Why Augmented Reality Is So Hard (The Information)
Since the article is behind a paywall and not many have access to it, I'd like to share a few things that struck me most:
AR is constrained by laws of physics at the moment, and not by Moore's law. It's not that the computing chips need to become smaller or faster, it's the lenses and mini-projectors that need to shrink to fit into a set of normal-looking glasses. And there's no Moore's law of optics.
Having said that, the computing power is also a limiting factor, but not as much. For a point of reference: when Hololens was first announced in 2015, they had to put the prototype in a refrigerator before use since it used to become too hot.
Hololens uses diffractive optics which can be shrunk down, but:
is fragile since if one of a million of tiny structures in diffractive optical elements has a defect, the whole thing is useless;
4 Ways Google Is Fixing VR/AR’s Terrible UX (FastCoDesign)
Here they are:
VR will launch instantly (for some): Multiple times, Google reps have reiterated that the standalone version of Daydream headsets will load in seconds.
Your friend will be able to see what you see: A new feature called Cast will let you share what you see inside a headset to a TV and any other monitors–pretty much anything that supports Google’s standard from Chromecast.
Escape the virtual world to see time and notifications: Sometimes, in VR, you find yourself feeling extremely cut off from the commitments in the rest of your life. Even just checking the time can require you to quit a game. Checking your notifications can require you to quit VR altogether.
Browse the VR Web more easily: Google has released a Chrome update to Github that’s optimized to make hopping into WebVR easier, and it will also add WebAR support at the same time, meaning the next Pokémon Go could be a web app.