"VR certainly has the same long-term potential as a personal computer," Abrash told the public. "In fact, I believe that this will eventually become the most powerful creative and collaborative environment that has ever existed."
But to do so, Abrash admits that much work remains to be done. The Reality Lab aims to create a real sense of "social presence" ̵
Avrash also talks about the importance of transmitting emotion in creating a social presence, and to this end, his lab works to create photorealistic virtual faces for its Codec Avatars. As you can see in the video below, as two members of Abrash's team talk to each other, their headsets track their facial expressions and are "translated in real time into audio and visual cues that they perceive as the perfect picture of the other like a person, "according to a Facebook post.
But what good are full-body avatars and photorealistic faces if you have nowhere to go in VR space? That's why FRL is has developed a prototype system capable of capturing high quality 3D scans of
"Through a combination of high-precision depth-of-field imaging, state-of-the-art simultaneous localization and mapping (SLAM) technology, an advanced camera platform and a solid reconstruction system, we can achieve an unprecedented level of fidelity in VR, in a Facebook post. This technology will not only allow users to hang in virtually familiar spaces in the real world, but also serve as "the core infrastructure that will underpin tomorrow's AR experience," , which F RL Generalized Live Maps.
These two aspects – photorealistic avatars and virtual spaces – will eventually combine to create a whole new form of social interaction. Being able to project your presence all over the globe is nothing but transformative. But don't worry too much. "It will take decades to realize the full potential of VR," Abrash warned. "Just like with personal computers."
But progress is being made. The half-dome prototype headset shown at last year's event has now been surpassed by the smaller and 200-gram lighter half-dome 2. The field of view is a bit narrower than the original Half Dome, but it's still up 20 percent more widely than Oculus Quest users see. Half Dome 2 also boasts an improved mechanical varifocal lens that reduces noise and vibration. However, both of these headsets are obscured by Half Dome 3, which uses an electronic varifocal lens that eliminates virtually all moving parts of the assembly with a stack of six thin liquid crystal displays.
No progress has brought us to the next generation of VR headsets, Abrash argues. "VR technologies will need to be woven together into a complete, tightly integrated platform to make this quantum leap," he said. "It's the sum of those parts that will lead to this breakthrough experience, not insulation technology."
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