This is caused by a breakdown of the computer-vision depth estimation which struggles with near-field objects, especially when they’re moving. That ought to be solved now that Quest 3 will include two RGB cameras which will allow stereoscopic capture of color information, rather than monoscopic like with Quest Pro.Īnother common artifact of Quest Pro (and Quest 2) passthrough is the warping of objects (especially hands) that are close to the headset. However, it’s notable that the footage doesn’t show any of the obvious color fringing that was an artifact of Quest Pro’s passthrough architecture, which used multiple black-and-white cameras that were fused with the color from a single RGB camera. It’s difficult to tell from the footage how Quest 3’s passthrough resolution compares to Quest Pro. We also see Meta CTO Andrew “Boz” Bosworth jump into the action, showcasing a co-presence experience where both Zuckerberg and Bosworth battle each other virtually but in the same physical space. While Quest 2 and Quest Pro have done the same in the past, Quest 3’s new depth sensor should make attaching virtual objects to walls, floors, and ceilings more convincing thanks to a more precise map of the world around the headset. We also see some shots of virtual objects attached to the wall, like a glass window into an undersea world, or a zombie jumping through a window into the room to attack the player. A post shared by Mark Zuckerberg video shows the headset’s full color passthrough MR mode, which allows it to present a view of the outside world while selectively adding virtual content to the scene.
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