system.

The technical solution that the engineers at Reality Labs arrived at has two phases. On the one hand, deliberate distortion of the elements. “It’s about distorting the digital image in real time so that your brain can perceive it as if you were in real life, applying the necessary lighting, focus and resolution corrections,” Lanman said. The second breakthrough is what they call high dynamic range (high dynamic rangeHDR) and techniques to apply the necessary lighting to the images at every moment.

The Meta team has developed a still very large prototype goggle that incorporates this latest development. When they manage to incorporate it into the lighter lens versions, he says, the user experience will skyrocket.

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